CleverRaven / CleverRaven/Cataclysm-DDA
Interrupt prompt doesn't properly cancel some actions: instead it interrupts action and still executes it after you take action of your own.
- Dominant language
- C++
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Description
### Describe the bug
moving a lot of small items in AIM and being interrupted by "you see Z, interrupt? Y/N" leads to continuing the "move" action on opening AIM second time, and all interruptions in that case are ignored.
### Steps to reproduce
1. Drop a pile of 15 of each kind of seeds on pavement.
2. Spawn Zombies nearby (but somewhere you don't see them so picking up would interrupted when they show up)
3. Open AIM, press , to move everything
4. Get interrupted, press Escape
5. Open AIM once again
6. Instead of doing nothing, at this point character picks up all the leftovers, ignoring being hit or approached by zombies
### Expected behavior
Character doesn't continue previous AIM action on opening AIM once again.
### Screenshots
_No response_
### Versions and configuration
These are the outputs for the experimental build of commit 00a0caa
Linux
### Additional context
I've had hard time reproducing this in debug world. Zombies need to be hidden from your view, but need to know of your presence when you start picking things up, so they'd move towards you and appear in your view - to get interruption prompt.
Contributor guide
Research direction
Start by reproducing the AIM sequence: move many items, trigger an interruption, press Escape, and reopen AIM. Trace how the interrupted move or pickup action is retained and resumed; done means reopening AIM does nothing after cancellation and later interruptions are respected.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100