CleverRaven / CleverRaven/Cataclysm-DDA

You can aim at monsters even if you can't see them

Open
#78,091 1 comment 0 reactions 0 assignees View on GitHub
(S2 - Confirmed)
Dominant language
C++
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Description

### Describe the bug

As title says

### Attach save file

N/A

### Steps to reproduce

Spawn debug monster in the place you can't see it
Aim a gun where the monster supposed to be
See that aiming reveal the enemy that you should not be able to target, and even allows you to somewhat succesfully shoot it

### Expected behavior

UI not changing it's values if you aim at monster you can't see

### Screenshots

Me aiming at debug monster
![image](https://github.com/user-attachments/assets/1a379506-406d-41f7-b6ff-3cd2f8c42d94)
Me aiming one tile right to debug monster
![image](https://github.com/user-attachments/assets/8744a503-cfd0-4aee-b7ed-afdd8adc4c27)

### Versions and configuration

- OS: Windows
- OS Version: 10.0.19045.5131 (22H2)
- Game Version: 9ac7d05 [64-bit]
- Graphics Version: Tiles
- Game Language: English [en]
- Mods loaded: [
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth],
Magiclysm [magiclysm]
]

### Additional context

The only i know is that it does not happen in calculate_aim_cap() as i initially thought

Contributor guide

Open the contributing guide

Research direction

Start by reproducing the issue with a debug monster placed outside the visible area, following the listed aiming steps. Trace the aiming and targeting path around calculate_aim_cap(), which the report says is not the source. Done means aiming at an unseen monster leaves the UI unchanged and does not allow the monster to be successfully targeted or shot.

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

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