beyond-all-reason / beyond-all-reason/RecoilEngine

Incorrect drawing of yardmap overlap for rotated blueprints

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#2,181 5 comments 0 reactions 0 assignees View on GitHub
Dominant language
C++
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3d 1h
Merged PRs (30d)
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Description

Happens also on top of buildings being built. When trying to place another blueprint with the same unit who already has other blueprints placed.

I changed a solar's yardmap so it wouldn't be symmetrical, to test rotation:

![overlap](https://github.com/user-attachments/assets/0910849d-a1fb-4a96-85ec-e29168032b91)

![overlap6](https://github.com/user-attachments/assets/74f9c281-0478-449a-9c0d-9626c52713a7)

Actual check seems to work fine (with https://github.com/beyond-all-reason/spring/pull/2170 applied), but drawing the overlap not so much.

- When rotating over a blueprint, or unit being built the rotation doesn't get reflected at all.

In this video I'm rotating the solar with edited yardmap, but doesn't get reflected:

![overlap5](https://github.com/user-attachments/assets/194e0a22-d4e1-42b2-9031-fc46cebde02d)

- Trying to build in a place where another unit was recently self destructed also did show some blocked space but then I could build (happened once but then couldn't reproduce, no idea :P):

![overlaphnothing](https://github.com/user-attachments/assets/63010226-3934-442a-a1aa-84c73e7803b0)

Contributor guide

Open the contributing guide

Research direction

The report provides no files, tests, or entry points. Reproduce rotated blueprint placement over existing and building units, including the edited asymmetric solar yardmap, then compare the drawn overlap with the actual placement check; done means the displayed blocked area follows rotation and matches the check.

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
38/100

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