#room has no queued crew is true if room doesn't have a queue

1 messages · Page 1 of 1 (latest)

floral barn
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Most conditions are invalid if a room doesn't support them:

  • current room has no crafts deployed for non-hangar rooms
  • current room has no droids deployed for non-droid rooms
  • current room not on cooldown for room without cooldown
  • current room reload empty for rooms without reload

I would expect, based on that, that room queue functions the same way - if a room isn't a TLP-type, then it doesn't have a queue(currently?), so the condition current/origin room has no queued units should be invalid for non-TLP rooms? Instead it's true for non-TLP rooms?

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For example, a crew standing in an engine room will go to the MSL room

floral barn
pliant flint
uneven mural
floral barn
floral barn
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  • I had vivien and the red-head start in MSL and go to the bridge room
  • the blond Mr the is set up to go to my engine if there's a queued unit in current room, but she stayed in the room for the whole time?
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@ruby jasper

ruby jasper
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He fixed it in testing

floral barn
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@oblique gull

ruby jasper
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It won’t return true at all if the room has no queue whatsoever

floral barn
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Just saying, queue doesn't seem to affect lifts, since you reacted to it

floral barn
ruby jasper
floral barn
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You and Cass seemed to think it does? That's why I'm pinging you

ruby jasper
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He said it counts as a form of queue, but i think it’s technically the lift tile that has a queue

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So I’m not sure

floral barn
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so you're in a different room, but you're counted as being in the lift queue?

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I mean.. it kind of makes sense for the lift to have a queue, I guess

ruby jasper
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I don’t actually know how it went.

floral barn
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so then, if the lift has queue, it will take the next person in the queue?

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if the queue is A C B -> lift, with B being first, the lift will take first B, then C, then A, regardless of whether they're next to the lift or not?

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and is that queue separate for every lift tile, or for the whole lift? 🤔

ruby jasper
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I'm not entirely sure which room ends up with the actual queue

floral barn
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I guess separate for each tile, so when the lift arrives at a tile it takes the 1st person in the queue? 🤔

ruby jasper
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I only saw glimpses of the conversation lol

floral barn
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I can envision how this works

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each lift tile has a queue

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if at least 1 queue is full, the lift gets a signal to move

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when the lift arrives at a full queue, it stops and takes the 1st person in the queue

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and then .. you have to initially move in the direction of the queue that's full

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I'm not sure if there's some kind of priority between all the queues of a lift though

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anyways, though interesting, this is irrelevant to the issue at hand, which is queues for rooms

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ok, let me test it in the staging build, I just saw the ping

oblique gull
# floral barn You and Cass seemed to think it does? That's why I'm pinging you

I have no idea how this actually works, but my understanding is that it was supposed to work for anything where crew are stacked due to a rate limiting movement effect (which functionally means teleport or lift).

Particularly, my understanding is that "current room" conditions don't actually trigger at all while a crew is moving, so I'm confused how any of these AIs would ever activate to begin with

floral barn
oblique gull
floral barn
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however, the current room has friendly crew condition will not count crew that's not targeting the current room while it's moving through that room.

So if you have crew A sitting in a room and a different crew B walking through the room, and both of them are testing current room has friendly crew - target your bridge, then

  • crew A sees no crew targeting the room, since it doesn't count itself and B isn't targeting the current room,so it evaluates as false
  • crew B sees crew A targeting the current room, even though B is moving, so for B that would evaluate to true and B will switch targets to target the bridge
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it might make it easier to think of a different condition....
say current room hp <100% ... this will evaluate as true as soon as a crew enters a damaged room

oblique gull
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Same as hidden rule that crew won't use their ability if they're not in their target room

floral barn
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other abilities like cryo or crit will activate regardless

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so I can be going through a room that has boarders and I can freeze them even though I'm not targeting the room... or crit them ... that's my expectation, honestly, I haven't tested that thoroughly

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however, I have seen current room deployment work with crew that's just going through a room, it actually works even though I don't want it to, but I expect that 🙂 So I had to make it stop working in some cases when I didn't want it to work (the idea is to leave the android room when it's on full reload so you can allow for the droid to go out of production)

floral barn
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I can try to test the crit idea by just randomly attacking people... I have a lot of crew and boarder droids

oblique gull
floral barn
oblique gull
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None use special was what I was using