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@emna9 emna9 commented Apr 16, 2025

In this pull request, I’ve made progress on the Escort ability by ensuring that the block (Scavenger + Target) moves by exactly 1 hex. However, there is still an issue with overlap when the direction is 1 (moving from left to right). The movement works correctly for the right to left direction (1 hex shifts), but when moving in the right direction,the creatures may overlap.

Changes made:

Fixed the calculation of 1-hex movement for both the Scavenger and the Target.

Adjusted the hover block logic to start from the correct tile in both directions.

Problem: When the direction is 1 (moving from left to right), I’m unable to click on tiles 1 or 2, and the block only starts from tile 3. This results in overlap issues when moving towards the right.

escort
move1hex
escort2
move1hex1

This fixes issue #2616

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@emna9 emna9 closed this Apr 16, 2025
@emna9 emna9 deleted the escort-1hex-move branch April 16, 2025 02:05
@emna9 emna9 restored the escort-1hex-move branch April 16, 2025 02:05
@emna9 emna9 deleted the escort-1hex-move branch April 16, 2025 02:06
@emna9 emna9 restored the escort-1hex-move branch April 16, 2025 02:08
@turkiasma
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@emna9 Great progress ! But there are two things to fix to fully resolve the issue:But there are two things to fix to fully resolve the issue:
1- Rightward movement (dir = 1) still causes overlap — it seems like the block starts from tile 3 instead of tile 1. That’s likely because hoveredBlockStartX is too far ahead. Try adjusting how it’s calculated to allow selecting closer tiles (1 hex shift).
2- In activate(), when moving right, the crea and trg destinations overlap. You should compute their positions relative to trgIsInfront, not just by applying finalShift. Use:
const creaDestX = trgIsInfront ? hoveredBlockStartX - trgSize : hoveredBlockStartX;
const trgDestX = trgIsInfront ? hoveredBlockStartX : hoveredBlockStartX - creaSize;
Hope this helps you fix the bug

@DreadKnight
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@turkiasma Thanks for your nice review on this!

@emna9 Will mark this as draft until that stuff is actually fixed. I've found some other bug related to this based on some new feature that we added with new unit location previews; I've opened up #2688 showcasing it, up for grabs 🐻

@DreadKnight DreadKnight marked this pull request as draft April 22, 2025 03:23
@DreadKnight
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@emna9 Any progress with this one? It also has a conflict now...

@DreadKnight
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@emna9 Poke 🐻

@emna9
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emna9 commented Jun 10, 2025

heyy @DreadKnight I didnt make any progress , feel free to unassign me if you need

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3 participants