[RC] Major faults in generation of Golgotha, Grit Gate

Issue #798 resolved
syntaxaire created an issue

Golgotha generation produces this exception

exceeded event pool size 4000
   at XRL.World.Event.New(System.String ID, Int32 ObjParams, Int32 StrParams, Int32 IntParams)
   at XRL.World.Event.New(System.String ID, System.String Name1, System.Object Value1)
   at XRL.World.Cell.IsPassable(XRL.World.GameObject obj, Boolean includeCombatObjects)
   at XRL.World.Cell+<getClosestPassableCellFor>c__AnonStorey8.<>m__0(XRL.World.Cell c)
   at XRL.World.Zone.GetCells(System.Predicate`1 pFilter)
   at XRL.World.Cell.getClosestPassableCellFor(XRL.World.GameObject who)
   at XRL.World.Parts.Physics.HandleEvent(XRL.World.ZoneBuiltEvent E)
   at XRL.World.ZoneBuiltEvent.handlePartDispatch(XRL.World.IPart part)
   at XRL.World.GameObject.HandleEvent(XRL.World.ZoneBuiltEvent E)
   at XRL.World.Cell.HandleEvent(XRL.World.ZoneBuiltEvent E)
   at XRL.World.Zone.HandleEvent(XRL.World.ZoneBuiltEvent E)
   at XRL.World.ZoneManager+<GenerateZone>c__AnonStorey3.<>m__0()
   at XRL.UI.Loading.LoadTask(System.String description, System.Action work, Boolean showToUser)
   at XRL.World.ZoneManager.GenerateZone(System.String ZoneID)
   at XRL.World.ZoneManager.GetZone(System.String ZoneID)
   at XRL.World.ZoneManager.GetZone(System.String World, Int32 wX, Int32 wY, Int32 X, Int32 Y, Int32 Z)
   at XRL.World.Cell.GetCellFromDirectionGlobal(System.String Direction, Boolean bLocalOnly, Boolean bLiveZonesOnly)
   at XRL.World.Cell.GetCellFromDirection(System.String Direction, Boolean BuiltOnly)
   at XRL.World.Parts.StairsDown.GetPullDownCell(XRL.World.Cell CC, Int32 ByRef Distance, Int32 MaxDistance)
   at XRL.World.Parts.StairsDown.GetPullDownCell(Int32 ByRef Distance, Int32 MaxDistance)
   at XRL.World.Parts.StairsDown.IsLongFall()
   at XRL.World.Parts.StairsDown.HandleEvent(XRL.World.ObjectEnteringCellEvent E)
   at XRL.World.ObjectEnteringCellEvent.handlePartDispatch(XRL.World.IPart part)
   at XRL.World.GameObject.HandleEvent(XRL.World.ObjectEnteringCellEvent E)
   at XRL.World.Cell.HandleEvent(XRL.World.ObjectEnteringCellEvent E)
   at XRL.World.GameObject.ProcessObjectEnteringCell(XRL.World.Cell DestinationCell, Boolean Forced, Boolean System, System.String Direction, System.String Type, XRL.World.GameObject Dragging)
   at XRL.World.GameObject.Move(System.String Direction, Boolean Forced, Boolean System, XRL.World.GameObject Dragging, Boolean NearestAvailable, Int32 EnergyCost)
   at XRL.Core.XRLCore.PlayerTurn()
   at XRL.Core.ActionManager.RunSegment(Boolean bUnityDebug)
   at XRL.Core.XRLCore.RunGame()
   at XRL.Core.XRLCore.NewGame()
   at XRL.Core.XRLCore._Start()
   at XRL.Core.XRLCore._ThreadStart()

and generates levels with conveyor belts but filled with walls.

Grit Gate generates a faulty becoming nook:

Comments (4)

  1. syntaxaire reporter

    Bethesda Susa generates a similar exception to Golgotha (I think this was generated with godown:1 after getting trying to go down the stairs failed)

    exceeded event pool size 4000
       at XRL.World.Event.New(System.String ID, Int32 ObjParams, Int32 StrParams, Int32 IntParams)
       at XRL.World.Event.New(System.String ID, System.String Name1, System.Object Value1)
       at XRL.World.Cell.IsPassable(XRL.World.GameObject obj, Boolean includeCombatObjects)
       at XRL.World.Cell+<getClosestPassableCellFor>c__AnonStorey8.<>m__0(XRL.World.Cell c)
       at XRL.World.Zone.GetCells(System.Predicate`1 pFilter)
       at XRL.World.Cell.getClosestPassableCellFor(XRL.World.GameObject who)
       at XRL.World.Parts.Physics.HandleEvent(XRL.World.ZoneBuiltEvent E)
       at XRL.World.ZoneBuiltEvent.handlePartDispatch(XRL.World.IPart part)
       at XRL.World.GameObject.HandleEvent(XRL.World.ZoneBuiltEvent E)
       at XRL.World.Cell.HandleEvent(XRL.World.ZoneBuiltEvent E)
       at XRL.World.Zone.HandleEvent(XRL.World.ZoneBuiltEvent E)
       at XRL.World.ZoneManager+<GenerateZone>c__AnonStorey3.<>m__0()
       at XRL.UI.Loading.LoadTask(System.String description, System.Action work, Boolean showToUser)
       at XRL.World.ZoneManager.GenerateZone(System.String ZoneID)
       at XRL.World.ZoneManager.GetZone(System.String ZoneID)
       at XRL.World.Parts.ITeleporter.GetActivePartLocallyDefinedFailure()
       at XRL.World.Parts.IActivePart.GetActivePartStatusCore(Boolean UseCharge, Boolean IgnoreCharge, Boolean IgnoreBootSequence, Boolean IgnoreBreakage, Boolean IgnoreRust, Boolean IgnoreEMP, Boolean IgnoreRealityStabilization, Boolean IgnoreSubject, Boolean IgnoreLocallyDefinedFailure, Int32 MultipleCharge)
       at XRL.World.Parts.IActivePart.GetActivePartStatus(Boolean UseCharge, Boolean IgnoreCharge, Boolean IgnoreBootSequence, Boolean IgnoreBreakage, Boolean IgnoreRust, Boolean IgnoreEMP, Boolean IgnoreRealityStabilization, Boolean IgnoreSubject, Boolean IgnoreLocallyDefinedFailure, Int32 MultipleCharge)
       at XRL.World.Parts.IActivePart.HandleEvent(XRL.World.MinEvent E)
       at XRL.World.GameObject.HandleEvent(XRL.World.EffectAppliedEvent E)
       at XRL.World.EffectAppliedEvent.Send(XRL.World.GameObject obj, System.String Name, XRL.World.Effect Effect, XRL.World.GameObject Actor)
       at XRL.World.GameObject.ApplyEffect(XRL.World.Effect E, XRL.World.GameObject Owner)
       at XRL.World.Parts.LiquidVolume.ProcessContact(XRL.World.GameObject obj, Boolean Initial, Boolean Prone, Boolean Poured, XRL.World.GameObject PouredBy, Boolean FromCell, Int32 ContactVolume)
       at XRL.World.Parts.LiquidVolume.HandleEvent(XRL.World.ObjectEnteredCellEvent E)
       at XRL.World.ObjectEnteredCellEvent.handlePartDispatch(XRL.World.IPart part)
       at XRL.World.GameObject.HandleEvent(XRL.World.ObjectEnteredCellEvent E)
       at XRL.World.Cell.HandleEvent(XRL.World.ObjectEnteredCellEvent E)
       at XRL.World.GameObject.ProcessObjectEnteredCell(XRL.World.Cell DestinationCell, Boolean Forced, Boolean System, System.String Direction, System.String Type, XRL.World.GameObject Dragging)
       at XRL.World.Cell.AddObject(XRL.World.GameObject GO, Boolean Forced, Boolean System, System.String Direction, System.String Type, XRL.World.GameObject Dragging, System.Collections.Generic.List`1 Tracking)
       at XRL.World.Capabilities.Wishing.HandleWish(XRL.World.GameObject who, System.String Wish)
       at XRL.Core.XRLCore.PlayerTurn()
       at XRL.Core.ActionManager.RunSegment(Boolean bUnityDebug)
       at XRL.Core.XRLCore.RunGame()
       at XRL.Core.XRLCore.NewGame()
       at XRL.Core.XRLCore._Start()
       at XRL.Core.XRLCore._ThreadStart()
    

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