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'faction.ActiveStates' bug still present in beta 5 #2466

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Darkcyde13 opened this issue Jan 2, 2023 · 1 comment
Closed

'faction.ActiveStates' bug still present in beta 5 #2466

Darkcyde13 opened this issue Jan 2, 2023 · 1 comment
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6. not up to spec The expected behaviour per the spec doesn’t match the observed behaviour.

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@Darkcyde13
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What's Wrong (please be as specific as possible)

Expected

faction.ActiveStates section of code to work in the 'System materials report' script.

Observed

This section of code never runs.

Steps to reproduce

  1. Go to a system where any faction has influence above 25% and is in a state that is listed as part of the code in 'System materials report'
  2. Run the report script.
  3. Observe the code section for faction.ActiveStates never runs, even though it should.

Configuration

  • Version [Please give full version numbers here, not just "latest" or "current"]
    • EDDI Version: v4.0.2-b5
    • VoiceAttack Version: [if applicable]
  • Localization [if applicable]
    • EDDI's language: [or the operating system language if EDDI's language setting is "Automatic"]
    • Voice: [Name and language]

My Investigation

Investigation Notes

I don't know if you read my additional comments on the previous bug report for 'System materials report' #2454, but the bug for the faction.ActiveStates variable is still present in beta 5. At least, that code section never runs, so I'm assuming the variable is not being populated.

To test, I set reportSystem to "Othime", set the faction influence check to 1%, and ran the script. Only the 'Federation' materials are being reported, but the 'Silver Vision & Co' faction is currently in 'Civil Unrest' with influence of 3%, so that should have added the Improvised Components material to the list.

Further testing showed that the code runs right up to the influence check (which results in 'True'), but the faction.ActiveStates does not, leading me to believe that is where the problem lies. To test this, I added a '1' just after the >=1: (the 1% I used to make it run) so that it would be said for each faction, and it did indeed produce seven 1's, one for each faction in the system.

*** As a side note, in #2454 I also mentioned a fix to a problem I introduced in the new default script, plus another updated code section for the signals sources section. Just in case you hadn't already seen them. 🙂

EDDI Logs

N/A

Player journals

N/A

@Tkael Tkael added the 6. not up to spec The expected behaviour per the spec doesn’t match the observed behaviour. label Jan 3, 2023
@Tkael Tkael closed this as completed in 0017188 Jan 3, 2023
@Darkcyde13
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Darkcyde13 commented Jan 4, 2023

@Tkael Just wanted to let you know that there is one slight bug in the new default. As my code for the 'break' part at the end was used, then modified, the second check needs to be returned back to > 0 instead of the >1 I had used. Currently, no 'break' is used if only one body is to be reported, so the speech is incorrect:

Improvised Components may be found in High Grade Emissions signal sourcesIron, Manganese, Mercury, Molybdenum, Nickel, Technetium, and Vanadium are most abundant on body 1 in this system.

I noticed this on my version, and so I checked the default to see if it was the same and it is.

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Labels
6. not up to spec The expected behaviour per the spec doesn’t match the observed behaviour.
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