Ignoring mud when colliding after lane change

Hi. can anyone help me figure out if this is intended behavior? The second bot is stuck behind the first, they then
change lanes at the same time. So the second bot is still stuck. The second bot should hit the mud though but takes no damage and still has speed 15.
I’m wondering if the collision logic has something to do with that ?

*Starting round: 52
Player A - LCubed: Map View
======================================================================================================
round:52
player: id:1 position: y:3 x:439 speed:9 state:USED_TWEET statesThatOccurredThisRound:USED_TWEET boosting:false boost-counter:0 damage:0 score:117 powerups: LIZARD:4, TWEET:6, EMP:1, OIL:4, BOOST:2
opponent: id:2 position: y:3 x:438 speed:15

[β–‘β–‘β–‘β–‘β–‘β–‘β–“β–‘#β–‘β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘]
[β–‘β–‘β–‘β–‘β–‘β–“β–‘β–‘Ξ¦β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘*β–‘β–‘β–‘β–‘]
[β–‘β–‘β–‘β–‘2 1 Cβ–‘ *β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–“β–“β–“β–‘]
[β–‘β–‘β–‘β–‘β–“β–‘βˆ±β–‘*β–‘β–‘β–‘β–‘β–‘β–‘β–‘βˆ±β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
======================================================================================================
Received command C;52;TURN_RIGHT
Player B - LCubed: Map View
======================================================================================================
round:52
player: id:2 position: y:3 x:438 speed:15 state:USED_BOOST statesThatOccurredThisRound:USED_BOOST boosting:true boost-counter:5 damage:0 score:128 powerups: LIZARD:6, TWEET:1, EMP:2, OIL:1, BOOST:3
opponent: id:1 position: y:3 x:439 speed:9

[β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–“β–‘#β–‘β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘]
[β–‘β–‘β–‘β–‘β–‘β–‘β–“β–‘β–‘Ξ¦β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘*β–‘β–‘β–‘]
[β–‘β–‘β–‘β–‘β–‘21Cβ–‘*β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–“β–“β–“]
[β–‘β–‘β–‘β–‘β–‘β–“β–‘βˆ±β–‘*β–‘β–‘β–‘β–‘β–‘β–‘β–‘βˆ±β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
======================================================================================================
Received command C;52;TURN_RIGHT
Completed round: 52


Starting round: 53
Player A - LCubed: Map View
======================================================================================================
round:53
player: id:1 position: y:4 x:447 speed:9 state:TURNING_RIGHT statesThatOccurredThisRound:TURNING_RIGHT boosting:false boost-counter:0 damage:0 score:125 powerups: LIZARD:5, TWEET:6, EMP:2, OIL:4, BOOST:2
opponent: id:2 position: y:4 x:446 speed:15

[#β–‘β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
[Ξ¦β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘*β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
*[β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–“β–“β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
*[β–‘β–‘β–‘21β–‘β–‘βˆ±β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
======================================================================================================
Received command C;53;NOTHING
Player B - LCubed: Map View
======================================================================================================
round:53
player: id:2 position: y:4 x:446 speed:15 state:TURNING_RIGHT statesThatOccurredThisRound:TURNING_RIGHT boosting:true boost-counter:4 damage:0 score:136 powerups: LIZARD:7, TWEET:1, EMP:3, OIL:1, BOOST:3
opponent: id:1 position: y:4 x:447 speed:9

[β–‘#β–‘β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
[β–‘Ξ¦β–‘β–‘β–‘β–‘β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘*β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
[β–‘*β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–“β–“β–“β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
[β–‘*β–‘β–‘β–‘21β–‘β–‘βˆ±β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘β–‘]
======================================================================================================
Received command C;53;NOTHING
Completed round: 53


1 Like

Looking at the code that determines what x block to start checking for terrain β€œcollisions” I found this:

Seems that for some reason the block right next to the player is only checked for terrain β€œcollisions” if they turn and didn’t collide with the other player. Maybe this was intended initially for when collisions only occurred when players landed on the same destination block (back early in phase 1) - then this would make sense since the player would be put back in their original lane and their turning would be cancelled.

1 Like

Cool thanks, So I guess I should just assume this is intended now as there ain’t much time left for bug fixes.

Hello @kobus-v-schoor and @LouisLotter yeah this logic is intended and correct.