{"action":"created","issue":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/11857","labels_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/11857/labels{/name}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/11857/comments","events_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/11857/events","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/issues/11857","id":65283888,"number":11857,"title":"How can we fix vehicle tile teleporation but keep vehicle rotation pretty?","user":{"login":"sparr","id":121299,"avatar_url":"https://avatars.githubusercontent.com/u/121299?v=3","gravatar_id":"","url":"https://api.github.com/users/sparr","html_url":"https://github.com/sparr","followers_url":"https://api.github.com/users/sparr/followers","following_url":"https://api.github.com/users/sparr/following{/other_user}","gists_url":"https://api.github.com/users/sparr/gists{/gist_id}","starred_url":"https://api.github.com/users/sparr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/sparr/subscriptions","organizations_url":"https://api.github.com/users/sparr/orgs","repos_url":"https://api.github.com/users/sparr/repos","events_url":"https://api.github.com/users/sparr/events{/privacy}","received_events_url":"https://api.github.com/users/sparr/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":3,"created_at":"2015-03-30T19:31:31Z","updated_at":"2015-03-31T02:25:39Z","closed_at":null,"body":"I'm having little luck over in #11690 with my idea for rotating vehicles more smoothly. I am creating this new issue to seek alternate solutions to the problem.\r\n\r\nHere's an illustration of the problem. We have a bus made of Xs (and ABCDF), heading just south of southeast, headed for a collision with the T:\r\n\r\n    ...t...........\r\n    ...............\r\n    .XXXAB.........\r\n    ..XXXCD........\r\n    ...XXXXX.......\r\n    ....XXXXX......\r\n    .....XXXXX.....\r\n    ......XXXXX....\r\n    .......XXXXX...\r\n    ........XXFXX..\r\n    ...............\r\n    ...............\r\n    ............T..\r\n\r\nAttempting to turn left, to point just east of southeast and drive around the T, leads to the B corner of the bus jumping two squares and coinciding with the t:\r\n\r\n    ...t...........\r\n    ...AD..........\r\n    ...XCX.........\r\n    ...XXXX........\r\n    ...XXXXX.......\r\n    ....XXXXX......\r\n    .....XXXXX.....\r\n    ......XXXXX....\r\n    .......XXXX....\r\n    ........XXF....\r\n    .........XX....\r\n    ..........X....\r\n    ............T..\r\n\r\nBecause the vehicle is 5 tiles wide, its corners teleport two whole tiles when transitioning across any diagonal heading (44 to 46 degrees, 134 to 136, etc). A 6 tile wide vehicle (like the luxury RV with mirrors) might have two of its corners teleport three tiles.\r\n\r\nHow can we fix this without making vehicle interiors an ugly mess of shuffled tiles?\r\n\r\n<bountysource-plugin>\r\n---\r\nWant to back this issue? **[Post a bounty on it!](https://www.bountysource.com/issues/10237476-how-can-we-fix-vehicle-tile-teleporation-but-keep-vehicle-rotation-pretty?utm_campaign=plugin&utm_content=tracker%2F146201&utm_medium=issues&utm_source=github)** We accept bounties via [Bountysource](https://www.bountysource.com/?utm_campaign=plugin&utm_content=tracker%2F146201&utm_medium=issues&utm_source=github).\r\n</bountysource-plugin>"},"comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/comments/87903692","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/issues/11857#issuecomment-87903692","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/11857","id":87903692,"user":{"login":"facepalm","id":51051,"avatar_url":"https://avatars.githubusercontent.com/u/51051?v=3","gravatar_id":"","url":"https://api.github.com/users/facepalm","html_url":"https://github.com/facepalm","followers_url":"https://api.github.com/users/facepalm/followers","following_url":"https://api.github.com/users/facepalm/following{/other_user}","gists_url":"https://api.github.com/users/facepalm/gists{/gist_id}","starred_url":"https://api.github.com/users/facepalm/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/facepalm/subscriptions","organizations_url":"https://api.github.com/users/facepalm/orgs","repos_url":"https://api.github.com/users/facepalm/repos","events_url":"https://api.github.com/users/facepalm/events{/privacy}","received_events_url":"https://api.github.com/users/facepalm/received_events","type":"User","site_admin":false},"created_at":"2015-03-31T02:25:39Z","updated_at":"2015-03-31T02:25:39Z","body":"Aren't slanted vehicle interiors _already_ ugly messes of shifted tiles?  Half the time I can walk right out between the walls of my car, no door necessary.  Ugly it up, let's see what happens.\r\n\r\nThe only thing I think will be necessary to add is to make sure that when something is hit by a car, it takes damage from the best tile orthogonal to it (which will always be a front-bumper tile), but receives an impulse in the direction of the car's motion.  So if a car is moving leftwards and up at a 30-degree angle, the zed will get \"hit\" by the tile to its left, but go flying backwards left-and-up at 30 degrees."}}