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ID Category Severity Reproducibility Date Submitted Last Update
0011032 [DCSS] Bug Report minor always 2017-04-24 05:14 2017-09-02 07:20
Reporter andreas View Status public  
Assigned To
Priority normal Resolution open  
Status new   Product Branch 0.21 ancient branch
Summary 0011032: Trap interaction with animate skeleton
Description Raising undead allies (I only checked Animate Skeleton) interacts with
traps in somewhat surprising and maybe bad ways in certain edge cases.

Skeletons can raise on alarm traps and zot traps without triggering
them. I managed to get this to happen both when the trap was known and
when it was not.

Skeletons will fail to rise (with the "no space to rise" message) if
the only visible spot has a teleport trap, known or not. I also got
this to happen sometimes when there were a couple of visible spots
(otherwise it would rise in an untrapped spot). So not only is
the behaviour unintuitive, especially given what happens in the
alarm/zot trap case, there is also leakage of information about
unknown traps.

I was able to reliably reproduce this by wizmoding with a Fo^Kiku, using
dig, deliver corpses, and animate skeleton. I did not experiment with
other kinds of traps or other ways of producing allies. OS is ArchLinux.
Additional Information
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Attached Files

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-  Notes
(0031779)
andreas (reporter)
2017-08-18 12:50

Similar issue reported with ID# 0011187, animate skeleton interacting with shaft traps.
(0031809)
espais (reporter)
2017-09-02 07:20

Would the intent be to search nearby tiles for a free spot or not allow them to rise on, say, alarm traps.

I for one think it would be kind of funny for a skelefriend to be raised on a shaft, only to immediately plummet 3 floors.

- Issue History
Date Modified Username Field Change
2017-04-24 05:14 andreas New Issue
2017-08-18 12:50 andreas Note Added: 0031779
2017-09-02 07:20 espais Note Added: 0031809


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