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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0008226||[DCSS] Patches||minor||N/A||2014-03-04 04:25||2014-03-06 04:03|
|Status||resolved||Product Branch||0.14 ancient branch|
|Summary||0008226: Fixed random_near_space()|
Basically, random_near_space() is a remarkable mess with insane behavior. It spends about 2/3rds of its length specifically allowing monsters to cheat & blink through walls, but only if the player couldn't see them doing so, or if the player could see them, but they were only blinking through transparent walls, but no more transparent walls than were between the player and their origin point. Basically.
I cleaned that up, factored out valid_blink_destination() (it was duplicating code in random_space_weighted), and also fixed a bug where random_near_space() would choose spaces only if they weren't dangerous to the *player*.
Upshot: dispersal code is much cleaner/faster, monster blink effects should work much better (& shouldn't cheat while out of LOS of the player), and ball lightning can now be summoned in deep water/lava.
|Tags||No tags attached.|
|Attached Files||0001-Refactored-random_near_space-fixed-bugs.patch [^] (11,405 bytes) 2014-03-04 04:25 [Show Content]|
|With a couple of formatting fixes, this is in as 0.14-a0-2991-ga5274fd. Thanks!|
|2014-03-04 04:25||PleasingFungus||New Issue|
|2014-03-04 04:25||PleasingFungus||File Added: 0001-Refactored-random_near_space-fixed-bugs.patch|
|2014-03-06 04:03||sgrunt||Note Added: 0025483|
|2014-03-06 04:03||sgrunt||Assigned To||=> sgrunt|
|2014-03-06 04:03||sgrunt||Status||new => resolved|
|2014-03-06 04:03||sgrunt||Resolution||open => done|
|2014-03-06 04:03||sgrunt||Fixed in Branch||=> 0.14 development branch|
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