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weird sewer vault

PostPosted: Tuesday, 7th May 2019, 21:19
by petercordia
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Am I supposed to be able to reach (or even know about) the sensed monsters?

in case it helps: https://underhound.eu/crawl/morgue/pete ... ordia4.txt

Re: weird sewer vault

PostPosted: Wednesday, 8th May 2019, 00:15
by PseudoLoneWolf
IIRC, there are enemies and loot in there if you have a source of significant digging (wand or Formicid) or get lucky with a teleport.

Re: weird sewer vault

PostPosted: Wednesday, 8th May 2019, 14:43
by Kate
It's a weird quirk of the way the vault (sewer_co_cracked_pipes) is built - there are multiple paths between each of those corridors and one of them gets picked at random to be accessible when the vault generates. The other paths still exist but can't be reached (unless you have Shatter online somehow), and don't have any loot in them. It could be fixed in theory with some more complicated vault syntax or subvaults or something, I would guess.

Re: weird sewer vault

PostPosted: Wednesday, 8th May 2019, 20:41
by duvessa
MarvinPA wrote:It's a weird quirk of the way the vault (sewer_co_cracked_pipes) is built - there are multiple paths between each of those corridors and one of them gets picked at random to be accessible when the vault generates. The other paths still exist but can't be reached (unless you have Shatter online somehow), and don't have any loot in them. It could be fixed in theory with some more complicated vault syntax or subvaults or something, I would guess.
It doesn't even need to be much more complicated, splitting up its "X1 symbols and using if blocks instead of SHUFFLEs (to handle the adder) would be simple. The current version of it also pretty much breaks teleportation.

Re: weird sewer vault

PostPosted: Thursday, 9th May 2019, 13:39
by MisterPersonMan
Wait, so what would happen if you did teleport in, using a scroll or something? Would you be completely stuck? Or does the game not allow your to teleport to a place you couldn't escape from?

Re: weird sewer vault

PostPosted: Thursday, 9th May 2019, 15:56
by Implojin
Those areas are defined with no_tele_into.

https://github.com/crawl/crawl/blob/mas ... .des#L1206

FPROP_NO_TELE_INTO does what you'd expect, and prevents the player and monsters from teleporting onto tiles with that prop:
(It's also checked for secondary purposes elsewhere in the code, but that's irrelevant here.)

https://github.com/crawl/crawl/blob/mas ... oc.cc#L635
https://github.com/crawl/crawl/blob/mas ... rt.cc#L176