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Chasm/hole level interaction with runmode #164

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RojjaCebolla opened this issue Sep 28, 2021 · 3 comments
Open

Chasm/hole level interaction with runmode #164

RojjaCebolla opened this issue Sep 28, 2021 · 3 comments
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quirk a very small thing that, if changed, could improve the game. like a bug but low-priority, low-impact

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@RojjaCebolla
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RojjaCebolla commented Sep 28, 2021

The implementation of rope bridges over yawning chasms uses the "hole" trap type. This means that when you shift-move on a level with rope bridges over chasms, instead of turning around corners as you would in a corridor, you run straight - and get a yes/no prompt for jumping into the hole. This does not happen with rope bridges over water or lava.

See also:
mkchasms(void)
domove_core(void) - on_bridge = true
PARANOID_TRAP

@RojjaCebolla RojjaCebolla added the quirk a very small thing that, if changed, could improve the game. like a bug but low-priority, low-impact label Sep 28, 2021
@NullCGT
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NullCGT commented Sep 28, 2021

I was actually originally planning on adding a terrain type ("chasm") but backed off when I realized that it would have the exact same functionality as a hole. I think the easiest way to address this is treating holes in the same manner as water and lava during runmode.

@copperwater
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How about reusing air terrain?

copperwater/xNetHack@c34510b

@NullCGT
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NullCGT commented Oct 1, 2021

@copperwater That's a very, very good idea! It would cut down on the number of traps on the level, and be much less visually confusing than the fields of "^" players currently have to deal with.

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Labels
quirk a very small thing that, if changed, could improve the game. like a bug but low-priority, low-impact
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