Opened 10 years ago

Closed 10 years ago

#700 closed bug (fixed (in master))

Running should not run into immobile monsters

Reported by: takkaria Owned by: takkaria
Milestone: 3.1.1 beta Keywords:
Cc:

Change History (6)

comment:1 Changed 10 years ago by magnate

  • Owner set to magnate
  • Status changed from new to assigned

comment:2 Changed 10 years ago by magnate

It looks as if this has already been incorporated into pathfind.c - perhaps this ticket can be closed?

comment:3 Changed 10 years ago by magnate

  • Owner changed from magnate to takkaria

Hmmm. I can't see any changes to this code, yet it looks a lot like the patch proposed in the forum thread linked above. It's not clear that adding && (r_ptr->flags[2] & RF2_NEVER_MOVE) would improve things. Reassigning to Takkaria to give guidance or close.

comment:4 follow-up: Changed 10 years ago by magnate

I just tested this, with a mold in exactly the right place:

####
#..m
#.##
#.#

I ran up the corridor and stopped in the corner, one square away from adjacent to the mold. The only remaining possibility for this ticket is if you run towards an immobile monster that you can already see. I haven't tried that.

comment:5 in reply to: ↑ 4 Changed 10 years ago by magnate

Replying to magnate:

The only remaining possibility for this ticket is if you run towards an immobile monster that you can already see. I haven't tried that.

Ok, I tested it. If you run towards an immobile (or sleeping) monster that you can already see, you run right up to it. IMO you should stop one square away in either case.

comment:6 Changed 10 years ago by magnate

  • Resolution set to fixed
  • Status changed from assigned to closed

[d20e501] (SVN r1413) (for any monsters, not just immobile ones)

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