mrimer wrote:
Sure, I agree. But the only way such changes would be at all consistent with non-hasted behavior is if eyes did not wake up until one turn after seeing something in the first place. Of course, this can not be the case since it wasn't that way since the very first version of DROD.
The only intended change to eye waking logic in 3.x is that the player/mimics won't immediately wake up eyes if they aren't seen for a full turn. Sure, it's quirky, but what can we do at this point? We can't alter the original waking behavior from 1.x/2.0, and we can't remove the new behavior without breaking 3.x/TCB, so I think all we can do is have the rules continue to follow both guidelines as best as possible.
I did suggest in the original thread that brought about the change that we could have eyes actually *move* on the same half-turn they wake up. That would still allow eyes to kill adjacent Stalwarts on the same full turn+half turn they wake up on - the move would just happen a half turn later. You could explain it as the Evil Eye's reaction's being so quick that it can do that, just so long as it's seen whatever it is for the required (and already player-learned) half-turn.
Of course, coding that properly is a little more involved due to the current layout of the code - Process would have to be run after a successful WakeUpCheck, but only if the Evil Eye started the half-turn inactive. So things would need to be moved around, and even then we'd need to think about how things like hot tiles work in this instance (though that would probably just be "
as normal"
, since if they started on a hot tile, they'd be dead, and if they moved onto a hot tile during the half turn, they'd be dead if they waited on the next turn anyways).
And the problem I mentioned with this particular solution was that it had the potential to break demos - I don't know if there's any rooms that hinge on eyes not moving on half turns yet - there's certainly rooms where the player has to keep from waking eyes, but this is a bit different. But it'd hinge on whether room absolutely required an eye woken on a half turn to not move (if it woke on the full turn, it'd move immediately already in 3.0). All that said, the current change has the potential to break demos too, but the situation should be a little rarer.
And finally, this particular alternative would lead to situations where certain eyes move on consecutive turns when Beethro is hasted - once if they happen to wake up on a half-turn, and then immediately again on the full turn. I don't know how this'll feel to players, but to be thorough, I figured I should mention it. But how does that compare to Decoys/Mirror-movement/Stalwarts breaking the half-turn wake-up rule?
Anyways, if those were looked at and found to not be such problems after all, then perhaps it might end up being a little more consistent.