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Caravel Forum : DROD Boards : Bugs : Weirdness with "Teleport Player" script (Concering going to monsters)
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azb
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icon Weirdness with "Teleport Player" script (0)  
When using the new TSS command "Teleport player to", and the destination is a monster, I am teleported right ON TO the monster, but whatever I land on survives, causing a load of beeping, especially with guards.

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[Last edited by azb at 07-26-2014 07:10 PM]
07-26-2014 at 07:10 PM
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mrimer
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icon Re: Weirdness with "Teleport Player" script (0)  
Hmm...I think it's an oversight what should actually happen in this case. Should the destination entity be telefragged, or should the command not be allowed and be blocked on, or just skipped, or ...?

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08-03-2014 at 01:06 AM
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Jeff_Ray...
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icon Re: Weirdness with "Teleport Player" script (0)  
I personally would vouch for telefrag.

Think of the puzzel potenshuls

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08-03-2014 at 03:02 AM
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Dischorran
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icon Re: Weirdness with "Teleport Player" script (0)  
Trying to spawn a monster on the player just makes it not appear until the player moves, rather than killing the player. I guess I'd just have the teleport be skipped gracefully.

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08-03-2014 at 06:10 AM
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schep
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icon Re: Weirdness with "Teleport Player" script (0)  
Dischorran wrote:
Trying to spawn a monster on the player just makes it not appear until the player moves, rather than killing the player. I guess I'd just have the teleport be skipped gracefully.

Well, except the Player is Important. Ignoring the command entirely is more likely to completely break a room where an architect overlooked this possibility than waiting a few turns to spawn a monster or have an NPC appear.

Plus, the telefrag option is flawlessly consistent with stepping on a monster at the edge of a room on turn zero.

[Last edited by schep at 08-13-2014 02:16 PM]
08-13-2014 at 02:16 PM
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skell
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icon Re: Weirdness with "Teleport Player" script (0)  
I believe the command should just skip the action silently and that's how it does it now in 5.0.2 and you can always check with "Wait for open move" if the teleport square is available.

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05-17-2015 at 10:48 PM
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mrimer
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icon Re: Weirdness with "Teleport Player" script (0)  
Is this issue resolved?

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12-10-2015 at 01:49 AM
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skell
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icon Re: Weirdness with "Teleport Player" script (+2)  
It is fixed. Added it to the changelog in the dev board and marked it as fixed.

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12-10-2015 at 11:47 AM
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kieranmillar
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icon Re: Weirdness with "Teleport Player" script (+1)  
Teleporting the player on top of a monster still happens in 5.1.0.1007 :no
01-10-2016 at 11:44 PM
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skell
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icon Re: Weirdness with "Teleport Player" script (+2)  
The following has been changed for the new version:
- You can now teleport onto monsters if, and only if, you can kill them via stepping. Slayer role can teleport onto almost any monster (with the exception of those that leave a pile behind and the big ones, like serpents). Wielding dagger will allow you to teleport onto monsters too. Being your regular Beethro with your regular Really Big Sword(tm) won't work.
- Changing _X and _Y variables uses the same function as Teleport Player command, so they both should work the same
- Updated docs for Teleport Player.

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01-16-2016 at 04:03 PM
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skell
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icon Re: Weirdness with "Teleport Player" script (+1)  
To give more context, because Jutt has expressed concerns in the chat about telefragging with dagger. From the ruleset perspective, as long as you're wielding an unsheathed dagger you have the ability to body kill, just as if you were a Slayer. If you move onto oremites you lose the ability after the dagger is sheathed.

The teleport is consistent with this - you can telefrag onto oremites but not from them if you are wielding a dagger.

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01-16-2016 at 04:22 PM
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skell
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icon Re: Weirdness with "Teleport Player" script (+1)  
Another thing - it is currently possible to teleport player on top of tarstuff and probably a few other 'invalid' places.

I think we should forbid teleportation onto the following tiles:
- Master wall
- Hold completion wall
- Tarstuff of any kind
- Serpent tails & gentryii chain (I think this already works like that but I am not 100% sure)
- Orbs
- Mirrors
- Powder kegs
- Seeding beacons
- Briar of all kind
- Bombs
- Relay stations
- Light poles
- Monsters

Everything else should be a fair game. Mike, your thoughts?

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[Last edited by skell at 01-18-2016 07:32 PM]
01-16-2016 at 06:50 PM
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mrimer
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icon Re: Weirdness with "Teleport Player" script (0)  
Thanks for fixing this up! I agree with all of this.

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01-16-2016 at 08:21 PM
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skell
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icon Re: Weirdness with "Teleport Player" script (+1)  
I updated the list above, removing some elements which can be stepped on by using a tunnel. I figured if you can use a tunnel to occupy the same tile then there should be no issue with teleporting onto it.

I also added a bunch of tests to the teleportation code to check every single tile type.

Mike - I've updated the PR, if you're fine with the changes could you please merge them now?

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01-18-2016 at 08:01 PM
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mrimer
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icon Re: Weirdness with "Teleport Player" script (0)  
skell wrote:
I updated the list above, removing some elements which can be stepped on by using a tunnel. I figured if you can use a tunnel to occupy the same tile then there should be no issue with teleporting onto it.
Ah, that makes sense. Agreed.
I also added a bunch of tests to the teleportation code to check every single tile type.

Mike - I've updated the PR, if you're fine with the changes could you please merge them now?
Thank you. Reviewing now...

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01-18-2016 at 08:39 PM
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Dragon Fogel
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icon Re: Weirdness with "Teleport Player" script (+2)  
Testing results in 5.1.0.6462:

- Master wall - Blocked.
- Hold completion wall - Blocked.
- Tarstuff of any kind - Tar, mud, gel are blocked. Fluff is not.
- Serpent tails & gentryii chain (I think this already works like that but I am not 100% sure) - Rattlesnake, adder, serpent bodies and gentryii chain blocked.
- Briar of all kind - Tested roots, withered, and growth. All blocked.
- Light poles - Blocked

Monsters - Tested some, not all. Results: you can teleport into puffs, killing roles that die to them. And just killing the puff if you use a construct role.
You can also bodykill monsters by teleporting into them if your role allows that. Of course, this only works if the monster is vulnerable to bodykills.
Similarly, you can teleport into a character and it's blocked unless you can bodykill them. However, Citizens are vulnerable to bodykills and teleporting into Citizen-type NPCs is banned. In addition, killing a citizen or an NPC through teleporting will break stealth, but that's more a topic for the discussion of what should break stealth.

Also, weapons do not block teleports. They won't kill you on the teleport turn, though.

I haven't tested if anything's blocking teleports but shouldn't. That's a lot of additional work, so I may not get to it.

[Last edited by Dragon Fogel at 02-18-2016 04:23 AM]
02-18-2016 at 04:16 AM
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skell
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icon Re: Weirdness with "Teleport Player" script (0)  
Dragon Fogel wrote:
However, Citizens are vulnerable to bodykills and teleporting into Citizen-type NPCs is banned. In addition, killing a citizen or an NPC through teleporting will break stealth, but that's more a topic for the discussion of what should break stealth.
I'll look into it. Breaking stealth in this case is another discussion indeed.

Dragon Fogel wrote:
Also, weapons do not block teleports. They won't kill you on the teleport turn, though.
I am torn here. On one hand being able to teleport onto weapons makes sense, because occupying the same tile as staff, spear and pickaxe is completely legal move. On the other hand you can't use the command appear to appear a character under a weapon. Ultimately I think the swords should block teleportation. Mike, what are your thoughts on that?

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02-18-2016 at 09:34 AM
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Dragon Fogel
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icon Re: Weirdness with "Teleport Player" script (+1)  
In case it got lost in the rest of the things I mentioned, fluff is a legal teleport destination right now. It probably shouldn't be. (I just checked and it blocks tunnels.)
02-18-2016 at 10:24 AM
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mrimer
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icon Re: Weirdness with "Teleport Player" script (0)  
Agree that intuitively swords should block teleportation. Ultimately, for the player, I would also expect teleporting to work the way tunnel exiting works, i.e., allowed/forbidden tunnel exits should be matched by the teleport command.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
02-18-2016 at 02:51 PM
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skell
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icon Re: Weirdness with "Teleport Player" script (+2)  
Things fixed for the release candidate after 5.1.0.6462:
- It is no longer possible to teleport onto fluff
- All weapons except daggers block teleport

The thing with Citizen NPCs is that, weirdly, the Citizen monster is vulnerable to body kills while Citizen NPC is not (Citizen 1-4 are vulnerable though). I'd rather not change this behavior at this point, so I am afraid works as intended.

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02-18-2016 at 02:53 PM
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uncopy2002
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icon Re: Weirdness with "Teleport Player" script (+1)  
I have just confirmed that Teleport Player will not teleport the player onto fluff, or any weapon except daggers.
02-26-2016 at 06:14 PM
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Dragon Fogel
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icon Re: Weirdness with "Teleport Player" script (+3)  
I realized that I could test multiple things faster by having a bunch of teleport commands and then changing what was on the destination tiles between tests. So, I've checked teleportation onto every element now, with a bodykilling role and a non-bodykilling role.

So I can confirm that everything that's meant to be blocked is, including all kinds of monsters and all types of default NPCs. I even tried fegundo ashes, rock piles, and construct parts. And everything that's not meant to be be blocked isn't.

There are a few quirks, most of which probably aren't bugs but I'm noting them anyways so that can be actively decided:
-Teleporting onto stairs does not trigger the stairs right away, you have to wait a turn.
-Teleporting cancels temporal recording (probably intended)
-While teleporting onto a Puff is possible, and kills you if the role is vulnerable to them, teleporting onto a puff NPC isn't possible.
-A bodykilling role can teleport onto a tarstuff mother if there is no tarstuff in that tile, and cannot if there is tarstuff in that tile. Moving into a tarstuff mother's tile works the same way, so this seems in line with intended behavior.
-Teleporting into a wall with a bodykilling role works and kills the seep. Since seep can be bodykilled by a seep role, I guess this makes sense.
02-27-2016 at 06:30 PM
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