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Dragon Fogel
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File: KC Castle Interior 1S1W Victory.demo (15.7 KB)
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icon Room counts as cleared in odd circumstances (+2)  
The attached demo is from Krighton's Castle: Castle Interior 1S1W.

This is a secret room that you enter and leave through scripting commands. The issue is with leaving.

There's briar and gel in the room. If the briar creates gel babies on the turn that you exit, the room counts as cleared even though there are enemies left. The demo is marked as a Victory demo, but the description says "leaves work undone".
04-30-2016 at 06:40 PM
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Dragon Fogel
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icon Re: Room counts as cleared in odd circumstances (+1)  
It seems that similar behavior with seeding beacons is used in DROD Touch to make rooms replayable. skell would know better than anyone how much work it would be to adjust that if this were fixed.
10-15-2020 at 08:06 PM
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skell
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icon Re: Room counts as cleared in odd circumstances (+1)  
I think it's actually correct behavior - it's unfair towards the player to take away room completion from them by something that happens on the turn they leave the room, which normally would not be possible without scripting - stepping on stairs prevents stabs from happening. It's also pretty easy to miss that it's possible to occur.

What should be fixed, imo, is:

1. Demo description
2. Do not make the room red on the minimap if the completion status is reversed on the turn when leaving the room happens.

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10-15-2020 at 08:16 PM
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Dragon Fogel
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icon Re: Room counts as cleared in odd circumstances (+1)  
An alternate fix would be to stop turn processing from happening after an exit through scripting, so in the room I mentioned in the first post, the briar wouldn't grow at all.

This would probably still cause issues with DROD Touch, though.
10-15-2020 at 08:33 PM
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skell
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icon Re: Room counts as cleared in odd circumstances (+1)  
I don't mind updating DROD Touch but that has other issues, like if the script runs in between other visibly updating scripts then only some of them would update. Or if it runs in the middle of monster processing only half of the monsters would move.

And it still does not fix the problem when something happens on the same turn but before the Go To Level Entrance runs. Let me explain why I think the way it works right now is better than changing it:

If we changed it and architect would not know about it, it's very easy to never stumble upon this problem during development and create backtracking problems for the player down the line.

If we keep it as is but architect expects it to work otherwise, they'll figure it out during playtesting and can trivially make it work the way they want to by adding "Cutscene + Set Player Appearance None + Wait Turn 1" before the "Go To Level Entrance" command.

Edit: By keep it I mean leave the mechanics as-is, but modify the rest of the interface to make it clear this did not cause a room to become unconquered.

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[Last edited by skell at 10-16-2020 08:54 AM]
10-16-2020 at 08:53 AM
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skell
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icon Re: Room counts as cleared in odd circumstances (+2)  
PR

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10-18-2020 at 11:10 PM
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kieranmillar
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icon Re: Room counts as cleared in odd circumstances (+1)  
Things I tested in 5.1.1.alpha.2020-10-29:

1) Blowing up gel via script on the turn you leave the room via script.
2) Gel being destroyed by briar on the turn you leave the room via script.
3) Seeding beacon being activated via script on the turn you leave the room via script.
4) Active seeding beacon being built on the turn you leave the room via script.

In all cases the room still counted as cleared.

However in the case of 3 and 4, if I returned to the room and let the scripts play out again, the room reset back to uncleared when the script triggered.

So this only applies to rooms that start off unclear.
10-31-2020 at 06:51 PM
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skell
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icon Re: Room counts as cleared in odd circumstances (+2)  
3 + 4 fixed
Also there was another case where:
1. Enter the room once it's cleared
2. Create a monster
3. Stab beacon on the same tile you exit

Which would revert the room state to unconquered. Not sure if it was there in the previous version or if I have introduced it as part of development.

Also minimap won't become green briefly when the leaving the level on the same turn it becomes unconquered.

PR

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11-01-2020 at 08:15 PM
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kieranmillar
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icon Re: Room counts as cleared in odd circumstances (+1)  
Can confirm this all appears fixed in 5.1.1.alpha.2020-11-04
11-07-2020 at 11:28 AM
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