Rabscuttle wrote:
1. Brain in the room
2. Mimic standing on closed door
3. Door opens with mimic still standing on it
= The brain will treat the open door as an obstacle.
Also, if the room starts with pre-placed mimics, brains treat their starting squares as obstacles.
Thanks for the hold. I found that the problem is that, in addition to broken rock golems, player doubles (i.e. mimics and decoys) and Halph are considered brain pathmap obstacles in the game code. However, whenever they move, their locations are not marked/unmarked as obstacles in the pathmap. A ramification of this is that only preplaced Halphs+mimics+decoys are ever actually being considered pathmap obstacles.*
I'll fix this in 2.0.13 by just making these entity types not act as pathmap obstacles ever, which is probably better game logic anyway, since it's consistent with how other monster types work.
There's a related problem:
when broken rock golems are removed from the room entirely (by a bomb, for instance), then the square they used to occupy is still considered a brain pathmap obstacle. I've fixed this for 2.0.13.
Oh -- fixing this, I also found a way to improve pathmap calculation efficiency in certain room configurations. I'm planning on adding this improvement into 2.0.13 also.
*this has been a latent bug for mimics in the code since DROD:AE...maybe even before.
____________________________
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.
[Last edited by mrimer at 03-15-2006 04:50 AM]