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Old June 13, 2009, 02:10   #1
jv123
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Bug: new-style monster list does not correctly report line-of-sight

The new-style monster list doesn't always report line-of-sight correctly. Take a look at this save file. The character has telepathy and so is aware of the pack of hounds in the nearby room, but although he can target 3 of them directly, the monster list reports that he can't see any of them.

Note that /without/ telepathy he likely wouldn't be able to see any, since the room isn't lit --- I guess that's how it's calculating things at the moment. But I think a different algorithm is needed to cope with things like this: for each monster you're aware of, you need to check directly to see if it's in line-of-sight.

Cheers,
JV.
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Old June 13, 2009, 02:29   #2
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It also reports that you can see a monster, when you can't! Again, an example is attached.
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Old June 13, 2009, 08:59   #3
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Quote:
Originally Posted by jv123 View Post
The new-style monster list doesn't always report line-of-sight correctly. Take a look at this save file. The character has telepathy and so is aware of the pack of hounds in the nearby room, but although he can target 3 of them directly, the monster list reports that he can't see any of them.

Note that /without/ telepathy he likely wouldn't be able to see any, since the room isn't lit --- I guess that's how it's calculating things at the moment. But I think a different algorithm is needed to cope with things like this: for each monster you're aware of, you need to check directly to see if it's in line-of-sight.
It already does that, using player_has_los_bold() - which clearly isn't working. I thought the 'bold' bit meant that it didn't check to see whether the square was lit, so it should have picked up this case.

Thanks for the report - I've opened a ticket for this.
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Old June 13, 2009, 11:12   #4
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Quote:
Originally Posted by Magnate View Post
It already does that, using player_has_los_bold() - which clearly isn't working. I thought the 'bold' bit meant that it didn't check to see whether the square was lit, so it should have picked up this case.

Thanks for the report - I've opened a ticket for this.
I think player_has_los() is for actual genuine line-of-sight, not awareness or projectability and all that jazz. If you want everything targetable, use target_able() instead. If you want everything the player is aware of that might be able to get him with a breath, erm... you might have to do that yourself.
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Old June 13, 2009, 13:25   #5
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Quote:
Originally Posted by ajps View Post
I think player_has_los() is for actual genuine line-of-sight, not awareness or projectability and all that jazz. If you want everything targetable, use target_able() instead. If you want everything the player is aware of that might be able to get him with a breath, erm... you might have to do that yourself.
Hmm. I'll try player_has_los() and see if it picks up this case of monsters sensed by ESP who are not visible to the naked eye. Thanks.
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Old June 13, 2009, 13:34   #6
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Quote:
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In conclusion, I don't think there's anything wrong with the monlist code. I think the bug has revealed an underlying problem with the ESP code, in that monsters sensed by ESP do not update cave_info[] as viewable. Will look into this further. I'm working on an assumption that this bug only occurs with ESP - if anyone observes otherwise, let me know.
Fixed in r1439.

Last edited by Magnate; June 13, 2009 at 14:19.
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Old June 13, 2009, 14:00   #7
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Ok, I have committed r1438 which uses player_can_see_bold rather than player_has_los_bold. I'm not sure if this will work (as it may rely on the grid being lit), but please test with ESP.
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Old June 13, 2009, 14:20   #8
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Ok, I have committed r1438 which uses player_can_see_bold rather than player_has_los_bold. I'm not sure if this will work (as it may rely on the grid being lit), but please test with ESP.
That wasn't the answer. The answer is to use (m_ptr->mflag & MFLAG_VIEW), which is designed to record visibility. It wasn't being set properly when monsters in LOS were detected by ESP - fixed in r1439.
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Old June 13, 2009, 15:37   #9
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Thanks Magnate, a speedy fix as usual!
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Old June 13, 2009, 17:06   #10
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Thanks Magnate, a speedy fix as usual!
Well, I gave up and used projectable() in r1441, as I think the LOS concept is broken with respect to ESP.
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