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Old November 28, 2017, 21:00   #71
Nick
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Quote:
Originally Posted by PowerWyrm View Post
While stairscumming to test my changes about stair placement, I experienced a strange crash during dungeon generation. Looking at what happened, it seems that the player was placed out of bounds when generating a labyrinth level. Since the previous level was persistent, I checked the code to see if such case could happen, and indeed there's a bug that occurs in this particular case.
I don't get this, because the persistent levels option uses only the modified profile; all the other *_gen() functions have a line like this:
Code:
	/* No persistent levels of this type for now */
	if (OPT(p, birth_levels_persist)) return NULL;
The reason I did this is precisely because I was having the sort of issues you're finding, and I wanted proof of concept. Are you sure you had persistent levels on?
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Old November 29, 2017, 03:25   #72
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is this any use to you ?

Quote:
Pile integrity failure at obj-pile.c:143

Guilty object
=============
Name: Cure Critical Wounds

Guilty pile
=============
Name: Cure Critical Wounds
Name: Speed
Name: Restore Life Levels
Name: Restore Mana
Name: & Pair~ of Leather Sandals
Name: Teleportation
Name: & Small Metal Shield~
Name: & Fur Cloak~
Name: [Incantations and Illusions]
Name: Magic Mapping
Name: [Resistances of Scarabtarices]
Name: [Sorcery and Evocations]
Name: & Elfstone~
Name: Metal Lamellar Armour~
Name: Banishment
Name: & Lantern~
Name: [Mordenkainen's Escapes]
Name: [Raal's Tome of Destruction]
Name: Vigor
Name: & Long Bow~
Name: Enlightenment
Name: & Blade~ of Chaos
Name: [Conjurings and Tricks]
Name: & Set~ of Leather Gloves
Name: Healing
Name: [Tenser's Transformations]
Name: & Mithril Arrow~
Name: & Arrow~
Name: & Arrow~
Name: & Seeker Arrow~
Name: & Band~
Name: & Arrow~
Name: & Seeker Arrow~
Name: & Arrow~
Name: & Metal Cap~
Name: [Magic for Beginners]
Name: & Pike~
Name: Cure Critical Wounds
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Old November 29, 2017, 09:57   #73
PowerWyrm
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Quote:
Originally Posted by Nick View Post
I don't get this, because the persistent levels option uses only the modified profile; all the other *_gen() functions have a line like this:
Code:
	/* No persistent levels of this type for now */
	if (OPT(p, birth_levels_persist)) return NULL;
The reason I did this is precisely because I was having the sort of issues you're finding, and I wanted proof of concept. Are you sure you had persistent levels on?
Well I removed that restriction locally to test the persistent levels for other profiles in debug mode

So yeah, it cannot happen normally and it's just a potential issue.
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Old November 29, 2017, 12:06   #74
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Quote:
Originally Posted by Sky View Post
is this any use to you ?
Some. I'm guessing you were picking up !CCW - any idea how many and how many were in your pack already? Anything else interesting happening at the time?
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Old November 29, 2017, 17:56   #75
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40 CCW in backpack, but as far as can recall (game crashed , after all) there were no other CCW around. i was on a rune of protection, shooting Polyphemus. he was closing in, so i was holding down my shoot button
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Old November 30, 2017, 10:21   #76
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Quote:
Originally Posted by PowerWyrm View Post
I tried to do some changes in PWMAngband while keeping the old system. Basically, I've kept the idea of using three walls in the cardinal directions to decide to place stairs or not, but with the following changes:

- replacing square_is_wall() by feat_is_wall() in square_num_walls_adjacent() to consider only "real" walls and not other features like doors
- coding square_suits_stairs() using the same code as _find_in_range(), which is more efficient than just a for (i=1 to 1000) loop (this loop was in fact the reason while some stairs were placed in the middle of rooms, since it didn't consider enough possible locations before lowering the number of walls)
- using square_suits_stairs() in alloc_stairs() with walls = 3, then decreasing the value if no suitable location is found (which I think should never happen)

Looking at the result, this works fine except for a few cases where stairs can be placed in dangerous locations:
- vaults
- starburst rooms
- huge rooms

Stairs should probably be placed in vaults only if the vault was designed to have stairs (aka in the vault.txt file). In this case, it's easy to fix this by not allowing SQUARE_VAULT squares to be chosen. For other rooms, it would be easy to add a similar flag (SQUARE_NO_STAIRS?) and do the same.
Implemented in PWMAngband and works very well. Apart from a few "fixed" staircases in vaults and rooms, stairs are now generated in convenient places. Here's my changes:

- SQUARE_NO_STAIRS flag added to floor tiles inside starburst and chamber rooms
- square_num_walls_adjacent() using feat_is_wall()
- square_suits_stairs() using similar code as _find_in_range() that accepts locations that are empty squares, not in a vault or flagged with SQUARE_NO_STAIRS, where square_num_walls_adjacent() is equal to the "walls" parameter (the old code was using "greater or equal", which allowed locations with 4 adjacent walls, leading to stairs placed in checkerboards -- too dangerous for stair placement IMO)
- alloc_stairs() strongly simplified by just calling square_suits_stairs() with walls = 3 and decreasing "walls" if no staircase could be generated

Since PWMAngband is based off MAngband, which has wide corridors to allow easier navigation for parties in real time mode, I also added little "holes" in long corridors to allow stair placement:

Code:
  ###
###.###
.......
.......
#######
This is not really needed in case of usual wide-1 corridors, as there are plenty of dead ends to place the stairs.
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Old December 2, 2017, 02:07   #77
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New builds up on the nightlies page, with the following changes:
  • Crash on randart generation fixed
  • Bug where brands got the wrong multiplier fixed
  • Potential error in displaying number of blows fixed
  • Incorporated some of PowerWyrm's ideas about stair placement
  • Used some of those same ideas to improve player placement (which was the original problem)

I think that's everything now fixed except for the description of wands of Dragon's Breath.

EDIT:...which I'm going to "fix" by making all the breaths have the same damage
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Last edited by Nick; December 2, 2017 at 02:23. Reason: weasel words
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Old December 2, 2017, 05:19   #78
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And more, with fixes to the wand of dragon breath info, and randarts not choosing the first sval for any tval as a base item.

Only remaining issue is the random crash from -CloneMonster.
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Old December 2, 2017, 22:44   #79
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just seen Beorn whose entourage of bears and werebears was in a different room, 15 squares away. they should spawn closer, IMHO.
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Old December 3, 2017, 07:24   #80
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Why would the blacksmith not want to buy an awl pike 1d8 (+7,+1) {??} ?
Wielded, used on a boil covered wretch, no other properties known on inspection.
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