[Fixed for V0.42] Monster attacks behind teleporters

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Tonari
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Location: Japan

[Fixed for V0.42] Monster attacks behind teleporters

Post by Tonari »

There is a problem that might relate to this.
I put GAZER and TELEPORTER as follows.

WWWWW
W...G...W
WWT.WW
WWptWW

W:WALL
G:GAZER
T:TELEPORTER
pt:PARTY
TELEPORTER returns GAZER up.

At this time, it is expected that it keeps throwing out LIGHTNING to PARTY
without GAZER moving.
but GAZER has the thing that moves right and left.
It loses sight of the party.

Isn't this a bug?
Please forgive poor English.
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George Gilbert
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Post by George Gilbert »

The monster AI to determine whether there is a path or not to the party, takes into account the existence of monster operated teleporters (only OPBY=(MONSTER) - any other teleporters are ignored).

What's happening in the dungeon layout above is that the monster has determined that there's no way to reach the party and therefore is just milling about.

So, this isn't a bug (as it's working exactly as I intended it to), however that's not to say that it shouldn't be changed. What does anyone think?
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beowuuf
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Post by beowuuf »

I guess the decision to move and the decision to fire should be two seperate checks
Tonari
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Post by Tonari »

The dungeon above works well if TELEPORTER and TRIGGER are matched and it uses it.
but monster loses sight of party even if TELEPORTER is changed into PIT
and TABLE. (Monster is changed into SWAMP SLIME)
It might be difficult to deal with them like TELEPORTER.
Therefore, i agrees with the opinion of beowuuf.

Monster did not lose sight of party at ver0.34 though there was TELEPORTER.
Please forgive poor English.
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R.K.
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Post by R.K. »

That behavior sounds about right. Presumably the gazer is moving when it wouldn't be allowed to attack. Would a party-operated monster attractor work?
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Daecon
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Post by Daecon »

If there were also monster-only teleporters at each side of the Gazer, would that keep the monster in the correct place?
Child of Darkness,
Child of Light,
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Cast your Might!
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George Gilbert
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Post by George Gilbert »

Fixed for V0.42 so that a monster will do ranged attacks against the party even if there's no "walkable" path to them.
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