Traps, again

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  • Clearshade
    Rookie
    • Dec 2011
    • 12

    #61
    FYI,
    @ now at DL18 and have found following trap types since DL1:
    poison gas, acid, blinding gas, poison pit, pit, teleport rune, dart, and summoning rune

    I am playing from a download of yesterday March 15.

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      #62
      Originally posted by Nomad
      I don't seem to be encountering any trap types other than trap doors and pits in the early game. (Messing about in debug mode with scrolls of Create Traps, it seems as if you only get those two types until devel 20, after which summoning traps show up, and then the other types don't seem to show until dlevel 40.)

      Also, the trap.txt file has stray extra "visibility:0" lines at the end of the entries for 'summon foe' and 'hellhole'.
      Yeah the probability calculation in pick_trap() is incorrect. Say you have 3 traps, first and third one of rarity 1 and second one of rarity 0. The correct probability table would be (100, 100, 200) but it's currently (100, 0, 100) since previous probability is only added for valid traps. Then there's an off-by-one error when picking the trap: if pick = randint0(200) returns 100, the code doing (pick > trap_probs[i]) returns the first trap when it should return the third trap with (pick >= trap_probs[i]) since you have two sets of equal probablility, one of (0-99) and one of (100-199).

      Something like this:

      Code:
      for (i = 0; i < z_info->trap_max; i++)
          {
              /* Get this trap */
              struct trap_kind *kind = &trap_info[i];
      
              trap_probs[i] = trap_prob_max;
      
              /* Ensure that this is a valid player trap */
              ...
      
              /* Trap is okay, store the cumulative probability */
              trap_probs[i] += (100 / kind->rarity);
              trap_prob_max = trap_probs[i];
          }
      
          /* No valid trap */
          ...
      
          /* Pick at random. */
          pick = randint0(trap_prob_max);
          for (i = 0; i < z_info->trap_max; i++)
          {
              if (pick < trap_probs[i]) break;
          }
      Last edited by PowerWyrm; March 16, 2017, 17:24.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

      Comment

      • PowerWyrm
        Prophet
        • Apr 2008
        • 2986

        #63
        Originally posted by Nick
        Looks like I might have messed up the trap selection process. Will check.
        See above

        Other remarks:
        - square_note_spot() calls square_reveal_trap() without checking square_issecrettrap() -- maybe that's the reason stuff is detected out of LOS
        - square_reveal_trap() does a flat "skill search < trap power", meaning that trap detection is an "on/off" switch -- is that intended?
        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          #64
          Amulet of Searching comes up as "an Amulet of 246:Searching".

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9638

            #65
            OK, thanks for finding all this nonsense everyone (although I'm slightly hurt that my inspired name-change for "Searching has been reported as a bug).

            Didn't get to do anything on it as planned yesterday because my dev machine had issues, but will get to fixing soon.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9638

              #66
              OK, fixed version has been pushed - should be built and on the nightlies page within the next half hour.

              Originally posted by PowerWyrm
              - square_note_spot() calls square_reveal_trap() without checking square_issecrettrap() -- maybe that's the reason stuff is detected out of LOS
              - square_reveal_trap() does a flat "skill search < trap power", meaning that trap detection is an "on/off" switch -- is that intended?
              I'm not sure that checking square_issecrettrap() is needed, but I did it anyway - I need to check the whole logic of that.

              Yes, trap detection is meant to be on/off - if the player has sufficient skill, they will always detect the trap, and if not, they never will. There is (usually) some randomness involved in the visibility rating of the particular trap instance, but once the trap is created it's deterministic.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • chknflyrice
                Adept
                • Jan 2017
                • 109

                #67
                I love that I read the entirety of those posts like I understand any of it.

                Comment

                • Nomad
                  Knight
                  • Sep 2010
                  • 958

                  #68
                  Traps are definitely more interesting now, especially in the mid to late game. I just tried to sneak past a sleeping AMHD and stepped on a siren trap. You don't get that kind of drama with always-visible traps!

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    #69
                    I was surprised when a rock dropped on @'s head and he was left stunned. Setting off the undiscovered trap at DL 100 and CL 46 was surprising in itself, but since @ had pStun, why did the rock falling not just cause damage but allow @ to avoid the stunning effect?
                    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

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