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Author Topic: Closing doors on items.  (Read 2022 times)

Zeb

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Closing doors on items.
« on: January 23, 2008, 18:38 »

I hate it when I'm fighting monsters in a doorway, then try to close the door and run only to be told that there's "no doors I can close" because some monster dropped ammo in the doorway, so I have to stand and fight . Would it be okay to allow shutting doors on top of items? I mean, as far as I know someone leaving 5 bullet in a doorway doesn't normally make the door nonoperational. >_>
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DaEezT

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Re: Closing doors on items.
« Reply #1 on: January 24, 2008, 00:08 »

I mean, as far as I know someone leaving 5 bullet in a doorway doesn't normally make the door nonoperational. >_>
But what about a rocket launcher, a chainsaw or a thermonuclear warhead? :p
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"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

Jorge Alonso

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Re: Closing doors on items.
« Reply #2 on: January 24, 2008, 00:11 »

I think this is fixed on new version, and this text it's because the door is destroyed.
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Rola

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Re: Closing doors on items.
« Reply #3 on: January 24, 2008, 05:05 »

Can't we introduce a rule that items will not be dropped on doors? Currently engine looks for a free space, so e.g. when multiple items had to be dropped in a narrow corridor nothing gets lost, but it's going to be more widely spread. Let's mark open doors as invalid space (just as closed doors).
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Zeb

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Re: Closing doors on items.
« Reply #4 on: January 24, 2008, 21:31 »

I mean, as far as I know someone leaving 5 bullet in a doorway doesn't normally make the door nonoperational. >_>
But what about a rocket launcher, a chainsaw or a thermonuclear warhead? :p
It would take about a quarter or a second to nudge it out of the way with your foot. :-P

Anyway, Rola's solution sounds perfectly reasonable if it hasn't been implemented yet. Most of the problem comes from the "look for free space" behavior anyway, as I tend to make stands in doorways in all roguelikes, and with a large number of monsters being killed in the same area the ammo or whatever has a tendancy to land in the doorway even if the monster was killed 6 spaces away.
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