cryptixman / tzmud

Automatically exported from code.google.com/p/tzmud
GNU General Public License v3.0
1 stars 0 forks source link

TeleTrap room doesn't activate when player "warps in" from same TeleTrap room #35

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Player enters TeleTrap room
2. TeleTrap activates: "Gotcha! Click."
3. Player has been teleported to same room
4. Nothing happens..

What is the expected output? What do you see instead?
Expecting:

Gotcha!
Click.

Instead:

<nothing, no matter how long you wait>

Please provide any additional information below.
-  If TeleTrap room has no exits, player will become stuck. One method by which 
a player can 
"escape" this situation is that a followed mob enters - in which case the trap 
is activated, and 
both the player and mob are teleported out after the activation timer runs out.
- Have not tested what happens when warping in from a DIFFERENT TeleTrap room. 
The results 
may be the same

Original issue reported on code.google.com by i.has.in...@gmail.com on 1 May 2010 at 12:15

GoogleCodeExporter commented 9 years ago
This issue was closed by revision r381.

Original comment by miss...@hotmail.com on 1 May 2010 at 4:55

GoogleCodeExporter commented 9 years ago
TeleTrap will now no longer choose itself as the teleport target.

If you want a TeleTrap that can teleport to itself, then add the room to its 
_targets.

Of course, that brings up the problem that the TeleTrap is not really finished 
and
has no convenient way to add targets other than subclassing. There really 
should be a
way to do that...

TeleTrap now also uses character.teleport() instead of character.move() so 
anyone
following should not follow when the followed hits the trap and gets teleported.

Original comment by miss...@hotmail.com on 1 May 2010 at 5:04