Implement second part of labyrinth tweaks:

  • allow mapping of labyrinths, but apply heavy map rot
  • lab walls shift from time to time
  • added a wizmode command (&k) to test the changes My usual sequence goes something like &l, >, &{, #, (copy map dump elsewhere), X, Ctrl-F, y, Esc, &k, &{, #.

I've tweaked my monster pathfinding A* algorithm to only work for non-monsters, so I've been using that.

Because of the mapping, labyrinths are now actually easier to solve. (It's a bit hard to tell, though, since I got really good at solving labyrinths over the 40 something trial runs. :) ) At the same time they are now much more interesting and flavourful because of the map rot, and the shifting provides some wonderful excitement. So, whoever came up with that idea, thanks! :D

Still to do:

  • Exceptions for vaults. (Distinction between vault/non-vault walls.)
  • Better handling of walls. (They currently "teleport" to the chosen floor grid, leading to unusual wall types appearing somewhere else.)
  • Improve the feel of the shifted mazes. (They come really close to the original now but still do not look exactly the same.)

The numbers may need tweaking. Currently, they are: shift rate : 10% chance, every 20 turns map rot rate: 45% of the map, every 20 turns size of shifted area: 12x12 to 24x24 number of shifted walls per round: 12-45

Shifting will only ever take place between unexplored (or forgotten) grids. Thus, the chance of changes taking place is greater in areas away from the player.

I also increased the starting distance from the centre from 2020 to 2828.

git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7387 c06c8d41-db1a-0410-9941-cceddc491573

Created by  j-p-e-g  on November 4, 2008
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