fuzzer vs lava, take III

Change dying in lava to attempt life-saving at most twice.  The first
time might be via amulet or via declining to die.  The second time
can only be via declining to die after failing to teleport to safety
the first time, but could happen in explore mode as well as in wizard
mode, either interactive or fuzzer.

If the hero dies twice without ending the game, confer temporary fire
resistance and water walking so that other actions can be attempted.
After 5 turns without getting away from the lava or doing something
to acquire those capabilities, the hero will be subject to falling in
again.

Then the whole cycle might repeat, even many times, but the fuzzer
will eventually choose ^V or #wizmakemap and escape.  Players in
explore mode will either figure out a way to get out of it or
eventually have to give up but can try as many times as they like,
not that much different than being cornered by a deadly monster.
This commit is contained in:
PatR
2023-05-08 15:21:03 -07:00
parent 3f4634211f
commit dd7d7f2eae
3 changed files with 64 additions and 24 deletions

View File

@@ -249,8 +249,9 @@
&& !BFlying)
/* May touch surface; does not override any others */
#define HWwalking u.uprops[WWALKING].intrinsic /* see lava_effects() */
#define EWwalking u.uprops[WWALKING].extrinsic
#define Wwalking (EWwalking && !Is_waterlevel(&u.uz))
#define Wwalking ((HWwalking || EWwalking) && !Is_waterlevel(&u.uz))
/* Don't get wet, can't go under water; overrides others except levitation */
/* Wwalking is meaningless on water level */

View File

@@ -55,13 +55,17 @@ static const struct propname {
/* timed pass-walls is a potential prayer result if surrounded by stone
with nowhere to be safely teleported to */
{ PASSES_WALLS, "pass thru walls" },
/* timed fire resistance and water walking are possible in explore mode
(as well as in wizard mode) after life-saving in lava if it fails to
teleport the hero to safety and player declines to die */
{ WWALKING, "water walking" },
{ FIRE_RES, "fire resistance" },
/*
* Properties beyond here don't have timed values during normal play,
* so there's not much point in trying to order them sensibly.
* They're either on or off based on equipment, role, actions, &c,
* but in wizard mode #wizintrinsic can give then as timed effects.
* but in wizard mode, #wizintrinsic can give them as timed effects.
*/
{ FIRE_RES, "fire resistance" },
{ COLD_RES, "cold resistance" },
{ SLEEP_RES, "sleep resistance" },
{ DISINT_RES, "disintegration resistance" },
@@ -86,7 +90,6 @@ static const struct propname {
{ JUMPING, "jumping" },
{ TELEPORT_CONTROL, "teleport control" },
{ FLYING, "flying" },
{ WWALKING, "water walking" },
{ SWIMMING, "swimming" },
{ MAGICAL_BREATHING, "magical breathing" },
{ SLOW_DIGESTION, "slow digestion" },
@@ -771,6 +774,19 @@ nh_timeout(void)
wielding_corpse(uswapwep, (struct obj *) 0, FALSE);
}
break;
case FIRE_RES:
/* timed fire resistance and timed water walking combine
as a way to survive lava after multiple life-saving
attempts fail to relocate hero; skip timeout message
if hero has acquired fire resistance in the meantime */
if (!Fire_resistance)
Your("temporary ability to survive burning has ended.");
break;
case WWALKING:
/* [see fire reeistance] */
if (!Wwalking)
Your("temporary ability to walk on liquid has ended.");
break;
case DISPLACED:
if (!Displaced) /* give a message */
toggle_displacement((struct obj *) 0, 0L, FALSE);
@@ -778,12 +794,13 @@ nh_timeout(void)
case WARN_OF_MON:
/* timed Warn_of_mon is via #wizintrinsic only */
if (!Warn_of_mon) {
struct permonst *wptr = gc.context.warntype.species;
gc.context.warntype.species = (struct permonst *) 0;
gc.context.warntype.speciesidx = NON_PM;
if (gc.context.warntype.species) {
if (wptr)
You("are no longer warned about %s.",
makeplural(gc.context.warntype.species->pmnames[NEUTRAL]));
gc.context.warntype.species = (struct permonst *) 0;
}
makeplural(wptr->pmnames[NEUTRAL]));
}
break;
case PASSES_WALLS:
@@ -1921,7 +1938,7 @@ wiz_timeout_queue(void)
if ((ln = (int) strlen(propname)) > longestlen)
longestlen = ln;
}
if (specindx == 0 && p == FIRE_RES)
if (specindx == 0 && p == COLD_RES) /* was FIRE_RES but has changed */
specindx = i;
}
putstr(win, 0, "");

View File

@@ -6117,8 +6117,8 @@ boolean
lava_effects(void)
{
register struct obj *obj, *obj2;
int lifesave_limit;
boolean usurvive, boil_away;
int burncount = 0, burnmesgcount = 0;
int dmg = d(6, 6); /* only applicable for water walking */
if (iflags.in_lava_effects) {
@@ -6153,14 +6153,18 @@ lava_effects(void)
/* Check whether we should burn away boots *first* so we know whether to
* make the player sink into the lava. Assumption: water walking only
* comes from boots.
* (3.7: that assumption is no longer true, but having boots be the first
* thing to come into contact with lava makes sense.)
*/
if (uarmf && is_organic(uarmf) && !uarmf->oerodeproof) {
obj = uarmf;
pline("%s into flame!", Yobjnam2(obj, "burst"));
++burnmesgcount;
iflags.in_lava_effects++; /* (see above) */
(void) Boots_off();
useup(obj);
iflags.in_lava_effects--;
++burncount;
}
if (!Fire_resistance) {
@@ -6193,20 +6197,31 @@ lava_effects(void)
The(xname(obj)), hcolor("dark red"));
} else if (obj->in_use) {
if (obj->owornmask) {
if (usurvive)
if (usurvive) {
pline("%s into flame!", Yobjnam2(obj, "burst"));
++burnmesgcount;
}
remove_worn_item(obj, TRUE);
}
useupall(obj);
++burncount;
}
}
if (usurvive && burncount > burnmesgcount)
pline("%s item%s in your inventory %s been destroyed.",
(burnmesgcount > 0)
? ((burncount - burnmesgcount == 1) ? "Another" : "Other")
: ((burncount == 1) ? "An" : "Some"),
plur(burncount - burnmesgcount),
(burncount - burnmesgcount == 1) ? "has" : "have");
/* s/he died... */
boil_away = (u.umonnum == PM_WATER_ELEMENTAL
|| u.umonnum == PM_STEAM_VORTEX
|| u.umonnum == PM_FOG_CLOUD);
lifesave_limit = 20; /* prevent fuzz testing from getting stuck */
do {
/* burn to death; if hero is life-saved on the first pass, try
to teleport to safety; if that fails, burn all over again */
for (burncount = 0; burncount < 2; ++burncount) {
u.uhp = -1;
/* killer format and name are reconstructed every iteration
because lifesaving resets them */
@@ -6215,23 +6230,30 @@ lava_effects(void)
urgent_pline("You %s...", boil_away ? "boil away"
: "burn to a crisp");
done(BURNING);
if (safe_teleds(TELEDS_ALLOW_DRAG | TELEDS_TELEPORT))
if (safe_teleds(TELEDS_ALLOW_DRAG | TELEDS_TELEPORT)
/* if the level is completely full then this second attempt
won't accomplish anything, but if it is only mostly full
then hero still might manage to escape the lava */
|| safe_teleds(TELEDS_ALLOW_DRAG | TELEDS_TELEPORT))
break; /* successful life-save */
/* nowhere safe to land; repeat burning loop */
pline("You're still burning.");
} while (--lifesave_limit > 0);
}
iflags.in_lava_effects--;
if (!lifesave_limit) { /* failed to be teleported to safety */
gd.done_seq = 0L; /* reset the life-saves per move limit */
/* when fuzz testing, couldn't be rescued but mustn't stay stuck
in the done(BURNING) loop; if not fuzz testing, player has
answered no to "Die?" over and over (ridiculously persistent
or maybe pasted a bunch of junk into the input buffer) */
goto burn_stuff; /* moveloop() will kill hero again next move;
* fuzzer will eventually pick wizard mode level
* teleport for hero's randomly chosen action */
if (burncount == 2) {
/* life-saved twice (second time must have been due to declining
to die in wizard|explore mode) and failed to be teleported
to safety both times; moveloop() will just drop the hero into
the lava again on next move so take countermeasures to give
the player--or the debug fuzzer--a chance to try something
else instead of just immediately burning up all over again */
if (!Fire_resistance)
set_itimeout(&HFire_resistance, 5L);
if (!Wwalking)
set_itimeout(&HWwalking, 5L);
goto burn_stuff;
}
/*