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Sign upTrenching. #134
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kevingranade
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Would it be appropriate to reuse or generalize the code currently used for combining graphic tiles for adjacent terrain here? |
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Sure, though irrelevant to curses builds.
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I mean, not just using it to draw them, but also to decide if/when they are combined for gameplay purposes, too, and how moving between them should be allowed. |
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This issue was closed as it appears inactive.Reducing open issues to those which are (or will) be actively worked upon helps us focus our efforts. This issue has not been deleted - it still appears in searches and if it contains relevant information you are encouraged to continue to link to it. If this issue was a bugIt should be reopened if it can be reproduced in the current build. You can obtain the most recent copy here. Please check there is not a more recent report of this bug before doing so. If no more recent report exists you should continue the discussion in this issue. If this was a feature requestIf the consensus was that the idea was good you could consider submitting an implementation via a PR. If you want to comment further please do so here as opposed to opening a new issue. Before posting check nobody has already made the same point and consider whether your comments are likely to lead to an implementation. If you have doubts about either consider instead voting for the issue If you want to work on this issueThen either assign it to yourself or if you are unable to do so claim it via adding a comment. Please don't assign others or make a general request for action. |
kevingranade commentedMar 1, 2013
Currently adjacent pits are separate, we'd like them to instead act as trenches, partially obscuring occupants and items from those outside and vice versa, and allowing free movement between trench sections, and easy movement from pit <-> shallow pit <-> ground.
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