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Make POH room rotation correctly update clipping flags

Player Name requested to merge PlayerName/2009scape:doors into master

What has been done in this MR?

Fix #1197 (closed).

Like in !1785 (merged), BuildRegionChunk room rotation now removes and re-adds scenery when a rotation is taking place, rather than just moving it. This matters because moving would only rotate clipping flags inside the room, but would not update any adjoining rooms. And that matters because if doors were involved, this would correctly update the clipping flags from inside the rotated room towards adjacent rooms, but omit the reverse. This caused POH pathfinding to be fine going from room A to B, but faulty going from room B to A. Properly using the API functions we have to remove scenery, rather than trying to undercut the system by just moving things directly, automatically causes the necessary clipping changes to also propagate into the adjacent room(s), as is necessary.

See below for before-this-MR and after-this-MR clipping flags in my POH (the Study room is the rotated one). Before this MR, I could run from the Chapel to the Study but not the reverse, now this is fixed.

Before_-_UniPassable_Null after

This MR does not address the unrelated preexisting bug that you can run through windows, nor the unrelated preexisting bug that you can fly. Those are completely unrelated.

What should testers check?

  • That there are no more situations where a doorway can be passed in one direction, but not the other. Or, the same thing: that you can no longer walk through walls & that you can no longer not walk through perfectly open passageways between rooms. (But, like I said, there are still other bugs with POH pathfinding that are not all in scope of this particular MR.)
  • I have tested these changes thoroughly.

  • I used the relevant Zaros tool for any JSON edits where possible, and have attached screenshots of any changes.

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