find_connected_identical(pos, all_door);
dungeon_feature_type old_feat = env.grid(pos);
- act->move_to_pos(c);
+ act->set_position(c);
int new_tension = _tension_door_closed(all_door, old_feat);
- act->move_to_pos(pos);
+ act->set_position(pos);
if (new_tension == max_tension)
best.push_back(c);
{
coord_def newpos =
_get_push_spaces_max_tension(you.pos(), &veto_spots).front();
- you.move_to_pos(newpos);
+ you.set_position(newpos);
}
const int new_tension = _tension_door_closed(all_door, old_feat);
if (player_in_door)
- you.move_to_pos(oldpos);
+ you.set_position(oldpos);
dprf("Considering sealing cur tension: %d, new tension: %d",
cur_tension, new_tension);