{"action":"created","comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/29793523","id":29793523,"diff_hunk":"@@ -12296,15 +12239,10 @@ bool game::plmove(int dx, int dy)\n \n     } else if( u.has_active_bionic(\"bio_probability_travel\") && u.power_level >= 250 ) {\n         //probability travel through walls but not water\n-        int tunneldist = 0;\n+        tripoint dest( x, y, u.posz() );\n         // tile is impassable\n-        while ((m.move_cost(x + tunneldist * (x - u.posx()), y + tunneldist * (y - u.posy())) == 0) ||\n-               // a monster is there\n-               ((mon_at(x + tunneldist * (x - u.posx()), y + tunneldist * (y - u.posy())) != -1 ||\n-                 // so keep tunneling\n-                 npc_at(x + tunneldist * (x - u.posx()), y + tunneldist * (y - u.posy())) != -1) &&\n-                // assuming we've already started\n-                tunneldist > 0)) {\n+        int tunneldist = 0;\n+        do {\n             //add 1 to tunnel distance for each impassable tile in the line\n             tunneldist += 1;\n             if (tunneldist * 250 > u.power_level) { //oops, not enough energy! Tunneling costs 250 bionic power per impassable tile","path":"src/game.cpp","position":954,"original_position":954,"commit_id":"6c54b68059439d24541c2ccdca82ac3ca7e84faa","original_commit_id":"6c54b68059439d24541c2ccdca82ac3ca7e84faa","user":{"login":"BevapDin","id":5095435,"avatar_url":"https://avatars.githubusercontent.com/u/5095435?v=3","gravatar_id":"","url":"https://api.github.com/users/BevapDin","html_url":"https://github.com/BevapDin","followers_url":"https://api.github.com/users/BevapDin/followers","following_url":"https://api.github.com/users/BevapDin/following{/other_user}","gists_url":"https://api.github.com/users/BevapDin/gists{/gist_id}","starred_url":"https://api.github.com/users/BevapDin/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/BevapDin/subscriptions","organizations_url":"https://api.github.com/users/BevapDin/orgs","repos_url":"https://api.github.com/users/BevapDin/repos","events_url":"https://api.github.com/users/BevapDin/events{/privacy}","received_events_url":"https://api.github.com/users/BevapDin/received_events","type":"User","site_admin":false},"body":"If I have exact 500 power, I should be able to tunnel 2 squares, this test is now wrong. (The previous check was for the location that was impassable, now it's for a location that *might* be impassable or it might be the end point where the character appears.)\r\n\r\nMoving the condition to the end also changes how `dest` is derived from `tunneldist`. The very first iteration checks for `dest.x == x + 1 * (x - u.posx()) == x + x - u.posx()`, assuming that `x == posx + 1` (attempt to move north or whatever the x-axis is), the check is for `dest.x == (posx + 1) + (posx + 1) - posx == posx + 2`, the place at `posx+1` is never checked at all.","created_at":"2015-05-06T19:35:41Z","updated_at":"2015-05-06T19:35:41Z","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12309#discussion_r29793523","pull_request_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12309","_links":{"self":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/29793523"},"html":{"href":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12309#discussion_r29793523"},"pull_request":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12309"}}},"pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12309","id":34767300,"html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12309","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12309.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12309.patch","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12309","number":12309,"state":"open","locked":false,"title":"Remove 2D mon_at, npc_at, critter_at, is_empty etc.","user":{"login":"Coolthulhu","id":1878860,"avatar_url":"https://avatars.githubusercontent.com/u/1878860?v=3","gravatar_id":"","url":"https://api.github.com/users/Coolthulhu","html_url":"https://github.com/Coolthulhu","followers_url":"https://api.github.com/users/Coolthulhu/followers","following_url":"https://api.github.com/users/Coolthulhu/following{/other_user}","gists_url":"https://api.github.com/users/Coolthulhu/gists{/gist_id}","starred_url":"https://api.github.com/users/Coolthulhu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Coolthulhu/subscriptions","organizations_url":"https://api.github.com/users/Coolthulhu/orgs","repos_url":"https://api.github.com/users/Coolthulhu/repos","events_url":"https://api.github.com/users/Coolthulhu/events{/privacy}","received_events_url":"https://api.github.com/users/Coolthulhu/received_events","type":"User","site_admin":false},"body":"Includes #12307\r\n\r\nHere I remove 2D overloads for `game` functions that find creatures or check sunlight, shelter or free space.\r\n\r\nHad to update some functions like:\r\n* Knockback\r\n* Fungus spawning monattacks\r\n* Marlossification of area\r\n* Computers summoning manhacks or secubots\r\n\r\nAlso changed some scent code. 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