Cache.MapSquare discards the overlay id, so nothing can ask whether a tile is water #118
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Cache.MapSquare.settle/3reads a tile's overlay id and then throws itaway, keeping only a
@drawnflag. Water is an overlay, so nothing in thisserver can answer is this tile water — and blocked-and-floored cannot tell a
river from a wall.
What it cost
Fishing. Every one of this cache's 17
Lure/Baitfishing-spot definitionshas zero spawns in the operator's dump, so trout, salmon, pike and rainbow
fish were absent from the world entirely and the skill had a hole from 20 to
58. Thirty spawn rows now fill it, across five areas.
The tiles are derived from the collision map rather than typed, and they are
defensible — the convention is measured (194 of the dump's own 197 fishing
spots stand on the water and are worked from the bank) and the derivation
reproduces the dump's own barbarian-rod tiles at
2500, 3504..3513exactly.But the five areas themselves were found by rendering the region as ASCII and
reading the river off it by eye, because "blocked with a walkable neighbour"
is the closest a collision map gets to "shore".
The other wiki-listed fly locations — Seers'/Sinclair, Entrana, Observatory,
Isafdar, Water Ravine, Hosidius — are not placed, for exactly that reason.
What keeping the id would buy
Is this tile water becomes answerable, and then:
coordinates instead of stating them;
line can say on water rather than guessing at ducks and icebergs.
This is the invariant a scan that returns nothing is a claim about the
decoder, not only the data arriving from the useful direction — the same
shape as
Cache.Widget's if1 body, which had four sweeps concluding rev 149has no make menu.
Why it was not done on the fishing branch
It ripples into climbing's void work, which reads the same
@drawnflag todecide whether a tile has a floor at all. That is a separate change with its
own verification.