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Finally got around to adding grass to EvilHack. I pulled the majority of the code from xNetHack's implementation (too many commits to reference them all here), and then made my own modifications to it. Grass is a new terrain type that you can walk on. It appears as a bright green dot, same shape and orientation as a regular room/floor tile. Monsters that can hide (M1_CONCEAL flag) under things can also hide in the grass (and due to this behavior, can now hide under other bits of furniture, like thrones, ladders [not stairs], altars, sinks, and graves). Grass can also be burned away by fire. If a grass tile is unseen/unlit, it'll darken just like a regular floor tile does. The only thing I've really added grass to so far, is Aphroditie's level, and garden rooms. While here, I also made some improvements to Aphroditie's level - all of the rooms are technically gardens now. Because garden rooms spawn their own nymphs, fountains, and trees, I've made some tweaks to the level to compensate (read: not have the level be completely full of nymphs). Because of these changes, I increased the minimum level Aphroditie's level can spawn from five to eight. I'll include grass in some existing levels in future commits. It'll also be a part of the Druid quest levels once those are created.
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