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HugoVirtuoso September 9, 2021 22:50

Can you elaborate more about what do you mean autoexplore? How do you want it to work? Any non-*band examples?

Sideways September 10, 2021 00:12

Quote:

Originally Posted by Kodiologist (Post 155223)
Okay, thanks for explaining. If I submit a PR soon, it will probably just be code cleanup, so it shouldn't require any laborious playtesting to review. Autoexplore, even a very simple version of it, sure would be nice, but it would be challenging for me to implement. I'm decent at C, but I've never edited a 'band before.

The problem with autoexplore in *bands is that it causes players to die.

(To be clear, that doesn't mean it couldn't be implemented; indeed, it could fairly easily build on the existing travel code used by commands like H, *j and ]J. You should be aware of the minor drawback involved, though...)

Nick September 10, 2021 00:43

Quote:

Originally Posted by Sideways (Post 155230)
The problem with autoexplore in *bands is that it causes players to die.

(To be clear, that doesn't mean it couldn't be implemented; indeed, it could fairly easily build on the existing travel code used by commands like H, *j and ]J. You should be aware of the minor drawback involved, though...)

Vanilla has movement by mouse which is kind of a primitive auto-explore. You click somewhere and the character will try to run there - normal run interruption rules apply.

Kodiologist September 10, 2021 02:58

Quote:

Originally Posted by HugoTheGreat2011 (Post 155227)
Can you elaborate more about what do you mean autoexplore? How do you want it to work? Any non-*band examples?

DCSS is famous for its autoexplore. The old joke is that you can play DCSS with just two keys: O to autoexplore and Tab to attack the nearest monster. ToME 4 also has fancy autoexplore. In both cases, the basic idea is to move the player towards unexplored regions of the map and stop if a monster is seen. Once the whole map is explored, autoexplore walks you to a staircase. When items appear in DCSS, autoexplore walks you to each item once, so you can decide if you want to pick it up, and thereafter ignores it. ToME 4 is generally played with autopickup on because there's an item that lets you sell stuff automatically, prompting you what to keep. (For the record, Angband-style no-selling is way better than automatic selling.)

In a 'band, I think the obvious way to start on autoexplore would be to expand the run code. Move the player in a path to the nearest unexplored accessible square, using the same stop criteria as for running, but ignoring forks.

As Sideways says, though, autoexplore could be dangerous. In a 'band, generally detection magic is important, and waiting until you see monsters face-to-face is asking for trouble. So it would only really be useful for the early game for non-squishy characters, or if you were on a dungeon level on which you knew there were no serious threats.

Sideways September 10, 2021 03:44

Quote:

Originally Posted by Kodiologist (Post 155235)
In a 'band, I think the obvious way to start on autoexplore would be to expand the run code. Move the player in a path to the nearest unexplored accessible square, using the same stop criteria as for running, but ignoring forks.

I think expanding the travel code would be the more natural option, since the travel code, unlike the run code, already contains all the pathfinding needed. (It would need several hacks to be used by the autoexplorer; at a minimum, one to allow unknown areas as travel targets and one to keep going upon reaching the first target; but the second one could be borrowed from autoget.)

Writing a functional autoexplorer based on existing travel code would not be very difficult at all. More difficult would be deciding when it should stop, exactly which areas it should count as unexplored, how it should treat secret doors and areas hidden behind them, adding in a variety of options allowing the player to customize its behavior, etc.

Kodiologist September 10, 2021 14:29

Oh right, I keep forgetting that travel already exists. I should use it more often.

Kodiologist September 12, 2021 02:10

I just got killed by the mana bolt of a dark elven warlock. With easy_damage, I saw a message saying I took upwards of 120 damage, which is weird because the monster lore says "Mana Bolt (90, 1x)", which if I understand correctly means that the maximum damage is 90. But, I had a speed disadvantage (+2 for me vs. +10 for the typical dark elven warlock), so maybe the message summed the effect of several mana bolts.

Sideways September 12, 2021 04:13

Quote:

Originally Posted by Kodiologist (Post 155293)
I just got killed by the mana bolt of a dark elven warlock. With easy_damage, I saw a message saying I took upwards of 120 damage, which is weird because the monster lore says "Mana Bolt (90, 1x)", which if I understand correctly means that the maximum damage is 90. But, I had a speed disadvantage (+2 for me vs. +10 for the typical dark elven warlock), so maybe the message summed the effect of several mana bolts.

90 is the average damage; mana bolts from a typical dark elven warlock are 1d80+50, so you rolled close to the upper limit of that range.

Pete Mack September 12, 2021 09:43

1d80 is scary high variance. Ouch! I think I prefer angband's use of max damage for lore, even for low variance attacks that can never actually reach it.

Kodiologist September 12, 2021 13:59

Ooh, so it's mean damage. The interpretation of it doesn't seem to be described in the help section about recall, so yeah, I assumed it was like vanilla. I agree with Pete that the maximum is more informative, even though it's less representative, since what you need to know for tactical decision-making is what you can survive. But it would also be quite reasonable to include both the mean and the maximum, if there's room.


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