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#1 |
Angband Devteam member
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V now counts player-turns
For anyone playing nightlies or compiling from trunk, r1661 now shows both Player Turns and Active Turns on the 'C' screen and in chardumps. Player Turns are simply the game turns adjusted for speed (i.e. if your whole game is at +0 speed then this figure will be game turns / 10). Active Turns discounts turns spent resting, and so represents the number of actual 'moves' made in the game.
Next I'd quite like to count "town turns" separately, but let's get some testing of this first to make sure it works properly. Thanks to Pete Denison for the patch and to Unangband for the original implementation. |
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#2 | |
Prophet
Join Date: Mar 2008
Posts: 2,755
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Quote:
However, I do not see why you think resting is not an actual move. How is it different to rest to regain hp as opposed to casting a spell to regain hp? It doesn't matter, but I am curious as to your viewpoint. The only difference I see is one of efficiency. |
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#3 |
Swordsman
Join Date: Jul 2008
Posts: 308
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If resting doesn't count, and movement in the town doesn't count, then store-scumming is essentially free. Take stairs down, rest 1000 turns, take stairs back up. Stores all change their inventories, and the total number of active turns goes up by just 2?
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#4 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Turns spent resting should count as 2 turns
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__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#5 | |
Angband Devteam member
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This is just an artifact of the "rest until healed" mechanic. If you only ever rested for a set amount of time, it would be easy to count "moves" spent choosing to rest. But my assumption is that most people (excluding your good self, I'll grant) tend to use rest-until-healed, which will make the number of moves spent choosing to rest a tiny fraction of the total number of pturns spent resting. Buzzkill is right though - this approximation could be improved by counting the first resting turn as "active". |
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#6 | |
Angband Devteam member
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And remember folks, it's not all about minimising turncount - a 25M turn win is still a win, and if it's more fun that way, that's cool. |
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#7 | |
Prophet
Join Date: Mar 2008
Posts: 2,755
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Quote:
If I was doing it, I would (1) make sure energy is modified through a function, not direct access to a variable -- the easiest way to debug this is to declare the variable const and cast to modify it in the function (2) make the function that decreases player energy increase my total_player_energy variable [edit] rest until healed is say equivalent to 100 "rest 10 gameturn" commands. Why wouldn't that count as 100 actions? Am I missing something? except (3) if you are resting, increase by 10 energy/gameturn irrespective of speed. There is no point penalizing fast chars since resting is about gametime and not energy. I don't know how energy is maintained when resting, but it ought to be possible to find a single place to do this, or to put a check inside the decrease_energy function if that is called normally. |
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#8 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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Note that regeneration speed already scales faster than player speed, as it increases by up to 9x with increasing CON--or 18x if you throw in Regen from an Elven ring. (Player speed increases around 3x.) |
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#9 | |
Prophet
Join Date: Mar 2008
Posts: 2,755
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Quote:
I thought the whole point of counting player actions is that some people think gameturns is a poor metric if the char finds a ring of speed+10 on DL 1. It is likely that I don't understand the point, so feel free to suggest other reasons. You shouldn't count more "actions" for a player who rests 100 gameturns just because he has higher speed and thus more energy wasted per gameturn. Do we agree on that? You don't want to set things up so that if it is used for a comp, people would need to remove speed items before resting if they wanted to minimize "actions". |
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#10 | ||
Angband Devteam member
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Quote:
(And yes, running down a corridor counts as one action per square moved, the same as walking. We're counting actions, not decisions. I can see that you could argue that resting and running should be consistent, but it seems obvious to me why they're treated differently.) |
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