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Old January 7, 2023, 00:52   #11
Nick
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Context: I'm doing a hacky copy of the Sil (former NPP) code for line-of-fire, as a temporary measure to get stuff working.

Question: My understanding is that you can't shoot at every grid you can see in Sil. But can you see every grid you can shoot at?
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Old January 7, 2023, 08:06   #12
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You can (try to) shoot at any grid (within bow range) for which there is a line unobstructed by walls that the player has seen. For example the target grid might be a wall that hasn't been seen yet but you can still shoot at the grid (I think the arrow might break but I don't actually know). So no, you can't see every grid you can shoot at.
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Old January 7, 2023, 20:55   #13
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Quote:
Originally Posted by SweetVinegar View Post
You can (try to) shoot at any grid (within bow range) for which there is a line unobstructed by walls that the player has seen. For example the target grid might be a wall that hasn't been seen yet but you can still shoot at the grid (I think the arrow might break but I don't actually know). So no, you can't see every grid you can shoot at.
Thanks, I think I have kind of a plan.
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Old January 8, 2023, 03:22   #14
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Quote:
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Question: My understanding is that you can't shoot at every grid you can see in Sil. But can you see every grid you can shoot at?
The 2nd statement would be true if you had infinite light radius. The current UI is a little buggy, you can move the target to a square you can't fire at, though it'll tell you its an illegal target when you actually try to shoot.
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Old January 9, 2023, 13:47   #15
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Setting aside issues of light and knowledge of the map (i.e. attempts to fire into the unknown), I believe you have LOF if there is a straight line from the centre of your square to the centre of the target's square (going through the very corner of an obstruction is fine). And that you have LOS if there is a straight line from the centre of your square to any part of their square. So LOF implies LOS, and LOF is symmetrical. I believe this is all inherited from NPP, and is an elegant way of doing it.

If I'd kept developing Sil, I'd also like to have implemented things like smoke and portcullises that block LOS but not LOF and vice versa. Chasms were kind of a first step at this (blocking movement but not LOS or LOF). I believe you (Nick) enumerated the possibilities many years back and I thought it was a great contribution to roguelike theory.
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Old January 9, 2023, 20:01   #16
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Setting aside issues of light and knowledge of the map (i.e. attempts to fire into the unknown), I believe you have LOF if there is a straight line from the centre of your square to the centre of the target's square (going through the very corner of an obstruction is fine). And that you have LOS if there is a straight line from the centre of your square to any part of their square. So LOF implies LOS, and LOF is symmetrical. I believe this is all inherited from NPP, and is an elegant way of doing it.
OK, that's exactly what I needed to know. I've decided to start off with essentially the NPP/Sil LOF algorithm, but with the view bits removed because I'm using the (less efficient but simpler to follow) newer Angband view algorithm. Your information will be good when (or if) I get around to trying to rewrite LOF in a similar way.

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If I'd kept developing Sil, I'd also like to have implemented things like smoke and portcullises that block LOS but not LOF and vice versa. Chasms were kind of a first step at this (blocking movement but not LOS or LOF). I believe you (Nick) enumerated the possibilities many years back and I thought it was a great contribution to roguelike theory.
Windows would be another interesting one
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Old January 19, 2023, 20:27   #17
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Can you destroy artifacts?
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Old January 20, 2023, 11:54   #18
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To get three Silmarils out of the crown you have to sacrifice one weapon that will break when attempting to cut it out, regardless of type. Fits with the lore. Not sure but I think it is the second. Might be the third.
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Old January 20, 2023, 12:13   #19
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You can't 'k' them but they can be broken on the crown, lost to lack of floor space or lost to leaving the level(even if not seen)
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Old January 20, 2023, 21:27   #20
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Thanks, that's what I thought.
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