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Old December 10, 2010, 17:22   #21
Derakon
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Detect entire level (thus forcing all monsters to be visible).
Hit monster.
Add modification to provenance information to include if monster was standing in a vault square when killed.

If provenance information is stored as a string, you can run a script afterwards to reverse-lookup monster names against the uniques list (assuming you care about the distinction between unique drops and normal drops). If it's stored as symbolic information (i.e. monster #54 at dlvl 20) then you can look up the monster info by its index and check if it's unique that way.
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Old December 10, 2010, 17:55   #22
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Well, I figured that you'd just do a pass of object counting on the ground, delete the objects there, then kill each monster and do it again. I guess there's no reason you couldn't filter out uniques on the first monster pass and hit them on a later pass instead.
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Old December 10, 2010, 18:08   #23
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Quote:
Originally Posted by fizzix View Post
I'm thinking of putting all totals into longs (can I use floats?)
There's nothing wrong with using floating point, but always use doubles instead of floats.
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Old December 10, 2010, 18:18   #24
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2^64 gets you about eighteen quintillion, so I don't think floating point is really necessary compared to unsigned long. Even signed long is nine quintillion. Just how many times were you planning to run this simulation? A very conservative guess would still have a single character finding less than a hundred thousand items in their lifetime, which would let you run the simulation trillions of times before running out of room.

(NB this is using the American "short scale", million = 10^6, billion = 10^9, etc)
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Old December 10, 2010, 18:22   #25
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Quote:
Originally Posted by Derakon View Post
Don't items remember their provenance, though? I.e. if I kill Maggot and get a magic dagger from him, when I 'I'nspect the item it should say "Dropped by Farmer Maggot at dungeon level 0" or words to that effect.

Or is that just one of those features that was added in every variant but not Vanilla yet?
It's in V, the ORIGIN_FOO codes.

fizzix - what's behind your choice of -25/>+1 levels for artifacts? The latter in particular makes little sense: +1 level OOD is roughly the same likelihood as +2 and a whole lot different from +0. I'd suggest:

More than 25 levels shallower

25 to 1 level shallower

At depth

1 to 10 levels deeper

More than 10 levels deeper

... if you don't fancy that much granularity, combine the 2nd/3rd and the 4th/5th
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Old December 10, 2010, 19:22   #26
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Quote:
Originally Posted by Derakon View Post
2^64 gets you about eighteen quintillion, so I don't think floating point is really necessary compared to unsigned long
It has nothing to do with necessary. Longs have more bits of precision than doubles, if you are worrying about necessary. It's just simpler, particularly if you do division and do not want to worry about casting to avoid truncation. If you are going to be calculating standard deviations etc it is downright bizaare to avoid floating point.

It's not the 1970s. There's nothing wrong with using floating point.
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Old December 10, 2010, 20:18   #27
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Quote:
There's nothing wrong with using floating point, but always use doubles instead of floats.
Seconded. This is especially important when working primarily with addition and subtraction (ie adding up lots of numbers from a monte carlo simulation). If you're only using multiplication and division then you can frequently get away with less precision.

At single precision you've only got 23 bits of mantissa to work with, which doesn't get you very far.
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Old December 11, 2010, 17:17   #28
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I took camlost's suggestion of killing the monsters and picking up their items. It seems to work and the numbers are adding up properly. Some amount (1-2 at deeper levels) of items get killed because of insufficient drop room. This probably occurs more often with monsters in vaults. Either way, I've decided not to worry about these lost items even though you possibly lose some good items.

(another possibility is to remove all the traps in each level. I think I'll do that. Cataloguing traps is dumb anyway)

Time to sim still looks reasonable on my computer, but it might be rough on slower computers.

I'll try to have a semi-complete version up on git later today or tomorrow.
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Old December 12, 2010, 16:29   #29
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Finished up potion generation. And cleaned up the output a bit so it's more readable. 1000 sims doing 20 levels (20k total levels) takes less than 2 minutes on my laptop, and it's unlikely to get much slower. No swag gets deleted on drops anymore.

Going to finish up consumables, and then do work on the egos, hopefully be done by the end of the day. (Ego and gold counts are mislabeled currently)
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Old December 12, 2010, 16:46   #30
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That's cool but hard to read. The text cleanup will be nice. A quick glance, confirms what I've always thought. A vast majority of artifacts are dropped by everyday-in-depth-monsters, not uniques, not vaults.
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