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Old September 27, 2013, 22:43   #241
Derakon
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Well, the teleport function is pretty well-separated, so once the game hits alpha people can easily test their own theories.
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Old September 28, 2013, 17:49   #242
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felt like throwing in one more idea for teleportation.
Simply make teleport other and all player teleports (with the exception of phase doors) move to any possbile field, uniformly at random.
The number of available squares grows roughly like distance squared until you hit the edge of the map, so on average you would be teleported relatively far away. You can teleport to the field right next to you but this is unlikely.
This completely avoides the situation of bouncing back and forth between two places but every time you cast it you know that maybe you will teleport to a place just a few steps away.
In other words, teleport has the desired effect most of the time but not always and the odds of getting unlucky multiple times in a row are rapidly approaching zero.
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Old September 28, 2013, 18:10   #243
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Simply make teleport other and all player teleports (with the exception of phase doors) move to any possbile field, uniformly at random.
I like that. What about 'any possible point beyond the phase door radius'?
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Old September 28, 2013, 19:42   #244
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I like that. What about 'any possible point beyond the phase door radius'?
Beyond your LoS radius. If you try to escape from dragon and land back on LoS you might be toast. You still might get toasted if that D was at same direction as your destination point, but it just makes it more unlikely.
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Old September 28, 2013, 21:00   #245
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Originally Posted by Timo Pietilš View Post
Beyond your LoS radius. If you try to escape from dragon and land back on LoS you might be toast. You still might get toasted if that D was at same direction as your destination point, but it just makes it more unlikely.
I'm actually ok with teleport occasionally not putting you very far away at all occasionally.
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Old September 28, 2013, 22:45   #246
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Originally Posted by Timo Pietilš View Post
Beyond your LoS radius. If you try to escape from dragon and land back on LoS you might be toast. You still might get toasted if that D was at same direction as your destination point, but it just makes it more unlikely.
If you wanted to "ensure" safety relative to exactly what's around you at the time of teleporting, you could do "out-of-LoS-of-every-monster-in-your-current-LoS".

EDIT: Of course that's still dangerous if monsters are faster than you, but that's par for the course.
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Old September 29, 2013, 00:54   #247
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If you wanted to "ensure" safety relative to exactly what's around you at the time of teleporting, you could do "out-of-LoS-of-every-monster-in-your-current-LoS".

Could you incorporate telepathy (if you have it) into that definition?
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Old September 29, 2013, 01:04   #248
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Honestly I don't like the idea of teleportation being dependent on monsters or on the player's knowledge of the dungeon.
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Old September 29, 2013, 01:58   #249
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I think the idea of teleport taking the player to a completely random square is an interesting one, but it should be recognised that it is a big change.

Currently the player teleport spells are distance specific, and that affects tactical use of them in a big way. For example, phase when right next to a half-full pit is a really bad idea. In a similar way, if you are near a lot of dangerous monsters, teleport which could take you anywhere on the level is much less useful than teleport which is guaranteed to take you well away from them.

In all cases long-range teleport is a calculated risk; this change would significantly alter the calculations.
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Old September 29, 2013, 16:29   #250
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Ahh, I get it. Well I can think of a few ways to do it so that it still solves that problem, but is still weighted towards sending you further away. So iterate over all of the spaces that are max_distance away and make an array of open spaces, but exclude those that are less than x distance (maybe less than 20% of your max?). Then, you know the exact number of places you can go and pick a random number as an index into that array. But this would involve allocated and freeing the array.
You can do it without the array- iterate once and count the number of suitable targets (without remembering anything other than the total). Make a random number in 0-total. Iterate again to find the randomnumber-th suitable target. It takes more processing (but no memory). And in a rare, player triggered action, the time taken isn't going to be noticeable.
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The second solution I can think of (which isn't as pretty) is just keep choosing numbers between 0 and max * max * 4 and then check the location of that offset until you find a valid location.
That's pretty close to what it does now... Every 500 attempts it relaxes the constraints...
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