Proposal - Realign the command sets

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  • Julian
    Adept
    • Apr 2021
    • 122

    Proposal - Realign the command sets

    There’s a lot of necessary differences between the two command sets, but there’s also a lot of differences that only exist for historical reasons, either because a different command used to occupy a key (who remembers forcing a door?), or because Rogue used a different key from Moria.

    What really provoked this was when I noticed that the original and roguelike sets flip the meaning of ',' and '.'

    That’s just silly.

    So, I’m proposing we realign the command sets, based on the following principles:

    1) Whenever reasonable, identical commands should be on the same key.
    2) Mnemonic key choices are preferred.
    3) More-commonly used commands should be on easier-to-type keys
    4) Everyone uses control-direction for everything they can, so the various subsumed commands are not important
    5) Neither the original nor the roguelike set should be preferred, because everyone should be unhappy with me

    And when they come into conflict, deciding on a case-by-case basis.

    (For the record, I’m a roguelike person)

    With that said:

    wands, staves, etc: Four commands are needed.
    Wand: a
    Rod: z
    Staff: Z
    Equipment: A

    The potentially-more-used wand key is now on the home row for roguelike players, all item activations are on two keys, and we free up lowercase U for the general-purpose use command in original.

    There’s an alternate argument to put recharging (rod/equipment) on a/A, and charged (wand/staff) on z/Z, but I prefer having the aimed items on the lowercase letters. (Well, mostly aimed)

    Missiles:

    Ammo: f, for fire
    Daggers, spears, etc: t, for throw
    This requires moving original-set takeoff to T, but how often does one take off an item, and then tunnel to ^T, but see (4) above.

    Run/stay still/pick up:

    Run: ,
    Stay still with no pickup: .
    Stay still with pickup: removed
    Get items: g

    I’m working on the assumption that keypad players use 5 to stay still, so don’t care what the underlying key is. I’m used to using period. We already have a command to get items you’re standing on, so it’s more useful to have one that doesn’t.

    Other changes:

    Quit: ^Q

    Having such a rarely-wanted command on a primary letter is silly, and there are unlikely typo-death possibilities that are reduced by moving it.

    Walk into a trap: -

    Like quitting, this is a command that is needed so very rarely.


    That’s actually it. (Before going into it, I was sure there’d be more.)

    What do people think of this idea? (Both in the general case, and the specific changes.)
  • Hounded
    Adept
    • Jan 2019
    • 128

    #2
    Intellectually I appreciate the merits of this and think that, despite all the manure about to be thrown your way, something beautiful could grow.

    On a more visceral level my reaction is "how dare you contemplate screwing with my muscle memory" and "stay off my lawn" (though the latter is more of a tourrettes style outburst I confess).
    It Breathes. You die.

    Comment

    • will_asher
      DaJAngband Maintainer
      • Apr 2007
      • 1124

      #3
      I don't really see why wands, rods, and staffs need separate commands. (Activation needs to be separate though, because, who knows, someone might add an artifact staff or something...)

      I was slightly annoyed when I couldn't use @f1 on my ammo anymore and had to change it to @t1 (I am also a roguelike person, but I'd gotten used to using @f1 on my ammo despite using 't' to fire.)
      I say that to say even good changes here will be annoying to everyone at first until people get used to them. I think we should have good reason to make the changes before making them. As a roguelike person, I like using 't' to fire. It's more handy than 'f'.

      <throws manure>

      PS: I never use the run command. I just use capital letters to run.
      Will_Asher
      aka LibraryAdventurer

      My old variant DaJAngband:
      http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        #4
        So I have a slightly more radical suggestion.

        The original set survives because it's intuitive to use a keypad for directions. The roguelike set survives because of laptops and vi. Both of these are about player movement.

        So we should:
        1. Move all the original commands off the h, j, k, l, y, u, b, n keys and
        2. Align all the other commands along the lines already suggested.
        For part 1, that's
        • h: fire at nearest - totally unintuitive, TAB is just as good
        • j: already unused
        • k: Ignore - used to be 'k'ill for destroy an item, now unintuitive
        • l: look - this one is actually good, but you can't have everything
        • y: already unused
        • u: use is not intuitive as a staff-specific command, move it to 'Z' as Julian suggests
        • b: browse is intuitive, but it's barely needed as a command now anyway, and 'P' for peruse is fine
        • n: not intuitive, but better than ctrl-v, and such a common command that the muscle memory will hurt here
        So this would be somewhat more annoying than Julian's proposal for original set users. The significant upside is that rather than two keysets, we just have alternative keys for the directions in a single keyset. Now switching to "roguelike keys" for playing on a laptop becomes a reasonable thing to do, and everyone can start laying down new muscle memory in the knowledge that's there's maybe something in it for them.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Julian
          Adept
          • Apr 2021
          • 122

          #5
          Originally posted by Nick
          [*]n: not intuitive, but better than ctrl-v, and such a common command that the muscle memory will hurt here
          There’s unused, un-shifted keys out there. p and v, for instance. I’d argue for Tab, and use v for “shoot with default ammo”. There’s also those that could be freed up by moving a less-used command, such as semicolon.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            #6
            Originally posted by Julian
            There’s unused, un-shifted keys out there. p and v, for instance. I’d argue for Tab, and use v for “shoot with default ammo”. There’s also those that could be freed up by moving a less-used command, such as semicolon.
            Which reminds me, I missed K, L and U. This would hurt, but it's an investment in the future
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Julian
              Adept
              • Apr 2021
              • 122

              #7
              Also ^L.

              I’d also suggest including a pair of pref files for those who don’t want to retrain their muscle memory to load.

              Comment

              • Julian
                Adept
                • Apr 2021
                • 122

                #8
                Originally posted by Nick
                [*]l: look - this one is actually good, but you can't have everything
                That’s why I didn’t suggest moving l, L, and ^L; they’re both intuitive and have a nice stacking of related commands.

                We could move them all to x X and ^X. Put save and exit on the now-freed Q. (Or on ^Q, and find somewhere else for unconditional quit. This has the advantage of reducing annoying typos.)

                On a related note, by moving (M)ap to (W)here, we could stack up the spellbook commands: cast, browse, learn. (Or cast, learn, browse, but you learn spells a finite number of times per game.)

                (Honestly, it shouldn’t be too hard to yank learn into the browse command, which also avoids any weirdness with the fact that ^M may be return.)
                Last edited by Julian; August 26, 2021, 02:37.

                Comment

                • Julian
                  Adept
                  • Apr 2021
                  • 122

                  #9
                  Originally posted by will_asher
                  I don't really see why wands, rods, and staffs need separate commands. (Activation needs to be separate though, because, who knows, someone might add an artifact staff or something…)
                  Because you can have a lot of them, and it makes looking at the list of choices easier. If you use inscriptions, it also means you don’t run out of numbers.

                  However, some consolidation would probably be viable:
                  (a)im a wand/rod
                  (A)ctivate a staff
                  (^A)activate equipment.

                  Or:
                  (a)im (target nearest critter)
                  (A)activate equipment
                  (z)ap a wand/rod
                  (Z)ap a staff

                  I say that to say even good changes here will be annoying to everyone at first until people get used to them. I think we should have good reason to make the changes before making them. As a roguelike person, I like using 't' to fire. It's more handy than 'f’.
                  Isn’t f literally under your left index finger?

                  PS: I never use the run command. I just use capital letters to run.
                  I’m pretty sure nobody uses the run command regularly. It needs to exist, but doesn’t need to be so convenient.

                  Edit: people with only one usable hand, or other handicaps that make chording keys difficult, probably use the run command. Run and alter need to still be easily available, unlike tunnel.

                  Comment

                  • mrfy
                    Swordsman
                    • Jul 2015
                    • 328

                    #10
                    Originally posted by Julian
                    I’m pretty sure nobody uses the run command regularly. It needs to exist, but doesn’t need to be so convenient.

                    Edit: people with only one usable hand, or other handicaps that make chording keys difficult, probably use the run command. Run and alter need to still be easily available, unlike tunnel.
                    Are you talking about the run command as in '.' and then direction? I use it constantly.

                    Comment

                    • will_asher
                      DaJAngband Maintainer
                      • Apr 2007
                      • 1124

                      #11
                      Originally posted by Julian
                      Isn't 'f' literally under your left index finger?
                      Use my left hand for firing arrows?? What a concept!

                      (I mean, sure, maybe I could get used to that I guess)
                      Will_Asher
                      aka LibraryAdventurer

                      My old variant DaJAngband:
                      http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                      Comment

                      • sffp
                        Swordsman
                        • Apr 2020
                        • 434

                        #12
                        Originally posted by mrfy
                        Are you talking about the run command as in '.' and then direction? I use it constantly.
                        I, too, am Forest Gump

                        Whenever I go somewhere, I am running.

                        Comment

                        • archolewa
                          Swordsman
                          • Feb 2019
                          • 400

                          #13
                          Originally posted by sffp
                          I, too, am Forest Gump

                          Whenever I go somewhere, I am running.
                          Who doesn't? Careening at full speed down a dark corridor is the safest way to travel.

                          Comment

                          • Julian
                            Adept
                            • Apr 2021
                            • 122

                            #14
                            Originally posted by sffp
                            I, too, am Forest Gump

                            Whenever I go somewhere, I am running.
                            So do I, but I use shift.

                            For those who use the run command separately, do you want to tell us why you prefer to do it that way?

                            (I doubt it’s going away or getting noticeably less convenient, but it might get moved a bit.)

                            Comment

                            • Julian
                              Adept
                              • Apr 2021
                              • 122

                              #15
                              Originally posted by Julian
                              Because you can have a lot of them, and it makes looking at the list of choices easier. If you use inscriptions, it also means you don’t run out of numbers.

                              However, some consolidation would probably be viable:
                              (a)im a wand/rod
                              (A)ctivate a staff
                              (^A)activate equipment.

                              Or:
                              (a)im (target nearest critter)
                              (A)activate equipment
                              (z)ap a wand/rod
                              (Z)ap a staff
                              So, if we were to do this, (and it’s mostly an idea that’s separate from keymap reorganization, except that doing it frees a letter) there’s an argument to be made for splitting the rods into aimed rods (share a command with the wands), and undirected rods (share a command with staves), but we’d need a new object type.

                              Some poking at an online thesaurus suggests baton, scepter, and cane as viable names for a staff-like item that’s not a staff.

                              Comment

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