Are autoexplore and autofight (ala DCSS) worth it in V to reduce early game tedium?

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  • Cuboideb
    Adept
    • May 2020
    • 196

    #61
    Good point Pete, thanks!

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    • emar
      Apprentice
      • Jul 2019
      • 50

      #62
      The user has deleted this post.
      Last edited by emar; February 1, 2024, 02:16.

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      • emar
        Apprentice
        • Jul 2019
        • 50

        #63
        The user has deleted this post.
        Last edited by emar; February 1, 2024, 02:15.

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        • ewert
          Knight
          • Jul 2009
          • 702

          #64
          Just asking, since it seems you are still updating your github branches, if you are able to isolate only the autoexplore/automelee changes into its own "push"/"branch" thingy?

          I am a very "a = a++;" level of a coder, even though my first coding was done back in the early 80s, and am struggling a bit to try to figure out how to pull your autoexplore from your branch. XD

          Bit of a necro, but I have been meaning to steal it since I hate the 10000 keyclicks my OCD makes me do explore absolutely every nook and cranny of the map in any x-4 or above level.

          edit: okay I found a way to see all the changes isolated, now to figure out how to put it into a branch again, lol
          Last edited by ewert; April 7, 2023, 02:35.

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          • ewert
            Knight
            • Jul 2009
            • 702

            #65
            Managed to implement your changes, so far it seems it works, but the autoexplore is only a "go to", gonna try to make it into a "go to and start running into" so it is quicker. I am thinking if distance<3 it instead would use a run command towards it, or something.

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            • ewert
              Knight
              • Jul 2009
              • 702

              #66
              Okay made a quick hack to pathfinding so that it makes the last step as a run, that means the autoexplore will automatically follow corridors instead of doing a 2 step progress through them.

              I did take out the item function from it, I just want it for the auto-pathfind-explore and automelee parts.

              You can see my changes at https://github.com/ewert/angband

              If anyone wants to try it out with the latest branch, here is a compiled .exe as well.



              I changed the controls to be ! for automelee and # for autoexplore

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              • ewert
                Knight
                • Jul 2009
                • 702

                #67
                Mostly it works nicely to take out the tedium now, might make it open doors if next to one though as that is causing a bit of backtracking. Also the runhack to pathfinding seems to cause a hiccup if you are running into a corner with an item, where it might decide to instead run along the wall so it skips the corner instead, heh.

                But really speeds up exploring complex corridors which is nice.

                On another, just found boots of speed 9. Then got breathed on by a mature dragon while at 50hp because didn't check what dragon it was. Oops. Oh well. Also had a big sling of power and both acid and lightning branded shots, and a elvenkind with rpoison, daamn.

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                • emar
                  Apprentice
                  • Jul 2019
                  • 50

                  #68
                  The user has deleted this post.
                  Last edited by emar; February 1, 2024, 02:15.

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                  • ewert
                    Knight
                    • Jul 2009
                    • 702

                    #69
                    Yeah the item thing was why I removed it altogether. TBH, I am perfectly fine not including items (for even picking up ammo which be quicker if it did).

                    The door thing is a double edged sword though. Now that I played a bit more with it, I think I don't actually mind it not opening doors for me. Keeps that as a more tactical thing to do rather than just mindlessly opening everything, and possibly overwhelming/waking stuff up. Same goes for stairs, one can already mouseclick on the stair when you want to go there to use the pathfinding inherent in the game, so it is no biggie.

                    Didn't see any issues with automelee, I love it for town, those nasty little villagers get on my nerves.

                    Currently the only real issue for me is two things, if you only have 1 light radius it doesn't trigger the run for some reason (might be in the pathfind code that if it just a single step, it doesn't trigger the whole process but just does a step?). I changed the pathfind to have the last step to be a run, if I read the code right (when == 1 for calculating the direction, thus the grid point will be 0 where you end up), this also seems to cause the known-corner-skip problem even if you aim to pick up an item on the corner but are constantly pressing shift for running.

                    But, it works 98% for the purposes I am keen for, so thanks for that!

                    Honestly, I would suggest if some more experienced coders could have a look to see if the 1radius and the run-to-corner problems can be solved somehow, and after that (without item pickup), I would really recommend if this could be actually put into official Vanilla. I think it would really help people new to the game get more out of it.

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                    • emar
                      Apprentice
                      • Jul 2019
                      • 50

                      #70
                      The user has deleted this post.
                      Last edited by emar; February 1, 2024, 02:14.

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                      • emar
                        Apprentice
                        • Jul 2019
                        • 50

                        #71
                        The user has deleted this post.
                        Last edited by emar; February 1, 2024, 02:14.

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                        • emar
                          Apprentice
                          • Jul 2019
                          • 50

                          #72
                          The user has deleted this post.
                          Last edited by emar; February 1, 2024, 02:14.

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                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #73
                            Originally posted by emar
                            Also by chance, does anyone know how I would go about making automated builds of this so I can actually share binaries with people?
                            Your master branch is already doing builds, you can see them here. If you go into the workflow files in .github/workflows, they all start with
                            Code:
                            on:
                              push:
                                branches: [ master ]
                              pull_request:
                            If you change 'master' to the branch you want, it should autobuild that branch for you instead.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

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                            • emar
                              Apprentice
                              • Jul 2019
                              • 50

                              #74
                              The user has deleted this post.
                              Last edited by emar; February 1, 2024, 02:13.

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                              • emar
                                Apprentice
                                • Jul 2019
                                • 50

                                #75
                                The user has deleted this post.
                                Last edited by emar; February 1, 2024, 02:16.

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