Are autoexplore and autofight (ala DCSS) worth it in V to reduce early game tedium?
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Well managed to get it to make a compile somehow, may have been a problem having file names with spaces that such as artifact blabla...
Installed the android one for kicks, wonder if we could get the autoexplores into that one as that'd hugely benefit from it XDLeave a comment:
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Trying to get this to work, I changed the workflow files to have my Combined branch instead of master, but can't figure how to make it do the executable files on the release ... ?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 withIf you change 'master' to the branch you want, it should autobuild that branch for you instead.Code:on: push: branches: [ master ] pull_request:Leave a comment:
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Considering these are for making gameplay quicker, my assumption is that most people have their left hand around wasd, so using keybinds in that area as default probably would fit better.
I mean, sure, I guess with the actual keybind system everyone can just rebind them to whatever. XDLeave a comment:
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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 withIf you change 'master' to the branch you want, it should autobuild that branch for you instead.Code:on: push: branches: [ master ] pull_request:Leave a comment:
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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.Leave a comment:
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