Feature Request: Buy and destroy all shortcut

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #31
    Originally posted by Magnate
    That y/n/s solution works for me - I have no idea why Tak is opposed to it.

    Looking forward to your patch.
    I don't know exactly why, but I remember the tone of some emails where it was mentioned.

    The patch would be trivial, but when I copied code from various places it didn't quite work because the codebase is evolving. So I got ambitious, and decided to write it as a perl script that should hopefully continue to work even as the files continue to change. There is a lot of evil hardcoding in the options code, and I keep waffling on the right way to modify it. Hopefully I will be in the mood to finish it in a few days.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #32
      Originally posted by PowerDiver
      I don't know exactly why, but I remember the tone of some emails where it was mentioned.

      The patch would be trivial, but when I copied code from various places it didn't quite work because the codebase is evolving. So I got ambitious, and decided to write it as a perl script that should hopefully continue to work even as the files continue to change. There is a lot of evil hardcoding in the options code, and I keep waffling on the right way to modify it. Hopefully I will be in the mood to finish it in a few days.
      Did you ever get commit access to rephial or are you still too much of a dangerous radical for that? I can't quite work out from your post whether you're going to rewrite the options code, write a perl script to work around it, or both. IMO reworking the code would be a better use of your time than writing a perl script.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #33
        Originally posted by Magnate
        That y/n/s solution works for me - I have no idea why Tak is opposed to it.
        It's the current FAAngband method. I find it works well there, although it doesn't encompass quality squelching.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

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        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #34
          Originally posted by buzzkill
          It's the current FAAngband method. I find it works well there, although it doesn't encompass quality squelching.
          In the original Eddieband patch it was even better: it asked you "do you want to squelch all non-ego 2d6 weapons weighing >= 12lbs?" and questions like that. Not sure why that didn't make it into 3.1.1 - don't think it was quite reliable enough. I am hoping that Eddie will be inspired to generate more patches after he does his buyout one.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #35
            Originally posted by Magnate
            Did you ever get commit access to rephial or are you still too much of a dangerous radical for that? I can't quite work out from your post whether you're going to rewrite the options code, write a perl script to work around it, or both. IMO reworking the code would be a better use of your time than writing a perl script.
            I'm even waffling about what I am waffling about.
            I need the go-betweens on commit. I have a new volunteer.
            If I rewrite the options code, then my patch will work on 3.1.2 but not on 3.1.1.

            Doing it with a script is just a little more time. Posting here is a bigger time sink. Deciding what to do is the hard part.

            Learning is done too differently to use my old squelch code directly. I sent Tak a bunch of changes over the past months, and I was waiting to see what got in before I tackled real squelch.

            My wife won't play without squelch done right, so there is pressure for me to get it done sooner rather than later since I want her to be able to try out 3.1.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #36
              Originally posted by PowerDiver
              I'm even waffling about what I am waffling about.
              I need the go-betweens on commit. I have a new volunteer.
              If I rewrite the options code, then my patch will work on 3.1.2 but not on 3.1.1.

              Doing it with a script is just a little more time. Posting here is a bigger time sink. Deciding what to do is the hard part.

              Learning is done too differently to use my old squelch code directly. I sent Tak a bunch of changes over the past months, and I was waiting to see what got in before I tackled real squelch.

              My wife won't play without squelch done right, so there is pressure for me to get it done sooner rather than later since I want her to be able to try out 3.1.
              If she will play 3.1.2dev then I will happily test and commit your patches to the options code. I would not recommend sinking time into 3.1.1, as it is unlikely there will be another point release if Takk is taking a break.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #37
                [QUOTE=Magnate;24784I would not recommend sinking time into 3.1.1, as it is unlikely there will be another point release if Takk is taking a break.[/QUOTE]

                Timo e.g. plays 3.1.1 and not 3.1.2, and is capable of compiling, so I don't think it is necessarily right to ignore 3.1.1.

                Comment

                • Ghen
                  Apprentice
                  • Jun 2007
                  • 70

                  #38
                  Originally posted by Magnate
                  Did you ever get commit access to rephial or are you still too much of a dangerous radical for that?
                  I lol'd


                  -Ghen

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #39
                    Originally posted by Ghen
                    I lol'd


                    -Ghen
                    Then you might also find it amusing that Takkaria would happily grant me commit access, but it is I who does not trust me.

                    Comment

                    • pav
                      Administrator
                      • Apr 2007
                      • 793

                      #40
                      Originally posted by Maupin
                      Cannot wait for a patch or "bug fix" to remove the current annoying squelch prompt every single time you want to destroy an item! This is my number one pet peeve with the current Angband. We already have a squelch menu - no need to pester the player relentlessly.
                      Yeah, this annoyprompt is a deal-breaker for me too. So I fixed it with a bit of a magic dust here and there:

                      Code:
                       14 diff -rua work/angband-3.1.1.1626/src/cmd3.c work-heavily-patched/angband-3.1.1.1626/src/cmd3.c
                       15 --- work/angband-3.1.1.1626/src/cmd3.c  2009-07-26 00:22:39.000000000 +0200
                       16 +++ work-heavily-patched/angband-3.1.1.1626/src/cmd3.c  2009-10-06 22:52:42.000000000 +0200
                       17 @@ -302,11 +302,13 @@
                       18         o_ptr = object_from_item_idx(item);
                       19  
                       20         /* Ask if player would prefer squelching instead of destruction */
                       21 +       /*
                       22         if (squelch_interactive(o_ptr))
                       23         {
                       24                 p_ptr->notice |= PN_SQUELCH;
                       25                 return;
                       26         }
                       27 +       */
                       28  
                       29         /* Get a quantity */
                       30         amt = get_quantity(NULL, o_ptr->number);
                      See the elves and everything! http://angband.oook.cz

                      Comment

                      • Maupin
                        Scout
                        • Jul 2009
                        • 27

                        #41
                        Sweet. Comment out that annoyance.

                        Now I'll have to see about getting a Windows compile going so I can have my proper Angband back!

                        I swear my playing progress has been stunted by having to press 'n' every time I want to destroy an item (which is often when I'm managing backpack slots for egos to take back to market). I spend the same amount of time playing but don't get nearly as far!

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #42
                          Just for the record:
                          using the 'is it even worse on a mobile device?' evaluator, both the y/n/s squelch model and the buy-out-the-store-with-1-click UI improvements are sufficiently big wins that they should be implemented without further discussion. I truly don't understand why there's any argument on this kind of UI issue: the fixes are trivial, and the worst case gameplay improvements are enormous.

                          Comment

                          • Maupin
                            Scout
                            • Jul 2009
                            • 27

                            #43
                            Originally posted by Pete Mack
                            Just for the record:
                            using the 'is it even worse on a mobile device?' evaluator, both the y/n/s squelch model and the buy-out-the-store-with-1-click UI improvements are sufficiently big wins that they should be implemented without further discussion. I truly don't understand why there's any argument on this kind of UI issue: the fixes are trivial, and the worst case gameplay improvements are enormous.
                            I have no idea what you're talking about regarding playing on mobile devices.

                            There is already a squelch menu. When I get to the point where I want to squelch {good} weapons, I can go there and set it once. Same with various potions. Some are handy to keep around, but I can destroy them when I need the space. Now the game continually interrupts me asking me whether I want to squelch them in the future. And I never do. So I have to constantly press 'n'.

                            As for the "buy out a shop" option, I've only occasionally made it far enough in Angband to get any use out of something like that, so I probably shouldn't comment. (But I will.) To me this is in the same vein as waiting 10,000 turns on dl1 for a store to get something in stock. Basically I feel that if it's something the store regularly carries (ID scrolls, magic books) and I need them, then it's not exploiting the game for me to wait around for the store to stock the item. Because dammit, they should have the second priest book and I want to dive. But when you get to the point of scumming the black market for random treasures things get more iffy... maybe doing all the keyboard gruntwork of buying out the stock is payment for the chance of getting lucky...

                            Comment

                            • Zyphyr
                              Adept
                              • Jan 2008
                              • 135

                              #44
                              Originally posted by Maupin
                              I have no idea what you're talking about regarding playing on mobile devices.

                              There is already a squelch menu. When I get to the point where I want to squelch {good} weapons, I can go there and set it once. Same with various potions. Some are handy to keep around, but I can destroy them when I need the space. Now the game continually interrupts me asking me whether I want to squelch them in the future. And I never do. So I have to constantly press 'n'.
                              The idea is to compress the current 2-question annoyance into a single question.

                              y = I do want do destroy it (as it already is)
                              n = no, on second thought I do not want to (again, as it currently is)
                              s = Not only do I want to get rid of this, squelch it. (new option, replaces 2nd question)

                              One question, one answer - the way it was before with the added functionality rolled into a new possible answer instead of the annoying second question.

                              Win-Win situation. People who prefer the older method don't have to change anything. People who like the new idea get to keep it, plus do it faster.

                              Comment

                              • Nightmarjoo
                                Adept
                                • May 2007
                                • 104

                                #45
                                While initially I like that idea, I think it could be dangerous to add something new to a yes/no prompt, which traditionally you can always answer "no" to by pressing anything but 'y'. You'd have to make sure anything buy 'y' and 's' would still answer 'n'.
                                My first winner! http://angband.oook.cz/ladder-show.php?id=9326 Link, the Kobold Warrior!

                                My second winner! http://angband.oook.cz/ladder-show.php?id=9369 Cailet, the Hobbit Mage!

                                Damned be those who use High Elves, for they are the race of the weak!

                                Comment

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