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[v1.0.4-1.0.5] Go to Landmark http://forums.te4.org/viewtopic.php?f=50&t=38606 |
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Author: | Zizzo [ Wed Aug 07, 2013 1:47 am ] |
Post subject: | [v1.0.4-1.0.5] Go to Landmark |
So after one too many time tearing my hair out and scouring the entire map trying to remember where Ruined Dungeon or Elven Ruins was for this character, I finally sat down and bashed out a quick Go to Landmark addon. This addon adds a new option to the <Esc> menu, "Show known Landmarks", that pops up a list of landmarks you've seen on the current level and lets you go to them or view them on the map. "Landmarks" for our purposes roughly corresponds to what auto-run considers interesting enough to stop for: up/down stairs, zone entrances on the world map, stores, and grids marked 'special' (notably unopened golden chests) or 'orb_portal' (portal to the East? I assume). On the world map, it also flags Agrimley as a landmark (if you've found him), and marks entrances of zones you haven't entered yet as "[never visited]", so the list can also serve as a useful reminder of where your character has been. Now, this one is definitely going into ZOmnibus eventually (else none of my poor characters will be able to use it until they've died and been restarted); I'm putting it out now for testing and feedback. [And I keep forgetting to add the Technical info that Darkgod asked for:] Code: Hooks:
Game:alterGameMenu [to add our 'Show known Landmarks' menu option] Superload: mod.class.Player: autoExplore() [to continue to the last selected landmark] |
Author: | Doctornull [ Wed Aug 07, 2013 10:16 pm ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
That's awesome. I'll try this with my next character. Does it also flag stuff like Healing Pot... er, Font of Life? Those can be important for Wild-Gift users who don't have an Equilibrium regen talent yet. |
Author: | Zizzo [ Thu Aug 08, 2013 3:08 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Doctornull wrote: Does it also flag stuff like Healing Pot... er, Font of Life? Those can be important for Wild-Gift users who don't have an Equilibrium regen talent yet. No idea. [sound F/X: source diving] The corresponding terrain doesn't appear to be flagged 'special', so probably not. Does running stop there? I note that the terrain is flagged 'notice', which Player:runCheck() does appear to take into account. It would be a fairly easy change to add a 'notice' flag check, but it looks like that might drag in a lot of other terrain types that we wouldn't necessarily want to count as "landmarks". Let me do some testing on it. |
Author: | Zizzo [ Sat Aug 10, 2013 12:06 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
So I eventually just went with the expedient route of recognizing Fonts of Life by grid entity name, to avoid any potential conflicts. That's pushed out in v2, along with a tweak to the landmark list to show estimated distance to each landmark. Any other landmarks anyone wants before this goes into ZOmnibus? |
Author: | Doctornull [ Sun Aug 11, 2013 5:48 pm ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Nice, thank you! One annoying thing I noticed ... when my dude stops walking due to some silly triviality like "damaged by stepping on lava", or "ooo look it's blighted soil", he loses track of where he was headed, and I have to go back through the interface to re-select a landmark, often times twice (since he'll stop in front of a notable feature and then stop again on top of the feature). Would it be possible to do something like... - Landmark menu sets target tile in some persistent variable - Hitting a key resumes auto-walk to target tile Ideally, it would integrate with the default auto-explore / auto-exit finder, making the 'z' key work like... - Have target tile? Try to go there! - At target tile when 'z' hit? Check if zone is fully explored! --- Not yet: Auto-explore! --- Zone all explored: Auto-set target tile to nearest exit (excluding current tile) and try to go there! That would preserve current behavior and cleanly integrate landmark targeting, allowing me to resume progress to target landmark even if interrupted (by a monster or other landmark or suffocation or whatever). |
Author: | Zizzo [ Thu Aug 15, 2013 12:12 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Doctornull wrote: One annoying thing I noticed ... when my dude stops walking due to some silly triviality like "damaged by stepping on lava", or "ooo look it's blighted soil", he loses track of where he was headed, and I have to go back through the interface to re-select a landmark, often times twice (since he'll stop in front of a notable feature and then stop again on top of the feature). Yeah, I ran into that in testing. That is kind of annoying. Doctornull wrote: Would it be possible to do something like... - Landmark menu sets target tile in some persistent variable - Hitting a key resumes auto-walk to target tile Now, do you mean hitting any key, or hitting a particular key? Doctornull wrote: Ideally, it would integrate with the default auto-explore / auto-exit finder, making the 'z' key work like... - Have target tile? Try to go there! - At target tile when 'z' hit? Check if zone is fully explored! --- Not yet: Auto-explore! --- Zone all explored: Auto-set target tile to nearest exit (excluding current tile) and try to go there! That would preserve current behavior and cleanly integrate landmark targeting, allowing me to resume progress to target landmark even if interrupted (by a monster or other landmark or suffocation or whatever). So, hitting the 'z' key, then. That would certainly be feasible in theory, though it would mean diving into the uncharted depths that is the auto-explore code... ![]() |
Author: | Doctornull [ Thu Aug 15, 2013 12:38 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Zizzo wrote: Now, do you mean hitting any key, or hitting a particular key? I mentioned hitting 'z' because it's the current "go walk to place" key, and it seems to have some rudimentary target persistence, but which key does the landmark thing is not really important. The important thing is persistence of target so interruptions aren't annoying.(...) So, hitting the 'z' key, then. That would certainly be feasible in theory, though it would mean diving into the uncharted depths that is the auto-explore code... ![]() If you're at the current target, or there is no target, then the 'go to target' key can pop up the landmark list menu thing. ![]() |
Author: | Zizzo [ Tue Sep 03, 2013 2:18 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Well, auto-explore turned out to be a tangled mess that I didn't want to try to disentangle --- so I pretty much hijacked it instead. ![]() Now, this is a pretty major change, so I'm going to put this out as v3 for some more testing and feedback before merging it into ZOmnibus. |
Author: | Doctornull [ Tue Sep 03, 2013 3:00 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
That's awesome. It's unobtrusively visible, and it sounds nicely integrated into the rest of the UI. Downloading now. |
Author: | Doctornull [ Thu Sep 05, 2013 8:45 pm ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
The new version has been working perfectly for me, even in combination with a bunch of other addons. Chests in particular are great: only the unopened ones show up in the list ![]() |
Author: | Zizzo [ Sun Sep 08, 2013 3:29 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Doctornull wrote: Chests in particular are great: only the unopened ones show up in the list ![]() [sound F/X: source diving] Hm. Graves don't clear their 'special' flag when opened, as chests do. Apparently the correct way to detect this is by checking the 'autoexplore_ignore' flag, which both chests and graves set when opened. And as long as I'm pushing out a new version, I might as well add a couple other tweaks I've been toying with:
That's now out as v3a. |
Author: | Doctornull [ Mon Sep 09, 2013 2:50 pm ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
It's interesting that go-to-landmark works even in areas where autoexplore does not (like the Sandworm lair). Using it there will probably get you killed, of course, but that's just the price of convenience. ![]() I haven't found a grave yet, I'll report back when I do. Thanks! |
Author: | Doctornull [ Fri Nov 01, 2013 4:14 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
BTW, graves seem to work great under 1.0.4 Should this addon work with 1.0.5? |
Author: | Zizzo [ Fri Nov 01, 2013 4:27 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Doctornull wrote: BTW, graves seem to work great under 1.0.4 *whew* ![]() Doctornull wrote: Should this addon work with 1.0.5? (shrug) No idea; I haven't looked at the code from any of the 1.0.5 beta releases yet to see what I'm going to need to change in my addons. This one in particular doesn't touch much, so my guess would be that it'll work. |
Author: | Doctornull [ Fri Nov 01, 2013 7:10 am ] |
Post subject: | Re: [v1.0.4] Go to Landmark |
Zizzo wrote: Doctornull wrote: Should this addon work with 1.0.5? (shrug) No idea; I haven't looked at the code from any of the 1.0.5 beta releases yet to see what I'm going to need to change in my addons. This one in particular doesn't touch much, so my guess would be that it'll work. ![]() |
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