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...
