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Small improvements

Posted: Mon Sep 17, 2012 6:33 am
by ghostbuster
Just a couple of improvements for the final polishing

1/ when you have telephaty, a ranged talent not use as default target an out-of-LoS foe.

2/ autoexplore should visit locked doors last, as it does for vaults. This would make autoexploring the prides easier.

3/ have the 'l'ook action circulate over the different points of interest when restriked. I think it was the behavior in T2.

Re: Small improvements

Posted: Mon Sep 17, 2012 2:51 pm
by tiger_eye
ghostbuster wrote:2/ autoexplore should visit locked doors last, as it does for vaults. This would make autoexploring the prides easier.
Good idea. Also attached.

Code: Select all

diff --git a/game/modules/tome/class/interface/PlayerExplore.lua b/game/modules/tome/class/interface/PlayerExplore.lua
index 836203b..df24bea 100644
--- a/game/modules/tome/class/interface/PlayerExplore.lua
+++ b/game/modules/tome/class/interface/PlayerExplore.lua
@@ -2187,7 +2187,7 @@ function _M:autoExplore()
 			for _, c in ipairs(unseen_doors) do
 				local x, y = toDouble(c)
 				local terrain = game.level.map(x, y, Map.TERRAIN)
-				if not terrain.door_player_check then
+				if not terrain.door_player_check and not terrain.door_player_stop then
 					target_type = "door"
 					choices[#choices + 1] = c
 					-- we may take an extra step to approach a door squarely from a cardinal direction, so let's account for this
@@ -2230,7 +2230,7 @@ function _M:autoExplore()
 			for _, c in ipairs(unseen_doors) do
 				local x, y = toDouble(c)
 				local terrain = game.level.map(x, y, Map.TERRAIN)
-				if terrain.door_player_check then
+				if terrain.door_player_check or terrain.door_player_stop then
 					target_type = "door"
 					choices[#choices + 1] = c
 					local dist = core.fov.distance(self.x, self.y, x, y, true) + 10*door_values[c]