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[svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 6:01 am
by wobbly
As subject line

Re: [svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 4:54 pm
by tiger_eye
okay, so how should auto-explore handle glowing chests?

Re: [svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 5:32 pm
by wobbly
If it treated them like it does items, that'd be my preference. Does it find other events? (graves, weird pedestals etc.) If not I'd probably manually move rather then miss them.

Re: [svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 5:51 pm
by tiger_eye
Alright, so should it treat other events (graves, weird pedestals, etc) like items too? Specifically, it goes to them as soon as spotted, but does so only once.

Re: [svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 7:37 pm
by belmarduk
tiger_eye wrote:Alright, so should it treat other events (graves, weird pedestals, etc) like items too? Specifically, it goes to them as soon as spotted, but does so only once.
The autoexplore does not go to chests and stop on them. Autoexplore will completely bypass chests, so it's entirely possible if you're on a fast computer in an empty area to miss one altogether.

Re: [svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 7:51 pm
by tiger_eye
belmarduk wrote:The autoexplore does not go to chests and stop on them. Autoexplore will completely bypass chests, so it's entirely possible if you're on a fast computer in an empty area to miss one altogether.
Understood. I developed auto-explore. The game keeps evolving faster than I can play it, and auto-explore apparently needs to evolve too. If you guys tell me how auto-explore should behave for events like graves, pedestals, and chests, then I can make it so. Thanks.

Re: [svn] auto-explore misses glowing chests

Posted: Sat Nov 17, 2012 8:49 pm
by aardvark
Have it beeline for interesting terrain the first time it's seen, and never again thereafter. It already stops once for exits then blithely ignores them afterward. Just extend that logic to all "interesting" terrain and explore toward it on first discovery. That would handle unusual events and the current double stop on escort teleporters and common events (healing fonts, etc.).

Re: [svn] auto-explore misses glowing chests

Posted: Sun Nov 18, 2012 3:17 am
by wobbly
That'd be good as long as it doesn't start seeking out blighted soil which would be livable but irritating.