Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Autopathing up and down #70841

Closed
WyrdDarcnyzz opened this issue Jan 11, 2024 · 5 comments
Closed

Autopathing up and down #70841

WyrdDarcnyzz opened this issue Jan 11, 2024 · 5 comments
Labels
stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing

Comments

@WyrdDarcnyzz
Copy link

Is your feature request related to a problem? Please describe.

#70479 introduced a bug that caused you to teleport to the next level down at the position of a staircase down if you were on the same screen as one. This has since been fixed. Thing is, that's actually a brilliant quality of life feature present in a couple other roguelikes, notably Caves of Qud and (I think) Dungeon Crawl Stone Soup. I'd love to see a similar feature implemented here. Not needing to manually path to the staircases when trying to traverse multiple levels (like labs) would cut out a whole lot of keystrokes, and save my wrist some RSI.

Solution you would like.

The idea is that pressing the "go up" or "go down" keys without having the ability to currently do so would throw up a prompt, as it currently does. The prompt would note that you have no way of doing that, and would then ask if you'd like to path to the nearest staircase up or down and change level. Selecting yes would then have your character use the automove function to seek out the nearest available staircase and automatically use it. You'd specifically want to have it search for staircases or ramps, since having automove throw you off a building would be somewhat problematic. If there are multiple equidistant from the character, it'd select perhaps from a clockwise pattern.

Of course, as with all automove functions, the use of this function would be ENTIRELY as the discretion of the player, with all applicable warnings (and consequences) thereof. As was noted in the discord, turrets don't really care about autopathing.

Describe alternatives you have considered.

Crying as my wrist screams at me. Or perhaps using mouse move, since it was noted that that is actually a function we have.

Additional context

No response

@WyrdDarcnyzz WyrdDarcnyzz added the <Suggestion / Discussion> Talk it out before implementing label Jan 11, 2024
@ZhilkinSerg
Copy link
Contributor

That only makes sense w/o any additional prompts and only for neighboring staircases in 1 tile radius, otherwise it would bring more troubles (though with safemode on it might not be that bad).

@WyrdDarcnyzz
Copy link
Author

Given that Safe Mode usually defaults to on anyways, I assume it'd mostly be used with it on anyways. Unless you have Safe Mode turned off by default; in which case, you're taking your life in your own hands anyways lol

@worm-girl
Copy link
Contributor

Autopathing is an immersion killer and given that this isn't a game where you're clearing out single levels of a finite dungeon, I'm not sure it makes a lot of sense.

@WyrdDarcnyzz
Copy link
Author

That isn't really a reason not to add it, more a reason not to use it. I could see it being able to be disabled in the options menu, though I know some folks hate adding new options.

As far as immersion killing, I can only disagree personally. I use autodrive religiously, and pathing through forests and the like is a nightmare without autopathing.

And also, having it search only within a certain radius would keep it sane. Admittedly, Qud is mostly sectioned off into discrete tiles, so the autopath is set there to just search the entire tile; it would need to be implemented slightly differently in CDDA.

The idea is to remove a bunch of unnecessary keystrokes without having to resort to using the mouse.

Copy link
Contributor

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label Feb 11, 2024
@github-actions github-actions bot closed this as not planned Won't fix, can't repro, duplicate, stale Mar 12, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing
Projects
None yet
Development

No branches or pull requests

3 participants