![]() ![]() Non-release build (CFLAGS=-O0 -disable-release) Release build (CFLAGS=-O2 -enable-release)Ĭount mean time (seconds) std. The results were collected on a Linux virtual machine (Debian 11 running on macOS 12.7.2 host via Parallels 18) with a 2.7 GHz Dual-Core Intel Core i5 as the processor. To compare the performance before and after the change, did this experiment: generate 500 random levels at a depth of 1000 feet for each level, memorized all grids in the level that did not seem like a wall or which touched at least one grid that did not seem like a wall then randomly selected twenty destinations in the level that were known, passable, and different from the player's starting location and for each of those destinations timed the path computations using the previous version of find_path(), the modified version of find_path(), and the combination of prepare_pfdistances(), pfdistances_to_path(), and release_pfdistances(). Removes the running_with_pathfind element of that structure test for a non-NULL steps field in that structure instead.Ĭhange the internals of find_path() to use an A* algorithm. Change struct player_upkeep so all the state for running with pathfinding is there. Move the search for the nearest to path_nearest_known() and path_nearest_unknown() (declared in player-path.h implemented in player-path.c).Ĭhange the interface of find_path() so it returns the steps in the path rather than storing them in a static array. With that distance calculation available, have the nearest staircase/nearest unexplored calculations in do_cmd_navigate_down(), do_cmd_navigate_up(), and do_cmd_explore() use the expected number of turns to navigate the path rather than distance(). This time they seem to be at the right level, so they are useful predictors of what will be on the level. In the internals of that calculation, replace the point set with a queue and explicitly have the edges of the cave as unreachable to simplify bounds checks. Now I have played a few levels with the last changes to level feelings (june 18 second edition). For calculating multiple paths from the same starting point, make the distance array calculation public and have it return its results rather than storing them in a static array. So - now I need to think about firing up a virtual machine to run Windows. ( I know, that's not what you wrote, it just looked like it the first time I read it.)ĮDIT: All I find are dead links, and a Windows binary here. I may give this a little rest, and take a look at Porsche Band. I'm kinda stuck right now - can't get past the denizens of level 64, and don't feel like falling back several levels to scrum for supplies. ![]() I fell in love with no_selling the very first game I tried it. I was making so many trips back to town to sell any ego's of value that I found. Before I started using that birth option, I was playing like a travelling merchant. In regards to no_selling, I couldn't imagine playing without it anymore. There have been many times I've been forced to toss some items that I couldn't fit into my kit at that moment, only to regret it later. ![]() I'm not suggesting that we need that much, however having that extra bit of flexibility would be a welcome change. I have been playing a lot of Poschengband as of late, which has a rather ridiculous amount of home storage. I would definitely appreciate some extra storage space at home. Since stores don't need that much room to buy items from me, they can (should) stock more to sell. My only complaint is that now store stock levels are rather pathetic. My experience has been that the gold drops are pretty generous and is more than enough to compensate for no selling. I did carry a shovel to dig out gold, but I limited it to stuff that is on walls (as a dwarf, you seem to sense gold beyond walls, which is also very cool). If it wasn't a default, I would never have given it a try and missed out on a lot of fun just exploring the dungen (and just leave that 5th holy avenger where I found it). Carrying stuff that is need to go deeper and going deeper to get more stuff that is needed to survive instead of thie hoarding game that I was playing before. I thought to my self, you know what, lets give this a try.Īnd I couldn't be happier. Then I noticed the small print about getting more gold in exchange for not being able to sell. I quickly discovered the birth option, turned off no-selling and rolled a new new char. Needless to say, I was shocked to see that shop keepers were not giving me money. I'm a hoarder and it got to a point where that seemed my main purpose (to collect stuff to sell back). I got back to angband after about 2 years (was away for about 10 years before that). I'll add my voice also in support of no-selling option. ![]()
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