[net.games.rogue] rogue command

bsw (11/21/82)

	How about a command to move you to the nearest door in the room.
	I could use a command like this instead of moving to the doors
	wall,and the moving to door.


	Ben Walls
	-cbosgd!bsw

mcdaniel (11/22/82)

#R:cbosgd:-282700:uiucdcs:9500096:000:855
uiucdcs!mcdaniel    Nov 21 14:29:00 1982

Also, how about an "optimal room search" command, while you're at it.
I don't mean like the current "search" command for traps and secret doors.
Now, if I want to search a room, I have to determine its "height",
which is 2, 3, 4, or 5, and do a boring pattern of moves to look at each
room square and each wall while landing on as few squares as possible
to minimize the chance of hitting a trap.
(IN a room of height i, when I'm in the lower left corner, I do:
   i == 2: ununun...
   i == 3: uknjuknjuknj... -- except that it's hard to do right
   i == 4: LKHJ -- easiest
   i == 5: LUbybyby...)
Of course, if something is found, I would expect this command to stop.
I don't expect to have this command infallably retrace my steps when a
PUPPY is chasing me: I'll be glad to do that manually. I'd just like
something to make whole-room searches easier!

wapd (11/23/82)

	Why stop at an "optimal room search" command ?  I would
like an "optimal level search" command.  How about an "optimal
play game" command ?

					Bill Dietrich
					houxj!wapd

mcdaniel (11/23/82)

#R:cbosgd:-282700:uiucdcs:9500101:000:409
uiucdcs!mcdaniel    Nov 23 13:41:00 1982

Now, wait a minute! A room search command is like "H" or "fh" in that
it requires no "judgment" (whatever that is). It simply moves in a
PRE-DEFINED manner, with no "decisions" to make, and it simplifies
a repetitive, clerical task, like "fh". It is an entirely different
operation, all together. ("It's an entirely different operation.")

I've seen an autorogue program: it didn't seem to be a great player.

kevin (11/28/82)

I agree that these "optimal play game" commands are
ridiculous, but how about the ability to define macros and call them by name?  Then you could
work out your own search patterns or whatever and save a lot of typing.  
They could be defined in an environment variable so the game could automatically
set them up at the beginning.  This concept could even be extended to include
conditionals for handling certain special cases.
                            Kevin Sanders
                            sdcsvax!kevin