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