'w'alk diagonally in hallways
issueid=4034 11-19-2015 04:51 AM
Senior Member
Number of reported issues by hapro: 15
'w'alk diagonally in hallways

This may not be very important and maybe I am the only one, but it's always kinda bugged me that when using 'w'alk, and I approach a corner in the hallway like:
Code:
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it seems to walk on every single tile around the corner, whereas as a human I will always walk diagonally. I wonder if it's feasible to code the algorithm in such a way such that if your character can see a corner, the character will move diagonally instead of hugging the wall.

If there's a reason the existing way is preferred (I guess if you have a ring of searching on?), maybe a config option? I've never counted but I'll bet this could account for over 1000 turns over the course of a game for someone not speedrunning.
Issue Details
Issue Number 4034
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All Steam Versions
Status Suggested
Priority 8
Suggested Version ADOM r61 (v2.0.0)
Implemented Version (none)
Milestone (none)
Votes for this feature 8
Votes against this feature 0
Assigned Users (none)
Tags (none)




11-19-2015 06:44 AM
ixi ixi is offline
Junior Member
I think this one is must-implement. This stopping paranoids afraid of traps and of time from using walk mode. Sometimes I even prefer to give walikng due to this issue.

11-19-2015 07:52 AM
Ancient Member
Yes, and it also makes walk mode a no-no for speedrunners.

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