mostly meant to take out the chore from navigation/running around the mud.
But there is a way around the problem you mentioned, this is where multiple queues help.
I used to play a lot of rangers and a well-played ranger needs to be constantly
on the move, checking areas one after the other. If you play for 4-5 hours straight, doing continuous
loops around the mud will drive you nuts, esp if you're fucked up on psychedelics.
Which is why I did this :-)
Basically I have:
+ mapped 70-80% of the common areas of the mud and saved all the rooms
together with various attributes they have (terrain/maze/trap/door and so on) in a memory-friendly format.
+ implemented the queuing system I hinted at previously
+ implemented A* search for navigation
So I can be sitting at the refuge, and type:
(run "evermoon" :wilderness)
and my char will run all the way to evermoon, taking a close-to-optimal route,
maximizing the number of wilderness rooms he goes through.
The route is determined _dynamically_ at the point of me calling the function,
nothing is precalculated or saved. This allows me to do auto-routing from/to any room
I have in my DB.
I also wrote my own mud client in lisp to do a lot of that stuff.
Yeah, I'm crazy.
EDIT: picture for posterity
Edited 5 time(s). Last edit at 11/13/2015 02:17PM by zoskia.