X-Git-Url: https://plomlompom.com/repos/day?a=blobdiff_plain;f=README;h=1923471d851ed791720fbc071a5eb9ff8de3bee6;hb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;hp=9fc5305f72c870669fbd70c7ab0817f6d61a9133;hpb=6b1d36c9e673fd8f8595119080dca63a39ba483b;p=plomrogue diff --git a/README b/README index 9fc5305..1923471 100644 --- a/README +++ b/README @@ -13,7 +13,9 @@ numbers of turns to finish. Enemies' AI is very dumb so far: Each turn, they try to move towards their shortest-path-wise nearest enemy. If no enemy is found in their surroundings, -they just wait. +they just wait. Contrary to the player, they by default see the whole map. (To +make them see only what is in their line of sight, enable ENEMY_FOV in the +server config file; see below "Hacking / server internals and configuration".) Once you start a new world, every move of yours is recorded in a file called "record". Once you re-start the game, all of your previous moves are replayed @@ -46,7 +48,7 @@ sports a list of keybindings available globally, and additionally via the window selected as active. Hit "W" (per default keybindings) to switch the "active" window to a view that -allows changing its geometry. One more hit on "w" switches the window to a view +allows changing its geometry. One more hit on "W" switches the window to a view that allows changing its window-specific keybindings. The global keybindings can be changed in the "Global keys" window, those of the window geometry configuration in the "Window geometry keys" window, and those of the @@ -78,8 +80,9 @@ Hacking / server internals and configuration -------------------------------------------- The ./confserver/world file defines the map object types, actions available to -them and the map itself. Each definition consists of a multi-line block wherein -each line sets one attribute of the object type, action or the map. +them, the map itself, the map object type (species) of the player and whether +enemies see the whole map or only a line-of-sight field of view. Each definition +consists of a single- or multi-line block wherein each line sets one attribute. Here's a typical map definition block: @@ -130,6 +133,12 @@ yet: or if they are inanimate, but are otherwise crushed). Note that the after, it may even be the same). "START_NUMBER" sets the number of objects that are to appear of the given type on the map on game start. +A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of +the player's creature. "ENEMY_FOV" followed by "0" or "1" sets whether enemies +see the whole map or only that to which they have an unobstructed line of sight. +Since plomrogue's FOV algorithm is currently very expensive, this is disabled by +default. + All these definition block members must be present within their blocks, but only "ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks' first line; the others may appear in whatever order and even multiple times. If