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
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
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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:
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