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BatMUD Forums > Guilds.sailor > Ship movement

 
 
#1
08 May 2006 00:45
 
 
Ok, the ship movement recode is done! (At least mostly, I'm sure there are a
few bugs lingering out there ;).

I'm sure the main question out there is 'why did he do this?'. Well, there
are quite a few answers, I'll put a few of them here.

1) Streamline commands. Autopilot and cruise were basically just variants of
autocruise. So, I gathered all of that functionality up into cruise.

2) Improve efficiency. I've learned how to write map code more efficiently;
this recode gave me the opportunity to incorporate those changes into ships.
This means more speed ;). Pursue and autopilot are no longer crippled just to
protect the CPU.

3) Added movement features. You can now 'cruise 10 e'. Pursuing ships now move
after regular ships (so distance can be maintained better). You can queue up
several commands at once. I suggest reading 'sail help' and 'paths help' at
your helm.

4) I've moved a good bit of the functionality away from the main movement
server and into ships themselves. This won't have any visible effect to
players, but it'll make it a lot easier for me to get NPC ships moving (and
hence, the single biggest reason about why this is happening now ;).

Go forth and find bugs!
Melemkor
P.S. You'll find the nav may not be as smart mid-route now. He should be
smarter near the end of the trip though, so this should be an upgrade. To
compensate, I've also upped the bookcase storage capacity however.

 
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Melemkor
W i z a r d
32y, 90d, 8h, 24m, 10s old
Level:
120 [Wizard]