Comments (4)
Resting in general seems to be broken. Sometimes time doesn't appear to advance at all when a time value IS supplied.
from omegarpg.
In command1.cpp there's a Command_Duration flag for every command that takes "time". I think the reason it's there is to pass the time relative to the amount of time it takes to prepare to perform an action (or where the called function does not enforce time). For example, if you want to look at your inventory, it takes "time" to open up your backpack and look around. Moving anything specific takes additional time for each tick.
You could conclude that when you're ready to take nap, the act of "thinking about taking a nap" takes some time. Obviously that's preposterous so I pulled the Command Duration out on my latest pull request.
The act of napping and advancing time all occurs within the nap() function in command3.cpp, so we shouldn't enforce a penalty on a user who is trying to decide how long to nap for.
In the long run I think it would be better to move all of the command durations into each function that is called rather than generalizing it in the command.cpp files.
from omegarpg.
Thanks for looking into this! I definitely agree that bringing up a rest prompt shouldn't inherently take any time. In my opinion that falls on the "player" side of the input rather than the "character" side. I also think just glancing at the first inventory screen shouldn't advance time (IRL we typically know what we're wearing/carrying in our hands at any given time), but for opening the pack it probably makes sense, especially if there are more than a few items.
And yeah, definitely the command durations should be moved... no more huge lists of constants all in one file
I'll review #11 as soon as I get a chance.
from omegarpg.
Fixed in #12. If there are any more bugs with resting, a new issue should be opened.
from omegarpg.
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