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Thread: BeachComber - fast and efficient beach combing

  1. #41
    Developer Veracity's Avatar
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    Currently, this will go to a random beach section every turn. I'm considering a mode of operation which will repeatedly go to the same section to collect 't' squares, until there are none left, before moving on to a different section.

    Pro: Every time you go to a different section of beach, there is a chance that it will be cleaned out of 't' squares. Collecting in the same section until it is fully collected will alleviate some of that chance, since we'll be changing sections less often..
    Pro: We don't know about the distribution of 't' squares within a beach. I don't find sand dollars or fish scales to be as interesting as equipment, say. Is there always a "higher quality" drop in a beach section, or is it purely random? I suspect the latter, but if the former, fully harvesting 't' squares in a beach section will potentially give you a better haul
    Con: Cleaning out all the 't' squares is exactly how the next person to randomly visit the square doesn't find any 't' squares. Which is to say, it is selfish, rather than cooperative.

    I may or may not do anything like this, but be aware that I can and do make commits for any reason. For example, the last one also fixed a typo in a message, and even if the new discovery hadn't been announced, I might have submitted that change alone, and your local mods would be discarded for something you probably wouldn't have cared about.

  2. #42
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    in /scripts... didn't expect an update of the script after 4+ months...
    Originally Posted by fredg1 View Post
    If you know about the feature that would protect you and choose not to use it then OK. My comment was for those who did not know.

    See Revision Merging at https://wiki.kolmafia.us/index.php?title=SVN_Primer
    Originally Posted by fronobulax View Post
    The way I was saying it, I actually meant it as "why I didn't keep a backup of my changes". I DID NOT know about the merging feature, and should keep this in mind in the future!

  3. #43
    Developer Veracity's Avatar
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    Is it possible to add a feature to let you only use a certain amount of your free combings? (For if you plan to comb some beach heads later on)
    Originally Posted by fredg1 View Post
    The argument parsing is super primitive currently.

    Code:
        int turns =
    	command == "free" ? 0 :
    	command == "all" ? my_adventures() :
    	command.is_integer() ? command.to_int() :
    	-1;
    
        if ( turns < 0 ) {
    	print_help();
    	exit;
        }
    To allow

    BeachComber 3
    BeachComber free
    BeachComber all

    It wouldn't be too complicated to allow something like

    BeachComber 5 free

    Or, to enable new options:

    BeachComber specific 842

    (to go to 842 minutes)

    BeachComber 5 free twinkles

    (to use 5 free turns focusing on rough sand with a twinkle)

    Right now, I'm working on the "go to the same square multiple times to get twinkles" feature.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  4. #44
    Developer Veracity's Avatar
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    Revision 214 does this:

    set VBC.PickStrategy=twinkle

    ... will behave as described above.

    start by going to a random beach section
    while there are twinkles, pick them
    rinse and repeat

    I'll look into making the command parsing more capable, by and by.

  5. #45
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    Since KoLmafia now automatically marks the square you just combed with a 'c', this script doesn't need to do that any more.
    This eliminates KoLmafia's logging that the _beachLayout property has changed.
    It only does that if a script changes a built-in property, not if KoLmafia itself changes a property.

  6. #46

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    It seems that every tile has a permanent set rarity (see https://kol.coldfront.net/thekolwiki...Comb_the_Beach), and is re-combable after a certain amount of time (more rare, more time to reset). It might be a good feature to at least build a map of which tiles have which rarity. In the future it might also be cool to have a strategy that revisits certain tiles after they have probably reset, or at the very least farms them if it notices they've reset while happening to visit the same part of beach.

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