New Content - Implemented Dreadsylvania choice tree

Revision 12493 adds full choice spoilers for all the trees.

Exception - the tertiary level choices: waiting at the bottom of the tree, standing on the gallows, at the anvil, inside The Machine.

I tested everywhere that could go to as a Muscle Class that didn't require a key to get to (except the Lab, since that was unlocked in the instance I visited.)

If you are Mysticality or Moxie, I'd like to hear your comments on how it works (or doesn't) for thing you can do that I cannot do.
 
I started working on this yesterday and was about half way done. I hadn't realized how much work it would be, and how many choices there are in total. Of course, your spoilers are much more succint and clear than the ones I was preparing, so Mafia users at large clearly benefited from my slowness.

I have a small suggestion though: for the top noncombats, I would remove checks like the one in
PHP:
if ( InventoryManager.getCount( ItemPool.REPLICA_KEY ) > 0 )
{
    buffer.append( ", replica key (" );
    buffer.append( String.valueOf( InventoryManager.getCount( ItemPool.REPLICA_KEY ) ) );
    buffer.append( ") -> Dreadsylvanian auditor's badge" );
}
so that spoilers like this can appear:
Code:
replica key (0) -> Dreadsylvanian auditor's badge
This would avoid forgetful dungeoneers a couple of server hits, or it would stop them from wondering if the auditor's badge really is made in the Cabin.

--------------------------

I'm trying, by and by, to make some time to start contributing to KoLMafia again. Now that playing my daily turns isn't time-consuming anymore (I'm automating turns in Dread), I can spend some time looking at bugs or new content. I'll have to update my todo list, though. My last entry was:
Code:
Add "jiggle <name of staff>" as a CCS command, to only jiggle if that staff is equipped"
That was a long time ago, for a Challenge Path far, far away.
 
Last edited:
Welcome back. :)

I see your point about not hiding top-level spoilers that will be visible, but useless, if you go one level deeper. I was trying to not have the list of options get too long, but, if you DO have the replica key, for example, it will get long anyway.

I'll take out the extra checks and see how it looks.
 
I've thought about this more and have concluded that fancy handling to let the user do such-and-such with a given non-combat if they happen to encounter it while automating adventures in an area is useless, given how people will actually play in Dreadsylvania.

Everybody I know who is seriously adventuring in Dreadsylvania sees (saw) getting a complete set of non-combat shortcuts (using ghost pencils) as a top priority. Once that is accomplished, they know exactly how they want to use the non-combats in a given instance - and they execute exactly that plan, either manually in the Browser via taking the shortcuts on the Dreadsylvania map, or via a script. For such a player, it makes absolutely no sense to say "I know exactly what I want to do with the non-combats, but I'm going to simply adventure in the zone, and if I happen to stumble across one of the noncombats by accident, I'll do that, but if I don't happen to find it, no big deal."

No player with access to all shortcuts behaves like that. Such players want to use the noncombats as desired at the time of their choice and then, when automating, skip the noncombats when they stumble across them. They want option "6".

Players that are still accumulating shortcuts will either want to see the noncombats when they stumble across them - option "0" - or, perhaps, will want to automatically use a ghost pencil (if they have one and have not learned the noncombat yet) - option "5".

Players that are completely casual and are simply running turns with no regard to accumulating shortcuts (are there such players? If so, why?) are either playing in the browser, would like to see noncombats as they appear (option "0"), or really don't care about the noncombats and will skip them (option "6").

I've never met a player who doesn't have the shortcuts and doesn't want to get them, wants to automate adventuring in the dungeon, but has some complicated ordering of what sort of prize they want to get from each noncombat. I don't care to spend a lot of time coding up stuff to cater to such a mythical player.

Now, we could set up all of the noncombats to be configurable via the GUI to go get such-and-such a prize - but since some of the prizes are limited, you can end up getting thrown right back into the same non-combat again if the choice is not available. That will cause a loop, and we'll have the same "protect me from setting up an infinite loop of choices via the GUI" that we have with the Castle choices.

If somebody chooses to set the choices via the CLI - or via a script - they can end up in that situation. In that case, they had better be running a script which will handle the choices for them and recognize when KoL rejects one - in which case, that script could presumably encode exactly the "do action A, or B, if A is not available, or C otherwise" logic they might want.

In summary, the current three GUI choices - "show in browser", "use a ghost pencil, if appropriate, else skip", and "skip adventure" are all that we need to officially support, in my opinion. Anything more complicated should and could be handled in a script.

Given that, I removed the custom dropdowns I had coded to provide those sparse choices and replaced them with automatically generated choices using my newly implemented sparse choice mechanism.

Since we have good spoilers and GUI-configurable top-level choices, I'm declaring this to be Implemented.
 
As a rather casual player in a small clan (2 players) I have yet to get all pencils, I have used 4 so far, and am generally taking the option that lets me get Freddies. A way to be able to do that without having to abort the adventuring and going to the relay browser would've been awesome, but I can fully understand not wanting to put a lot of effort into something that will be rather useless pretty quick (even I should have all shortcuts in a month or so).
 
That's exactly the point. It would be a lot of work for something of temporary benefit to a small number of players.
I appreciate your understanding.
 
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