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MultiServer: make !hint prefer early sphere #2862
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Crazy, I had thought of this same thing. But I also have a thing for my personal games where it appends the sphere information to the entrance hint. Putting it in the multidata sounded like a hassle. But like, I wonder if there would be general interest in making the sphere number visible on hints, or the option for it. |
Guess I missed a lot of discussion about this stuff. |
So, this system uses different spheres than the playthrough, as it filters down to sendable items only. As a result, to keep player confusion low, I don't intend to display this information that would conflict with another source. Additionally, the discord votes for being able to poke at specific spheres are low that this does not appear required. |
# By popular vote, make hints prefer non-local placements | ||
not_found_hints.sort(key=lambda hint: int(hint.receiving_player != hint.finding_player)) | ||
# By another popular vote, prefer early sphere | ||
not_found_hints.sort(key=lambda hint: self.ctx.get_sphere(hint.finding_player, hint.location), | ||
reverse=True) |
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Was there any discussion about prioritizing early spheres over non-local placements (as it looks like this is doing)?
If there's an earlier sphere in my world, and a later sphere in someone else's world,
which do players prefer to be hinted?
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The only related poll question about !hint
was "Should !hint prioritize the earliest sphere?" but there was no poll question about the priority, and I didn't see any discussion about it in the thread. That's a good point.
I think it would be worth getting community feedback to decide which of these two "by popular vote"s should take priority.
My personal take is that I'm not hinting unless im stuck. So given that, I'd still prefer it to be non-local even if it's a later sphere, since hinting and seeing an item in my own world doesn't help me get un-stuck. An item one sphere later in another world on the other hand might, since players play at different speeds and dont breadth-first-search the locations in their world.
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Depends on the game, I think. I'll frequently hint QOL stuff in Factorio because it makes my build easier. If I have research for progressive (long handed) inserters accessible within my world, I definitely want to know it.
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yeah, I hint QOL stuff a lot too. Though IDK if there's generally many "QOL" things I hint that have multiple of the same hint in any game; maybe tools in stardew, but that's not always QOL, sometimes it's necessary.
I think the approach of "trying to get unstuck" as a default behavior makes good sense.
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Sometimes I worry that when I hint something in another players world, that it might be an annoyance or a chore that I'm putting them through.
But for me personally, I like it when another player hints something in my world. It makes it feel like there's more interaction (when sometimes the interaction feels lacking).
While if I hint something, and it's in my own world, there's no interaction with other players that comes from that.
So this could be another consideration on this question.
Co-authored-by: Doug Hoskisson <[email protected]>
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I'm not sure why setting the points_available got moved from one while to a different if, but the rest of the code looks good.
But did do some light testing, mostly with solo seeds of HK and my apworld (minit) and did see that the order duplicate items were hinted matched my understanding of which would be earlier based on game knowledge and playthrough spheres
also did not see any issues with hint points in that testing in response to my first comment, but didn't extensively test that
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Reviewed the code, it looks good and simple enough. Was wondering whether the lookup for spheres->locations should be reversed, but I ended up coming to the conclusion that it's fine.
Tested with a multiworld of several games, which also included item links (because I don't trust item links with new hint features)
Tested with a frozen .exe build because why not.
What is this fixing or adding?
https://discord.com/channels/731205301247803413/1198835324667834509
How was this tested?
Locally with Factorio, which reliably gave me orders like this:
If this makes graphical changes, please attach screenshots.