Talk:Scavenge

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Latest comment: 25 April by Crisis in topic Expansion of Scavenge Mechanics.
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Expansion of Scavenge Mechanics.

Explained by Dia. I just can't be bothered to make calculations or figure out what totals pull doubles, multiples etc.

[chatnet] Dia says, "so, every room can have a list of .search_items, which is the full list of possible items you can find, duplicates allowed. each one is a pair of an item you can find, and a difficulty to find that item"

[chatnet] Morax says, "Rooms tend to have respective items with 100% chance. You can pull from the list more than once with decent slill total. Doubles sometimes don't check whether the item is already taken, so you can get 8 peroxides from one hospital tile if your rolls are good."

[chatnet] Tonkatsu says, "A pair, huh? weird."

[chatnet] Dia says, "every time a room resets, it picks some number of item-difficulty pairs from this randomly to put in the .search_items_left list, limited to the lower of whatever the search item limit is (either defaulting to or hardcoded to 3), or the number of possible items, because it picks without replacement"

[chatnet] Dia says, "e.g., if {{catfood, -2}, {paperclip, -3}} is the .search_items, you will always just have that as the .search_items_left (or with paperclips first)"

[chatnet] Dia says, "so, when you search, first, it will try to find hidden exits and sensor clusters. if you find one, that's all you find for that search"

[chatnet] Frostbutt says, "and in hell, NOT caches."

[chatnet] Dia says, "then, it checks if you're in a list of players who've "searched too much" recently. this list is cleared for each room when its area resets"

[chatnet] Dia says, "then, if there are .search_items_left, it does the following:"

[chatnet] Morax says, "Do hidden exits really hault searches? Don't think so. Maybe I just had an anomalius number of resets while searching"

[chatnet] Dia says, "first, if a 14% chance is true, you're added to that list of people who've searched that room too many times"

[chatnet] Dia says, "next up, the code will pick up to three random item-difficulty pairs from the .search_items_left, and it'll perform a scavenge check against the difficulty of each one. if you pass that scavenge check, it's added to the list of possible items to spawn this round"

[chatnet] Dia says, "if you failed the checks for all of them, congrats, you're done with that scavenge attempt, and it ends"

[chatnet] Dia says, "if you passed at least one, it spawns you that item and removes that item-difficulty pair from the .search_items_left"

[chatnet] Dia says, "now, the code has an additional difficulty modifier"

[chatnet] Dia says, "this starts at 0"

[chatnet] Dia says, "which is why i didn't mention it"

[chatnet] Dia says, "but, after you successfully find an item, it increases that difficulty, and the amount it gets harder by increases each time, so it gets quadratically harder"

[chatnet] Dia says, "and then, it repeats"

[chatnet] Dia says, "instead however, it picks up to three random item-difficulty pairs from all of the possible .search_items, and does a scavenge check against the difficulty of each, with the difficulty modifier added in"

[chatnet] Dia says, "if you pass one of the checks, that item gets added to the possible items to spawn this round"

[chatnet] Dia says, "and one of the ones you succeed on gets spawned for you"

[chatnet] Dia says, "if you fail all of the checks, that's the end of that scavenge attempt"

[chatnet] Dia says, "repeat until you either don't pass any of the scavenge checks, or you hit 10 times, which...requires an absurd amount of skill that's not possible for players so is really just a safety check in case an admin has 10000000 scavenge"

[chatnet] Dia says, "so, if you try to do statistics, you will notice two things"

[chatnet] Dia says, "first, the exact distribution you get is dependent on your scavenge total"

[chatnet] Dia says, "second, because of how the tables are searched and built, all possibilities will, if you disregard the effects of your scavenge total, tend to be either equally chosen, or, e.g., one item will be picked twice as often as a baseline chance if it's in the .search_items twice, etc."

[chatnet] Dia says, "anyway there's a dump about scavenging" Crisis (talk) 08:49, 25 April 2024 (EDT)Reply[reply]