Lua Feature Priorities

Started by Tlaloc

Crashguard303 Lv 1

Interesting thing how to band into free air (angle rho etc.), I like it!

How about the idea to just fix a segment at its current position, if banding segment parameters of band_add_segment_segment(x,x) are equal?

Tlaloc Lv 1

I updated the wiki to show get_score and get_aa have been completed. Two down, about 30 left on the list.

My highest priority next function to implement would be get_recent_best_score(). This would significantly speed up and simplify my scripts.

Crashguard303 Lv 1

…and save some lines of code.

How about getting all scores of different states by script, also these from quicksave slots and very best?

TheGUmmer Lv 1

I would like to see lua functions that return the selection number and start and end segments numbers when using the new interface. Something like:

get_selections_count() returns number of selections.
get_selection_start(selection number) returns start of selection supplied
get_selection_end(selection number) returns end of selection supplied
get_selections() returns all selections in an array (selection number, selection start, selection end)
is_selected(seg) return true if segment selected

Its all in this feedback thread. http://fold.it/portal/node/987849

Crashguard303 Lv 1

How about the possibility of alocal handling for quickload/-save slots or recent best?
Doing it this way, savestates could be handled chunk-/blockwise, so that they never collide.

This would make including other subroutines which also use quickload and save very easy, but I think it will be a big change for the game engine.

Crashguard303 Lv 1

Some Programming languages use "randomize" timer.
They take the system time as seed value for pseudo-random algorithms.

If we could call the daytime elapsed seconds with decimal digits (like in VB), we would have an excellent seeding result.

At the moment, starting at the same puzzle state will always give the same results when using pseudo-random numbers.
To get other results, the seed value has to be tweaked manually.

Crashguard303 Lv 1

As posted here
http://fold.it/portal/node/988292

we need to know by script if a puzzle is mutable (even if there is only one segment which can be mutated)
and we need to know by script if this is a ligand puzzle, so the script won't try to mutate the ligand or do some other fatal actions.