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ID Category Severity Reproducibility Date Submitted Last Update
0011919 [DCSS] Support Request feature N/A 2019-03-05 10:53 2019-03-05 19:49
Reporter vincent-lg View Status public  
Assigned To
Priority normal Resolution open  
Status new   Product Branch longterm development (0.31+)
Summary 0011919: Accessibility of autoexplore unreliable in some contexts
Description When one uses a screen reader to access Crawl, the autoexplore feature is really appreciated. Working with the ASCII maps in the console is not that user-friendly for screen-reader users. So auto-explore is preferred over all other methods of movement, if possible. And in most cases, using auto-explore makes a huge difference. There are times, however, when auto-explore breaks because Craql expects us to move on the ASCII map and for some of us, it's difficult.

At this time, I believe the "partly explored" message to be really problematic. While I don't want auto-explore to automatically open runed gates, some areas cannot be accessed with auto-explore and they might contain important objects (like runes). I don't exactly know why certain areas are limited for the auto-explore, obviously a safety measure, but for those who have no alternative, it generates other problems.

In any case, thanks for your work. An accessibility complaint here, but all in all, you did a very good job in terms of accessibility and I haven't seen that degree of accessibility for a RugueLike in... well, never, as a matter of fact.
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(0033157)
amalloy (developer)
2019-03-05 19:04

What would be a useful thing to do here? For runed doors, autoexplore already takes you adjacent to the offending door when it tells you there's an unopened runed door, so in the worst case you could probably find the door "by touch" with a command like xbkklljjh.

Other cases are less clear. Often a plant is just blocking some cranny on the edge of the map, but autoexplore doesn't tell you this and doesn't take you there; even as a sighted player I sometimes have trouble figuring out what square it's upset about. But it can be more extreme: I know of at least one vault that places a couple items surrounded by an area that intermittently bursts into flame clouds. In that case you'd get "can't reach some items", but I'm not sure how you would locate those items.

I don't want to promise anything, since I don't know how hard it would be to implement, but one idea that occurs to me is extending the Xo command to, when autoexplore has run out of places it *can* explore, to point to the next place it *wishes* it could explore, or perhaps to a location that gets you as close as possible to that point. How useful would such a change be to you?
(0033158)
vincent-lg (reporter)
2019-03-05 19:49

Good idea. I was actually thinking that, once you get the "partly-explored" message, you could possibly use some other or similar key to list the areas that auto-explore didn't find and assure that you want to "auto-explore" them despite the risks. Some areas around powerful mobs are like that too, but for pretty good reasons. It's just that using the ASCII map isn't that obvious for screen-reader users (though, it's not impossible, just difficult). I have no idea how difficult such a feature would be however. As you pointed out, sometimes auto-explore just fails to notice an area to explore because of obstacles. For that, there's no real solution. But if we could choose from selected areas and allow auto-explore in them at any moment, giving the "ascent" willingly to explore an unsafe area, it would be good I guess.

You haven't visited:
  a - unsafe area (perhaps a reason, but probably not, that's part of exploring)
  b - another one...

And if you select:

    You have marked this area as safe in auto-explore. Use auto-explore in them at your own risks.

- Issue History
Date Modified Username Field Change
2019-03-05 10:53 vincent-lg New Issue
2019-03-05 19:04 amalloy Note Added: 0033157
2019-03-05 19:49 vincent-lg Note Added: 0033158


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