remove prescient travel command behavior
Addresses reports R718, R772.1, <Someone> P's extra move bug - when there is a previously seen path or a straight path, always take it - incorporate fix to ensure no extra "." turn at the end of traveling, but still avoid stepping into traps/pools, et al - include a general "G"-command (and travel) fix to avoid stepping in known pools/lava while blind - when there is no such path, "guess" at a path by finding an intermediate location that the hero couldsee that is closest to the actual goal, the intermediate goal is re-determined at each step - when Blind, don't use couldsee for determining straight paths, just direction - do not consider doors or most boulders obstacles for picking travel paths, test_move has a new mode to differentiate this case from the regular test case - don't include known trap locations in the travel path, avoids unnecessary stops along the way, and usually doesn't affect the path length - reformatted the code a bit so I could follow it
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@@ -27,7 +27,7 @@
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\begin{document}
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%
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% input file: guidebook.mn
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% $Revision: 1.39 $ $Date: 2002/03/31 07:19:43 $
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% $Revision: 1.40 $ $Date: 2002/04/04 03:44:18 $
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%
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%.ds h0 "
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%.ds h1 %.ds h2 \%
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@@ -638,7 +638,10 @@ Prefix: Same as `{\tt g}', but forking of corridors is not considered
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interesting.
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%.lp
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\item[\tb{_}]
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Travel to a map location via a shortest-path algorithm. Stops on most of
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Travel to a map location via a shortest-path algorithm. The shortest path
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is computed over map locations the hero knows about (e.g. seen or
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previously traversed). If there is no known path, a guess is made instead.
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Stops on most of
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the same conditions as the `G' command, but without picking up
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objects, similar to the `M' command. For ports with mouse
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support, the command is also invoked when a mouse-click takes place on a
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