Closed Tsunder closed 5 years ago
I did this. See getSpeed my Sweetener Repo, from my map.js.
The function is:
function getSpeed() {
let current = this.getCurrentCoords();
let currentTileType = this.sector.tiles[ current.col + this.sector.width * current.row ];
let moveField = document.getElementById('tdStatusMove').childNodes;
let speed = 0;
if ( moveField.length > 1 ) { //something modifies our speed
speed -= parseInt( moveField[1].childNodes[0].textContent );
}
speed -= parseInt( moveField[0].textContent );
speed += this.VISC[ currentTileType ];
return speed;
}
Should work with minimal changes (VISC you don't use here I see)
I fixed it but got a github problem. I copied your code over mine, changed just the map.js, yet it does not want to merge easily. Go check out the file in my repo and copy it :)
neat. I believe I copied it now. Unfortunately I haven't looked at how the minimap pather works, as @likuilin wrote it.
The navigation page doesn't reveal what level of Advanced Navigation the pilot is, though, and in my opinion imperfect detection < user-supplied values. That's why the options page has that table instead of just a ship drive dropdown or something.
We could change the options to have user input on Nav, or store the Navigation level from the adv. skills page, which would result in a small discrepancy before the Adv. skills page is visited. I think setting options should not be a chore in which mistakes can be made easily.
the fewer actions the player has to make, the better.
minimap pather should be able to calculate the players current speed from the nav screen information