The targeting system is very old, like added almost five years ago from 7DRL times old, and it really needs to be brought up to the same quality as the rest of the UI. I'd like to try to fit this in for Alpha 13.
I thought about it for a long while today and the best solution I could come up with involves the following changes and new functionality. Directly from my notes:
- remove all targeting options (unified/singular behavior)
- if any armed hostiles in sight, tab/shift-tab cycle through those, nearest to furthest (unarmed/non-hostile ignored)
- otherwise if any non-allies in sight cycles through those
- will also add "+/-" keys (-/=) to do the same thing as tab/shift-tab
- will always prioritize previous target if still in view and start targeting again
- if fired at a space instead, entering firing mode will again target that space (if in view)
- if fired a guided weapon and firing again, will recall/reload same waypoints (if all of them still in view)
- if enter targeting mode via 'f' with only a melee weapon active, autotargeting will only select from among adjacent targets
- item cycling will also change to use near-far order, to match targeting behavior
Any opinions on this?
I'll probably be implementing it tomorrow.
Edit: Spent most of today doing all this and more. All ready for smooth keyboard targeting action as you can see below Near-to-far armed hostiles cycling:
Automatically re-targeting the same space again (for obvious nefarious purposes):
Auto-recall previously used waypoints for subsequent guided weapon firing:
Item near-to-far examine (although in most case it'll still be more efficient to just move or jump the examine cursor, or use the popup labels):
Oh yeah, the jumping is here--cursor jumping a customizable distance via Shift-Numpad (sorry, no vi/arrow support for this one):
(and more I didn't record)Edit 2: All this and more is in the latest release, Alpha 13.