00:00:39 fun fact my original attempt at no upstairs was to actually not generate upstairs when generating the level, but then I realized that doing it that way was a huge mess 00:01:06 so instead I just made a function that replaces upstairs with floor when you go down 00:01:40 cute 00:03:01 the fact arrows mulch makes dealing with centaurs when you open a door much easier 00:03:18 you can close doors on items now anyway 00:03:44 oh 00:03:57 ah, my first contribution to hellcrawl :} 00:04:03 when I was a young lad 00:04:09 wew lad 00:04:10 dreaming of a world where doors aren't annoying 00:04:34 i think you need more hydras in the spawn table btw 00:04:39 they should be an every game thing 00:04:56 instead i get 10 gargoyls 00:05:04 they are already fairly common I think 00:05:04 (sample size = 1) 00:05:27 hold up while I dig out the pick data 00:06:54 gargoyle is 370 flat from 10-18, hydra has two entries, 400 rising from 10-20 and 315 semi from 11-23 00:07:17 so hydras should show up pretty regularly 00:07:50 hm, ok guess i'm unlucky 00:10:49 it'd be nice if shortcuts had some symbol saying "don't go this way" 00:10:54 like auto exclusion or something 00:11:23 they should give a warning 00:11:34 but yeah maybe autoexclusion would be good 00:11:43 in addition to the yes/no prompt 00:12:07 ah, I didn't try to use one, missed the warning 00:13:10 you should also get warned for leaving a rune behind on all floors instead of just in pan 00:13:37 why does hellcrawl have runes 00:14:21 idk, incentive to do pan I guess 00:16:50 is there any way you could make the orc shops better 00:17:31 is there code for shop quality somewhere 00:23:55 the lazy solution is just spawn a couple more shops 00:25:01 yeah I guess 00:25:22 man, there's a massive difficulty spike at the first S rune 00:25:43 hellmonk: I was thinking make the shop quality higher if the shop is in orc 00:25:52 oh, that might work yeah 00:26:16 anyway, I went from a tab mifi doing nothing until shoals, then I used all my consumables and died on shoals:3 00:26:27 rip 00:27:50 increase the level in the shop_struct before generating the items 00:31:42 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-984-ge8aa303 (34) 00:31:47 oh, btw has anyone come in here to complain about the monk changes yet 00:31:53 because they're bad 00:32:26 revenge of the staff monk 00:32:32 they're a challenge race now bro LOL 00:32:40 they already were 00:32:50 but they were made even worse because ??? 00:32:51 they're not a race 00:32:55 dummy 00:33:04 challenge class, friendo :^) 00:33:16 challenge background, fuccboi 00:33:30 challenge role, y'all've'ya 00:33:40 >:^)))))))))))))))))))))))))))))))))))))))))))))))))))))))))) 00:33:45 pretty sure it's a challenge job 00:34:01 difficult task? 00:34:05 it's in job_data.cc 00:34:24 s/_/-/ 00:53:02 @??freezing wraith 00:53:02 freezing wraith (12W) | Spd: 10 | HD: 8 | HP: 33-52 | AC/EV: 12/10 | Dam: 1612(cold:8-23), 1513(drain speed) | 07undead, 10doors, evil, see invisible, fly, unbreathing | Res: 06magic(40), 12cold+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 04fire, 08holy | XP: 354 | Sz: Medium | Int: human. 00:53:22 man 2 different-AF attacks is confusing 00:56:05 i don't really get why monsters have multiple attacks in the first place 00:56:05 ontoclasm: You have 1 message. Use !messages to read it. 00:56:09 !messages 00:56:09 (1/1) rumflump said (1d 22h 5m 47s ago): is there any way to help make the playerdoll rework a reality? 00:56:25 rumflump: draw like 1500 armor tiles xD 00:56:52 in theory multi attacks are for making AC better 00:57:10 or possibly for reducing variance but I doubt that 00:57:22 hard to come up with a non-flavour reason to have multiple attack flavours on one monster however 01:20:10 Unstable branch on crawl.develz.org updated to: 0.20-a0-984-ge8aa303 (34) 01:23:31 !tell MarvinPA I was going to poke tombhatches soon so it can get in and get some play-testing; did you have anything you specifically wanted to happen that I shoulbe be aware of (or do you have any changes I would want in any local branch)? 01:23:31 gammafunk: OK, I'll let marvinpa know. 01:57:51 Windows builds of master branch on crawl.develz.org updated to: 0.20-a0-984-ge8aa303 02:06:51 < minmay> or possibly for reducing variance but I doubt that <-- jugg was changed for this reason 02:06:55 @??juggernaut 02:06:55 juggernaut (09C) | Spd: 15 (atk: 450%) | HD: 20 | HP: 148-197 | AC/EV: 20/5 | Dam: 80, 40 | 10doors, fighter, see invisible | Res: 06magic(120), 12drown | XP: 7249 | Sz: Giant | Int: human. 02:07:22 %git 4672744 02:07:22 07Lasty02 * 0.18-a0-67-g4672744: Dice up juggernaut melee (elliptic, devteam) 10(1 year, 5 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/4672744be0e7 02:16:41 wow 02:16:51 that commit comment is a complete falsehood 02:26:07 !tell crate here's a whole new level of bad vault colouring http://i.imgur.com/iX1imP1.png 02:26:07 minmay: OK, I'll let crate know. 02:34:11 why would people spend effort colouring the console tiles 02:46:19 advil, on this commit: http://s-z.org/neil/git/?p=crawl.git;a=commit;h=e8aa30383ec52b8448460130e2dc48ab1939a69f 02:46:28 it looks like plants count as enemies in los 02:46:57 alexjurkiewicz: it's good to color vaults correctly 02:47:07 depending on how you mean "tiles" 02:50:02 are counted* 02:54:23 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-984-ge8aa303 02:56:24 Also, advil, is it possible to make "dance and hit" togglable? Sometimes stabbers want to remain unnoticed. 03:01:31 Hmm, why does ultimate WJC ability stops Me from being invisible? Kind of weird, but I guess flavour and all. Ok. It would be nice to add "stop Heaven on Earth" button. First, maybe player wants to be unvisible again. Second, clouds blocking los aren't always beneficial. They stop palyer from blinking away, same problem as with Dith's fog. 03:03:33 Also, it would be nice to explain and warn in ability description why it stops you from being invisible. 03:05:10 Yermak: there's not a "stop Sanctuary" button either 03:05:25 Yes, it would be nice too 03:05:50 Yermak: as in, not being able to end it is intentional 03:05:58 minmay: my cat is trying to eat wasabi 03:06:01 I do agree the description is obtuse though 03:06:22 rumflump: when i was 14 my best friend convinced one of his friends to snort wasabi powder and he passed out 03:06:36 dang 03:24:59 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-984-ge8aa303 (34) 03:41:59 New branch created: pull/511 (1 commit) 13https://github.com/crawl/crawl/pull/511 03:41:59 03Mike Robinson02 07https://github.com/crawl/crawl/pull/511 * 0.20-a0-985-g1026ec0: Make Cutlasses Long Blades 10(9 minutes ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/1026ec06e466 04:23:51 !tell hellmonk i seem to pick up all missiles by default now 04:23:51 alexjurkiewicz: OK, I'll let hellmonk know. 04:29:11 -!- amalloy_ is now known as amalloy 04:40:48 that's on purpose 04:41:17 since you can't go back for it 05:16:51 -!- amalloy is now known as amalloy_ 06:46:25 -!- Dracunos_ is now known as Dracunos 09:02:34 Yermak: Thanks, yeah, you are right 09:02:37 about the plants 09:02:49 also allies 09:03:46 Did you change only messaging? Because jump itself got changed. 09:03:54 jump shouldn't be changed 09:04:03 Previously it required a monster to hop over. 09:04:17 heh the way I did it leaks information about invisible enemies 09:04:17 Now it only requires monsters to be around landing square. 09:04:41 And to be honest I like the new jump more. 09:05:10 I think it's been like that -- I've been playing in trunk and it seemed to have that behavior 09:05:54 does it still require both a wall and a monster? 09:06:11 yes 09:06:42 %git 68a6da7a03e30c60a75c8c8210c5de75ab074aac 09:06:42 07MarvinPA02 * 0.20-a0-895-g68a6da7: Only allow WJC walljumping when a target would be attacked 10(3 weeks ago, 3 files, 42+ 4-) 13https://github.com/crawl/crawl/commit/68a6da7a03e3 09:07:01 yeah, that checks for any monster in the spaces around the landing spot 09:07:58 oh, also there are cases when you unsuccefully try to jump with monsters on screen, but there is no message whatsoever 09:08:31 hmm, any idea what the case is? 09:09:29 side note, I have to say that as someone who didn't play wjc before this change (so have no impressions whatsoever of the previous version) this version of the ability seems pretty good, in fact dare I say fun 09:09:30 Probably there were a wall on the landing spot, but I'm not sure 09:10:09 it might not message now if the surface is the wrong type (whatever that is) 09:11:53 And what about Heaven on Earth ability making your invisibility not active? As if Corona was casted on you? 09:12:19 If it is intended flavour, it should be mentioned 09:13:16 I'll have to look into that one, I have to admit I have been fairly out of the loop on wjc, that's why I was trying actually playing it :-) 09:13:32 wrt the idea of allowing disabling whirlwind, that might be possible 09:13:43 at least that's what I think you meant 09:14:01 yes 09:14:50 I tried to get to sleeping monster unnoticed, and passed by a wandering monster, which shouted when whirlwind hit it. 09:15:02 yeah, I figured it was something like that 09:15:16 it seems fairly unintuitive that it couldn't be disabled (e.g. it's not like tso halo) so I think the case can be made 09:15:42 I'm a little wary of changing wjc gameplay without discussion just because people have had such strong opinions 09:15:50 so I might not do it unilaterally 09:15:59 there are also monster which cast Mirror Injury and you might wanna pass by it without hitting 09:16:09 ah, interesting 09:37:14 any c++ people around? 09:43:55 Hello 09:45:27 hi top 09:45:59 I guess the convention in this channel is that we don't usually do greetings, feel free to just say whatever's on your mind :-) 09:47:36 ugh i wanna change this username lol it's my laptop name and it's just like that. Anyway hello, I'm a blind crawl player who's been keeping in contact with moritz, and heard about accessibility plan for a while now so I've decided to jump in and see what I can do to help. 09:49:04 welcome 09:49:21 have you seen the document that dpeg compiled? 09:49:54 /nick desired-username 09:51:08 thank you, and yes. 09:51:24 -!- top is now known as desired-mata 09:51:33 -!- desired-mata is now known as mata 09:52:00 -!- mata is now known as Mars 09:52:25 -!- Mars is now known as Mani_mata 09:52:37 finally 09:55:05 Mani_mata: so I guess from looking at dpeg's document, it seems like there are three kinds of things that could help. 1. more feedback on the ideas from your perspective, to try to make them more concrete. 2. options settings (rc files) that are good, and 3. code that implements some of those ideas 09:56:07 that's not necessarily exhaustive 09:56:42 just what I came up with 09:56:54 i'd rather pass when it comes to codes. I'm bad at it. Ideas are what I might be able to help though. Right now I'm having a skype chat with Moritz, bringing coordinate to discuss. 09:57:09 Some of the ideas there are relatively easy to implement and some are really involved. I think much of it will get implemented sooner or later in some form. 09:57:46 yar, I have high hope and feel it's gonna go well 09:58:00 Hmm, WJC actually has interesting interaction with Confusing Touch: confusing multiple enemies via whirlwind and jump. 09:58:09 Mani_mata: it may not all happen immediately though :-) 09:58:11 yeah, I think ideas and feedback will be very helpful 09:58:50 anything can wait, as long as it's worked on. No push or anything.:) 09:59:51 dpeg's document is already really helpful, and I suspect the easiest thing for us to work on first is the view / ctrl-x displays 10:00:45 I missed the url for that, can you paste it? 10:01:01 I actually don't think coordinate needs to be given out, since it, as stated in the doccument, is supposed to be "hidden". I think being able to tell how many steps in what directions that object or mob is is enough. That's just me though 10:03:20 rumflump: it is https://crawl.develz.org/wiki/doku.php?id=dcss:accessibility:start 10:03:27 Mani_mata: I think coordinates in some form are possible 10:03:41 one idea I had is to just set the first stairs you go down as 0,0 10:03:59 relative coordinates are even more possible, but may be less helpful for building a mental model of the map 10:04:53 it is only the absolute coordinates indexed from the corner of the map that is supposed to be hidden (since this will leak information about the level edge before you've explored it) 10:05:41 oh that's fine then as long as it doesn't spoil the fun lol 10:06:55 preserving secrecy wrt level border seems like it might be a sacred cow, to me 10:08:13 well, it's going to heavily determine optimal fleeing routes in some cases 10:08:21 that's a cool idea, though, starting the coords from your first stair 10:10:25 that maybe will be even more intuitive than absolute coords 10:13:49 Depends on what secret it is:p but as long as it doesn't spoil the fun, it's fine. And agree about fleeing route. 10:15:30 !tell dpeg are you aware of https://etherpad.net/ ? great place to collaborate, requires no login. each pad has a unique url. in my experience, an open document like etherpad is almost never harmed, and easily reverted. might enable a faster, better exchange of ideas for the VI project, since wiki, irc, skype, and audiogames forum all have login barriers 10:15:31 Maximum message length is 340 characters, but you had 345. Eschew verbosity, Gladys! 10:17:26 grrr, fine 10:19:11 interesting website. Never knew there was something like that around. 10:23:57 we've been using it in a brogue channel to cooperatively play a seed. in that game, if your game's "seed" is 2082053, for instance, another player can start a game with the same seed number, and you'll both have the same items, monsters, and layout 10:24:24 so you can exchange tips about what you've seen, identified, or died to, even though you're all technically playing solo 10:24:33 how lovely 10:25:02 someone on the crawl forums was working on making deterministic game seeding in crawl as well, not sure the status on that 10:26:53 he had something ~ working as a proof of concept, not sure if it went any further 10:27:29 it's one of those things that's a _lot_ easier to do if it's part of your design from the beginning 10:27:42 heh, I bet! 10:30:23 crawl has far more content than brogue. it's gonna take like forever for each lol 10:34:52 anyway bbl. it's good to finally get in touch with some of you. 10:53:00 if any c++ people happen to see this, could you see if what I did to monster_near_iterator to let it be used with find_if etc is too horrible? http://sprunge.us/gZKF 10:53:41 in my extremely limited experience I've never seen end() implemented on the iterator itself like that but it seems to be the most sensible way to do it here 10:58:48 if it's not a crawl specific question you can try #friendly-coders 10:59:14 spacetoast is big into c++ 11:00:08 it's crawl specific 11:00:29 the answer outside of crawlcode is probably, redo the whole thing in some other way 11:46:19 -!- amalloy_ is now known as amalloy 13:13:03 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-984-ge8aa303 (34) 13:33:40 advil: what do you mean, never seen end() implemented on the iterator itself? where else would you implement it? 13:34:43 what you wrote looks fine to me, but |amethyst is who i would ask what good c++ style looks like 13:35:30 oh, normally you would do it on the container, not the iterator. i see. but there is no container here 13:42:47 03MarvinPA02 07* 0.20-a0-985-g54150e0: Fix Confusing Touch being able to affect multiple targets in a turn 10(56 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/54150e06a2dd 13:42:47 03MarvinPA02 07* 0.20-a0-986-g6b4a05a: Make monster confuse brand from chaos weapons behave consistently 10(56 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/6b4a05aa73f6 13:42:47 03MarvinPA02 07* 0.20-a0-987-g2aed4d8: Adjust Confusing Touch display 10(55 minutes ago, 2 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/2aed4d8a3634 13:42:47 03MarvinPA02 07* 0.20-a0-988-g4de0a85: Improve Heaven on Earth description 10(39 minutes ago, 1 file, 5+ 3-) 13https://github.com/crawl/crawl/commit/4de0a85fb2cf 13:42:47 03MarvinPA02 07* 0.20-a0-989-g4eb006d: Remove the cancel Song of Slaying ability 10(25 minutes ago, 6 files, 2+ 18-) 13https://github.com/crawl/crawl/commit/4eb006deb9de 13:42:47 03MarvinPA02 07* 0.20-a0-990-g3ff418b: Rename Heaven on Earth to Heavenly Storm 10(11 minutes ago, 19 files, 54+ 54-) 13https://github.com/crawl/crawl/commit/3ff418bb0f36 13:43:16 -!- MarvinPA_ is now known as MarvinPA 13:49:34 !tell brannock how're your scarf plans coming around? In most of the games I've played lately, finding a scarf has mostly felt pretty mediocre, and I'd love to get them to the point where they're at least as exciting as cloaks. 13:49:35 Lasty_: OK, I'll let brannock know. 13:59:25 !tell gammafunk looks like tomb:1 tries to place a 3rd stone staircase (which ends up anywhere at random), i guess it's hitting some fallback that tomb:2 doesn't? 13:59:25 MarvinPA: OK, I'll let gammafunk know. 14:01:14 !tell gammafunk likewise with upstairs on tomb:2, it seems to have mangled the connectivity of the tomb:1 outer hallway 14:01:14 MarvinPA: OK, I'll let gammafunk know. 14:02:19 !tell gammafunk oops ignore all that probably, i think i ran the wrong crawl executable 14:02:20 MarvinPA: OK, I'll let gammafunk know. 14:04:40 FR !untell 14:06:48 the real power play is to change your nick and read their messages 14:09:29 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-990-g3ff418b (34) 14:10:17 !tell gammafunk i would maybe put an uphatch back to the centre of tomb:1 on tomb:2 somewhere, so that going down the first time doesn't commit you to going through the tomb:1 hallway in order to leave again 14:10:18 MarvinPA: OK, I'll let gammafunk know. 14:12:21 !tell gammafunk and the tomb:3 uphatches could maybe be closer to the treasure room entrances? mostly i'd just be a bit worried about it being too mean overall, but definitely looks roughly good in general 14:12:22 MarvinPA: OK, I'll let gammafunk know. 14:33:46 <|amethyst> Lasty_: re scarves, I like the idea of moving invis to scarves, and maybe MR too; and possibly moving rC to cloaks 14:41:18 |amethyst: thematically it hurts invis, but in terms of power level it makes way more sense 14:50:31 <|amethyst> Lasty_: Because of Star Trek or because of Harry Potter? :) 14:52:12 |amethyst: because of pretty much 1000 years of cloaks of invisibility :p 14:52:29 <|amethyst> Fair enough 14:52:43 yeah I think the theme is pretty well established, but also agree that gameplay-wise it makes more sense on cloaks 14:52:46 er scarfs 14:52:51 the fluffy things 14:52:58 <|amethyst> what about cloak (replacing scarf) vs overcoat (replacing cloaks)? 14:53:03 <|amethyst> s/ks/k/ 14:53:07 fr: tribbles 14:53:39 |amethyst: I'd feel fine about that 14:53:40 overcoat? what is this, a film noir roguelike? 14:53:46 gammafunk: yes 14:53:52 but....no whiskey... 14:53:56 <|amethyst> gammafunk: starcursed masses are basically evil tribbles, right? 14:54:00 you don't narrate all crawl games to yourself in a smoky drawl? 14:54:05 they're not furry, |amethyst 14:54:13 Lasty_: I should try that for more views 14:54:20 <|amethyst> yeah, the removal of whiskey definitely gave us flavour debt 14:54:41 <|amethyst> https://www.reddit.com/r/dcss/comments/602jb1/ 14:55:00 It was late afternoon when the goblin walked into my line of sight. I knew from his aggressive stride and +0 club that he meant no good. 14:55:14 haha, I've never seen that 'Bobby' comment 14:55:26 haha yeah 14:55:40 <|amethyst> I feel like I'm missing a reference there 14:55:53 if it is a reference, I'm in the same boat 14:56:11 also a good comment I found 14:56:16 !vault mikee_hates_you 14:56:16 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/mini_monsters.des#L1381 14:56:16 <|amethyst> that vault is 10 years old, btw 14:56:20 from evilmike 14:56:40 yeah I recall that vault from when I began playing dcss 14:56:41 I thought the idea was just that it was a orc warren with a liquor cabinet 14:56:56 and/or boozehall 14:57:05 I got the sense that it was some kind of drunken party, since it had the potions of confusion 14:57:06 <|amethyst> I guess the drake is like a NO2 whippet 14:57:16 and there were a couple similar things in nethack iirc 14:57:26 <|amethyst> gammafunk: also the vault name :) 14:57:42 |amethyst: lol 14:58:08 yeah, mikee himself pointed out the vault in discord yesterday 14:58:08 <|amethyst> "Errybody shotgun the drake lol" 14:58:15 Hotbox it 14:58:30 wow, so erik piper made that one 14:58:51 <|amethyst> or as I like to call him, "Rowdy" Erik Piper 14:59:16 <|amethyst> I'm dating myself, aren't I? 15:00:20 <|amethyst> oh, I guess he (Roddy Piper) was active until just a few years ago 15:00:21 <|amethyst> so maybe not 15:00:52 |amethyst: oh, and I ran into a design issue yesterday that you might be able to help me with; many moons ago you recommended I use position markers for the transporter destinations, which I have done 15:01:05 but just yesterday, after thinking about the tombhatches branch, I made an important realization 15:01:16 the way hatches work means that transporters can't be implemented that way 15:01:48 transporters on level N, set their position marker on the destination level (say N+1), at the same position as the hatch on the source level 15:02:01 this is for convenience with how we load levels in memory one at a time 15:02:10 <|amethyst> I was going to ask if your realisation was that markers suck and I should feel bad for suggesting them?? 15:02:18 yeah.... 15:02:20 <|amethyst> heh 15:02:39 so the player takes the stairs, the new level gets loaded, and the position of the hatch on the old level is used for convenience 15:02:47 <|amethyst> Maybe I should make an implementable to keep all levels in memory 15:02:49 obviously if a transporter happens to be at that position 15:03:13 <|amethyst> hm, can you only have one marker of a given type at a given position 15:03:14 <|amethyst> oh 15:03:19 <|amethyst> I guess you can't tell the difference 15:03:22 right 15:03:24 <|amethyst> need a new subtype it seems 15:03:52 <|amethyst> Also, need some shit to avoid all this "look at the enum to decide how to dynamic_cast" shit 15:03:57 I suppose; could add props to position markers, but that would make them like wiz props markers 15:04:00 <|amethyst> sorry, that was a lot of "shit" 15:04:20 I was thinking as a somewhat hackish way, just use a wiz props marker 15:04:26 <|amethyst> hm 15:04:32 with a _transporter_x and _transporter_y set of props 15:04:42 <|amethyst> but then you might as well just use props without a marker 15:05:00 hrm, there's a grid of props? 15:05:19 obv what I need must be on a grid 15:05:29 <|amethyst> hmmm 15:05:40 <|amethyst> oh, I guess terrain props don't have parameters 15:05:45 <|amethyst> they're just a bitfield 15:06:01 I do agree that markers are kind of a hot mess 15:06:26 now that I have a somewhat better understanding of them 15:06:38 <|amethyst> I wouldn't mind adding a grid of actual props to crawl_environment 15:07:10 <|amethyst> only problem is "pgrid" is already taken 15:07:18 <|amethyst> oh, and I should convert that to a bitfield enum 15:08:38 honestly, looking at map_marker_type 15:09:10 it does kind of seem that maybe all of these save for lua marker could just be in some kind of coord_def -> hash map 15:09:43 seems that the design of making a special class for each informational thing is overkill 15:10:12 I guess some of this info is somewhat complex 15:35:40 -!- Shimatora_ is now known as Shimatora 15:42:49 hrm, the vim des syntax thing seems to recognize what's lua but doesn't know how to wrap lua comments 15:49:20 <|amethyst> gammafunk: also, our ctags config recognises maps but not functions defined in .des files 15:49:47 hey, I'm the one suggesting bugs for others to fix here! 15:49:58 <|amethyst> gammafunk: (docs/develop/ctags.txt) 15:50:09 <|amethyst> gammafunk: could post those as implementables 15:50:14 I didn't know it could look up maps, that's nice 15:50:55 <|amethyst> !source erik_orc_1 15:50:55 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/branches/orc.des#L186 16:03:31 03|amethyst02 07* 0.20-a0-991-g93344ec: Turn terrain_property_t into an enum_bitfield. 10(32 minutes ago, 11 files, 20+ 18-) 13https://github.com/crawl/crawl/commit/93344ec495c9 16:07:10 |amethyst: did you see advil's request for review earlier? he was concerned that http://sprunge.us/gZKF was gross for implementing end() on an iterator 16:07:57 <|amethyst> amalloy: hmm, I was thinking of that question independently 16:08:49 <|amethyst> amalloy: IMO if you implement end() you should also implement begin() for completeness (and so you can do range-for), but I think it's reasonable 16:09:30 <|amethyst> !tell advil re http://sprunge.us/gZKF I think you should implement begin() as well so range-for is possible, but I think it's reasonably to make the iterator class usable as a range 16:09:30 |amethyst: OK, I'll let advil know. 16:09:58 <|amethyst> !tell advil but I guess it might be cleaner to make a separate (dataless) range class 16:09:59 |amethyst: OK, I'll let advil know. 16:10:22 <|amethyst> !tell advil s/reasonably/reasonable/ 16:10:22 |amethyst: OK, I'll let advil know. 16:10:44 |amethyst: yes, i agree it's better to add a second class than to have a thing which is both iterable and an iterator 16:11:14 <|amethyst> thanks for pointing that out 16:11:28 <|amethyst> I haven't done /away recently so it would have been a lot of scrolling 16:16:38 <|amethyst> !tell advil also, since I know you're just dying for more large refactoring projects :P, all our position and enum operators (monster_iterator, adjacent_iterator, rectangle_iterator, etc) use this funny operator bool() convention instead of having an end() and operator!= 16:16:38 |amethyst: OK, I'll let advil know. 16:17:11 <|amethyst> !tell advil IMO that should not be, so that we can use range for, std:: algorithms, etc. 16:17:11 |amethyst: OK, I'll let advil know. 16:18:39 <|amethyst> !tell advil 16:18:40 I don't grok. Syntax is !tell PERSON MESSAGE. 16:19:06 <|amethyst> !tell advil seems easy, but tedious; maybe you could write up an implementable on Mantis rather than doing it yourself 16:19:06 |amethyst: OK, I'll let advil know. 16:19:06 speaking of large refactorings, |amethyst, i have this tiny bash script and an elisp function that i wrote to make it relatively painless to change a function from taking foo* as its first parameter to taking foo&. my thoughts on this are: (1) surely there is a much better version of this already in some IDE somewhere, but i don't know how to use it; (2) i wouldn't mind checking it in somewhere if anyone is keen on trying it 16:19:28 <|amethyst> amalloy: every use would have to be checked 16:19:52 |amethyst: sure. you still have to read over the diff once you run it 16:19:52 <|amethyst> amalloy: I imagine you handle call sites, not just definitions/declarations? 16:19:55 yes 16:19:59 <|amethyst> nice 16:20:18 the bash function for call sites is the easy part 16:20:25 the fun bit is the elisp that rewrites the body of the function 16:20:32 <|amethyst> ♥ bash functions 16:20:40 <|amethyst> ♥ elisp 16:20:51 <|amethyst> well, not really, they're both terrible languages 16:20:55 yes 16:20:56 <|amethyst> but better than vimscript 16:20:59 also yes 16:21:34 <|amethyst> there was this one game I developed for that had its own language 16:22:09 oh that reminds me, i submitted https://github.com/crawl/crawl/pull/507 instead of just committing it 16:22:19 <|amethyst> the return statement didn't actually return, it just set the return value like func = foo in Pascal 16:22:27 CI found no errors, so i'm gonna just merge it unless you'd like to read it over, |amethyst 16:22:38 <|amethyst> sure, I can take a look 16:23:28 <|amethyst> also, in this language, if you wanted local variables (dynamic scope) you did a push and pop in the function---so it's good that 'return' doesn't transfer control :/ 16:23:54 haha 16:24:16 <|amethyst> (I developed scripts for it, didn't work on the engine or I would have fixed that shit: http://gccg.sourceforge.net/ 16:24:29 <|amethyst> ) 16:24:43 no wonder you hate elisp, you can't even track a single open paren 16:25:17 I mastered lisp and shell through studying sequellese 16:26:15 <|amethyst> ouch 16:27:07 <|amethyst> amalloy: hmm... the thing I worry about is that monster_die does work with a null right now (it just returns nullptr immediately) 16:27:45 |amethyst: indeed. after auditing uses of it, i concluded (as in the commit message) that almost all cases provably never pass null; a few cases aren't provable but look good 16:27:55 played a bit and didn't observe any crashes 16:28:35 <|amethyst> maybe the ones that aren't proved should have asserts 16:28:40 <|amethyst> e.g. arena.cc 16:29:12 <|amethyst> also, I am looking forward to the day we have C++17 16:29:26 |amethyst: we are provably not breaking arena.cc, because it always derefs the monster already 16:29:40 <|amethyst> if (monster* other = monster_at(pos); other && to_respawn[other->mindex()] == -1) 16:30:08 <|amethyst> amalloy: I know, but I worry that it might just happen not to crash 16:30:13 <|amethyst> especially with optimisations 16:30:36 <|amethyst> I'm saying it should have had an assert in the first place :) 16:30:40 |amethyst: sure. that is, the code may already be broken 16:30:42 <|amethyst> and since you're touching it... 16:31:42 |amethyst: monster_at(pos) is already checked, even in this case 16:31:47 on like 735 16:32:01 <|amethyst> oh 16:32:13 <|amethyst> shows what I get for only using -U10 16:32:36 github.com confirmed better dev tool than the terminal 16:32:39 <|amethyst> in that case IMO change other 16:32:48 <|amethyst> to be a reference 16:32:55 anyway i'm gonna go get lunch. will look over comments when i get back 16:34:00 <|amethyst> I guess inside a monster_iterator you're good, because it only returns nullptr at the end 16:35:01 <|amethyst> though I wonder if the current behaviour operator bool() returning false if the monster is dead could be a problem... if you kill a monster while iterating over it, the loop would stop early 16:35:12 <|amethyst> s/behaviour/behaviour of/ 17:02:56 <|amethyst> hmm... a crash, but I think maybe unrelated to my change: invalid map border at (79,27): granite_statue 17:03:40 <|amethyst> probably a buggy vault? 17:09:24 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-991-g93344ec (34) 17:24:22 |amethyst: thanks, I like the idea of a lightweight range class better after thinking it over. I think it makes more sense with the usual way of using end() also, since the way I did it you necessarily have to write it in two lines 17:24:22 advil: You have 6 messages. Use !messages to read them. 17:25:13 also, re the trapped formicid the other day, did anyone see the followup yet? https://www.reddit.com/r/dcss/comments/64eazf/my_formicid_is_literally_trapped_any_suggestions/ 17:25:19 it's pretty great 17:25:34 Update: went through 20 floors of zig and escaped back. Was able to find shatter but not LRD. I was able to get earth to 23 and spellcasting to 15. I grabbed a ring of wiz and int while I was there and if I remove armor I can cast shatter at like 30%. 17:25:34 Taking a break for now, will update later. 17:25:35 Update #2: Shatter worked perfectly, giving me an escape route as can be seen here: 17:28:10 (not that we shouldn't fix the bug) 17:34:25 heh 17:34:30 that's a resourceful player 17:34:43 I assume they were carrying a zigfig? 17:34:54 the ultimate escape item... 17:35:32 -!- Shimatora_ is now known as Shimatora 17:37:02 -!- Menche is now known as ]{|[}\|{\[}|{]\[ 17:38:41 they were, yeah 17:40:11 -!- ]{|[}\|{\[}|{]\[ is now known as ]{|[^\|{\[}|{^\[ 17:41:39 03amalloy02 {GitHub} 07https://github.com/crawl/crawl/pull/507 * 0.20-a0-953-g0d23802: Use monster& when it's known non-null (|amethyst) 10(4 minutes ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/0d23802bee22 17:42:25 rip, that's what i get for editing in github 17:42:26 rip 17:46:05 -!- ]{|[^\|{\[}|{^\[ is now known as menche 17:46:49 03amalloy02 07https://github.com/crawl/crawl/pull/507 * 0.20-a0-953-g5b20b8e: Use monster& when it's known non-null (|amethyst) 10(9 minutes ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/5b20b8eec288 17:51:59 03amalloy02 07https://github.com/crawl/crawl/pull/507 * 0.20-a0-953-gaf6ce2c: Use monster& when it's known non-null (|amethyst) 10(14 minutes ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/af6ce2cc417c 18:15:51 Unstable branch on underhound.eu updated to: 0.20-a0-991-g93344ec (34) 18:17:49 acquirement giving useless items 13https://crawl.develz.org/mantis/view.php?id=11006 by Sharkman1231 18:18:18 if it was form based that could be the first bug from my mutation cleanup! 18:26:49 but I'll have to fix it later this evening 18:49:51 things i love about git: git checkout 'master@{10 days ago}' 18:51:47 not actually perfect since it only looks at commits you checked out 10 days ago, but a reasonable approximation if you do stuff reasonably often 18:54:59 advil: i closed the bug; minotaurs can wear lear's 18:59:46 -!- Euph0ria is now known as diphenhydramineH 19:00:06 -!- diphenhydramineH is now known as diphenhydramine 19:09:25 amalloy: ah ok, thanks. I did a quick check and the acquirement code looks like it's doing the right things wrt forms. 19:19:52 -!- Dracunos_ is now known as Dracunos 20:22:21 heaven on earth renamed?! 20:22:26 that was like the best ability name ever 20:23:39 hey, is Bu really renaming to Gnoll? 20:23:49 gnoll is boring d&d, should rename the monster to Bu 20:24:30 rename them to Kitsune 21:07:45 what bow wielding uniques are there 21:07:47 Nessos 21:08:45 Vashnia 21:15:37 there's also Joseph's sling, Urug's javelins, and other uniques that sometimes use missiles 21:15:42 so quite a few missile uniques 21:27:39 i'm going to submit a PR to rename shaolin, remove "Exotic" from lajatang, and rename shargna 21:40:36 h - the "Forget Me not" (left hand) {EV+8} <-- some issues 21:42:49 03amalloy02 07* 0.20-a0-992-g83084bd: Make monster_die take a monster& instead of a monster* 10(7 days ago, 32 files, 310+ 311-) 13https://github.com/crawl/crawl/commit/83084bd725b3 21:42:49 03amalloy02 07* 0.20-a0-993-gba41c3c: Use monster& when it's known non-null (|amethyst) 10(4 hours ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/ba41c3cead46 21:44:01 -!- amalloy is now known as amalloy_ 21:53:12 New branch created: pull/512 (4 commits) 13https://github.com/crawl/crawl/pull/512 21:53:12 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/512 * 0.20-a0-992-ga313101: Ring of Shaolin -> "Forget Me Not" 10(12 hours ago, 14 files, 5+ 58-) 13https://github.com/crawl/crawl/commit/a3131014c824 21:53:12 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/512 * 0.20-a0-993-g7e5e71b: bow of Krishna "Sharnga" -> longbow "The First Bow" 10(12 hours ago, 9 files, 10+ 26-) 13https://github.com/crawl/crawl/commit/7e5e71b3317e 21:53:12 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/512 * 0.20-a0-994-ga083568: Bump up Piercer to +8 10(12 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a0835686a99a 21:53:12 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/512 * 0.20-a0-995-gc5e275d: Remove "imported" from lajatang description 10(12 hours ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/c5e275d0f367 22:00:13 I'd prefer for ring of shaolin to have an easier to remember name transition, fwiw 22:00:44 lol if you don't take the ring of dodge city suggestion 22:01:02 devs u have forced my hand once again... 22:01:04 dodge village 22:01:17 ring of shimmy and shake. ring of shifting out of the way. idk 22:04:57 ring of the mirage 22:05:34 intangibility 22:05:56 thought: do we really need 3 unrand longbows 22:06:28 make piercer a shortbow...?! 22:07:04 add verylongbows 22:08:18 longerbows 22:09:02 even better 22:09:22 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-993-gba41c3c (34) 22:13:07 alexjurkiewicz: ...you do realize that "Forget-Me-Not" is already a randart name right? 22:13:23 but thx 22:21:41 really? 22:21:46 oh, randart, good catch 22:23:09 (aside: it kind of disgusts me that I remembered that) 22:30:34 what about a shield of resistance and the Shield of Resistance? 22:31:22 the ring "Fuk Da Sac" 22:55:50 what's the .des way to make something always show up, but not necessarily on the same floor? afaik, chance: 100% will just make it always show up at the shallowest depth it can 22:57:09 !calc 0.30 ** 5 22:57:10 0 23:00:39 "speaking of spire I did find it odd that you have precise placement on a summon when everything else appears randomly" 23:02:16 those other things can move into position though. random spire could wind up in a completely useless position and never fire 23:03:18 <|amethyst> prism also has precise placement 23:03:28 yeah, but prisms don't have a ranged attack 23:03:53 could just make the spire follow forest rules and only spawn in a sufficiently open space 23:04:04 then it'll be fairly hard for it to not be able to do anything 23:04:33 <|amethyst> IMO if it needs a nerf, reduce the damage before making it harder to use 23:04:48 <|amethyst> that's what makes it broken 23:05:15 being able to place it wherever you want makes it very easy to trigger the bounce though! 23:06:03 <|amethyst> IMO getting bounces with careful placement is better than getting bounces as a random bonus 23:06:13 <|amethyst> could remove the bouncing 23:28:20 being able to place spire wherever you want is extremely good for blocking line of fire 23:29:06 especially since it's immune to so much stuff 23:57:55 03advil02 07* 0.20-a0-994-g2db1666: Don't let plants cause wall jump messaging (Yermak) 10(24 minutes ago, 4 files, 45+ 14-) 13https://github.com/crawl/crawl/commit/2db166635ece 23:57:55 03advil02 07* 0.20-a0-995-g9aa165b: Improve wall jump message when a monster is in the way 10(57 seconds ago, 1 file, 9+ 1-) 13https://github.com/crawl/crawl/commit/9aa165be7ec3 23:58:37 not entirely happy with the iterator mods yet, but I did want to fix the actual problem 23:59:23 this change does allow "for (monster* m : monster_near_iterator(you.pos(), LOS_NO_TRANS))"!