02:12:26 -!- trumpet is now known as GeryonsHorn 02:13:27 any ##crawl mods want to come over and make this quilel person chill out? 02:13:40 *ops 03:50:02 -!- amalloy is now known as amalloy_ 04:04:25 -!- amalloy_ is now known as amalloy 04:41:37 -!- amalloy is now known as amalloy_ 05:16:22 -!- amalloy_ is now known as amalloy 09:55:52 who even has ops in ##crawl 10:01:46 was there a problem? 10:02:14 MarvinPA does, so does dpeg (who isn't around these days) 10:02:26 last night I guess, I don't have logs for that channel at that time though 10:03:02 " any ##crawl mods want to come over and make this quilel person chill out?" 10:04:53 I guess they did chill out eventually 10:06:58 yeah, looking at the log, they were using slurs 10:11:50 where's dpeg btw? haven't seen him for a while 10:15:08 hasn't stopped by for many months 12:16:27 !seen jpeg 12:16:27 Sorry bh, I haven't seen jpeg. 12:39:00 i think amethyst also has ##crawl ops if needed 12:40:26 i'm not sure if i also have the ability to add new ops, but if i do i could add some of the more currently-active devs too 12:40:46 -!- MarvinPA_ is now known as MarvinPA 12:43:37 MarvinPA: yeah, if you wanted to add advil and I, that would be fine 12:43:57 maybe only rax can do that 12:52:47 yeah, it looks like that's the case 12:53:07 since nobody else has +s 12:53:30 and i think that's what lets you set flags 12:54:17 it's definitely not letting me add anyone at least (although i can change stuff in here, and i do have +s here) 12:57:11 ok, I'll ask rax about that 12:57:28 ??rax 12:57:28 rax[1/2]: Barracks, cmon, do I have to tell you guys everything? 12:57:31 ??rax[2 12:57:31 rax[2/2]: don't !tell; just email rachel at akrasiac dot org 13:02:29 I sent her an email asking about it (and mentioned possibly giving MarvinPA +s there) 14:14:51 !tell hellmonk did you see https://www.reddit.com/r/dcss/comments/7d6wzy? hellcrawl is "a fork that doesn't add bad ideas". if only mainline crawl could achieve such a high standard 14:14:51 amalloy: OK, I'll let hellmonk know. 17:16:20 -!- jefus- is now known as jefus 18:00:39 %git 56314776da11a9ae22ec072b7c 18:00:39 07|amethyst02 * 0.20-a0-397-g5631477: Actually prevent running/resting next to slime walls (doh) 10(11 months ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/56314776da11 18:03:09 |amethyst: is there any particular reason that you didn't change i_feel_safe in 5631477? (Which would have covered some of the cases, but not all) 18:03:36 going to add a slime wall check to i_feel_safe and I'm wondering if there's some reason this isn't already in there 18:04:03 (that's what caused the death in https://crawl.develz.org/tavern/viewtopic.php?f=5&t=24510 in a hilarious lua mistake) 18:04:40 (their butchering script just endlessly loops without succesfully chopping anything when next to a slime wall) 18:08:23 17:56:00 <|amethyst> I kind of wonder if this might not be done better by changing i_feel_safe 18:08:24 ok 18:08:49 17:56:33 <|amethyst> but would probably have side effects 18:08:59 let me know if you thought of what they would be 18:12:04 I think for the safe of lua feel_safe this function should not return true when next to a slime wall 18:12:08 *sake 18:17:02 I did a quick audit and didn't spot any major issues, the only minor one is you can't start interlevel travel 18:27:37 03advil02 07* 0.21-a0-443-gaba41f5: Check for slime walls in i_feel_safe 10(8 minutes ago, 3 files, 12+ 6-) 13https://github.com/crawl/crawl/commit/aba41f5a6fd5 18:56:09 <|amethyst> advil: I think the issue was running/travelling away from a slime wall 18:56:48 <|amethyst> advil: ah, no, I didn't recognise that issue at the time 18:56:57 <|amethyst> advil: so, yeah, no real reason, so good change :) 18:57:04 <|amethyst> :q 18:57:06 <|amethyst> doh 20:36:52 according to github that commit adds a binary file 20:40:14 "crawl-asdf" 20:41:31 part of advil's secret plan to convert dcss to common lisp 20:45:56 woah 20:45:59 that's what that was! 21:06:56 03gammafunk02 07* 0.21-a0-444-g29a2fec: Remove the secret Crawl ASDF project added by the Shadow Dev Team 10(4 minutes ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/29a2fec1a17c 21:07:57 nothing to see here, folks 21:08:32 the first rule about crawl-asdf: no one talks about crawl-asdf 21:08:41 we definitely aren't planning to replace hjkl-keys with asdf-keys 21:09:27 advil: I've exposed your evil plan 22:20:12 -!- gammafunk is now known as foobargl 22:20:28 -!- foobargl is now known as gammafunk 22:41:32 Btw, advil, about "you can't start interlevel travel": it would be nice if you couldn't press ctrl-G with monsters in sight - right now after choosing your destination you're notified that you can't travel with monsters in sight anyway, but you've already spent time looking for the letter you need and game has spent time building the route. 22:47:03 wheals_: good (bad) april fools idea there 22:53:13 <|amethyst> Yermak: well 22:53:23 <|amethyst> Yermak: it also remembers your destination doesn't it? 22:53:44 <|amethyst> so you can do G after the monsters are gone 22:53:53 Yes, but after you kill the monster, it still will rebuild the route. 22:54:04 It can take a while in Webtiles. 22:54:13 <|amethyst> hm 22:55:32 <|amethyst> yeah, with G it's not so bad, but I guess ^G could take some time 22:55:55 <|amethyst> err 22:55:58 <|amethyst> I mean, with X it's not so bad 22:56:03 <|amethyst> s/wn/w/ 22:57:08 haha oops 22:57:17 I typed "git add ." didn't I 22:59:00 (that's just a binary from testing a PR branch on multiple machines) 22:59:30 Yermak: yeah, reasonable 22:59:44 git addled... 23:00:35 another suggestion I've seen is that things like G and ctrl-G could take a single step 23:01:27 with monsters in sight 23:01:27 <|amethyst> ? 23:01:27 <|amethyst> ah 23:02:03 <|amethyst> that sounds dangerous, and I think should be an option at most 23:02:20 yeah, it's not obvious how to do it right 23:02:42 I think the specific scenario was orbruns 23:21:25 Are there any plans to change current turn system into elegant queue? 23:23:31 By turns you mean monster actions? 23:25:01 I mean the whole time thing. 23:25:28 Currently all revolves around players moves. 23:25:34 player's 23:28:00 Well world action is pretty complicated, and yes it is on a two-part cycle of player action, world actions 23:28:21 But exactly how a rework of that would look isn't clear to most of us, I think 23:28:35 It's certainly a project someone could take up if they had a good design 23:29:18 It's difficult to reason about monster behaviour from a programming perspective at times because you have to understand how monster energy works 23:30:47 And monster energy isn't "how long it takes a monster to act", which might make more sense 23:31:28 so I guess the short answer to that question is "no, but patches welcome as always" 23:31:33 <|amethyst> even with a queue-based system, I think you'd still want actions to happen "immediately" 23:31:45 <|amethyst> I mean, you'd want the delay to come after the action, not before 23:32:25 <|amethyst> since otherwise you have things like swinging at a monster that then moves away before the swing lands 23:32:57 <|amethyst> or a monster deciding to move, and another monster entering its desired space before the move finishes 23:34:44 <|amethyst> I think designing such a system wouldn't be too hard... the problem is then making it work with all the weirdnesses and edge cases in Crawl 23:35:02 <|amethyst> e.g. you'd have to reimplement battiness probably 23:41:21 Let's say we a have actors_queue, which is sorted by actor->delay (this means actor will act after actor->delay auts pass). 23:41:21 1) Now check if head->delay is 0. If it's not, decrease all delays in actors_queue by one. Goto 1). 23:41:21 2) Pop our queue. Popped actor decides what action to take. Action happens. Popped actor gets inserted into the queue with actor->auts value of x, where x is the cost of the action taken. 23:42:19 Battiness could use some bool like batty_can_attack which is set to true after player moves. 23:50:04 -!- thurin is now known as mormegil 23:50:42 s/actor->auts/actor->deley/ 23:50:46 delay 23:53:50 <|amethyst> 1 is slow, you can do better with a priority queue 23:54:47 -!- mormegil is now known as thurin 23:54:50 <|amethyst> where the priority is the aut on which the monster would act 23:54:59 <|amethyst> so (now + action_delay) 23:55:55 <|amethyst> then you don't need to tick off each individual aut 23:56:21 <|amethyst> but just pop from the queue, and calculate how much time has elapsed 23:57:05 <|amethyst> things like poison, cloud damage, etc. could go onto the queue, but they don't have to 23:57:48 <|amethyst> (making those per-aut decreases variance compared to currently) 23:58:01 How many actors will be at the queue simultaneously? It's not a problem to decrease a dozen of variables. 23:59:15 <|amethyst> every monster on the level, however many that is 23:59:32 <|amethyst> the problem isn't so much decrementing everyone's count 23:59:42 Yeah, monsters out of los get into queue too, you're right 23:59:50 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-444-g29a2fec (34) 23:59:52 <|amethyst> as it is doing that several times in a row before anyone acts