00:56:00 svendre (L18 TrTm) ASSERT(in_non_diamond_int(r.start)) in 'ray.cc' at line 217 failed. (Shoals:3) 02:13:51 -!- amalloy_ is now known as amalloy 02:49:37 Hello! Now I'm struggling with item restrictions! item-name.cc, entries about usefulness. Ring of life protection line says "case RING_LIFE_PROTECTION: return player_prot_life(false, temp, false) == 3" This is easy to grasp: if your Nr is at its maximum - this ring becomes useless. 02:49:37 Sergeek: You have 1 message. Use !messages to read it. 02:50:31 But then we have Amulet of Regen - case AMU_REGENERATION: return you.get_mutation_level(MUT_NO_REGENERATION) > 0 - this I do not understand. No regen mutation only has one level, why > 0? 02:51:24 iirc because you could get a tempmut, then do something to lose the permamut 02:51:45 Oh! 02:51:56 Never thought about transcient stuff, great to know, thanks! 02:53:15 or likewise (obviously not here) you could get that amulet effect some way, then get the mutation another way, and removing the gear shouldn't cause you to lose the mut 02:54:33 !lg * vp tso 02:54:38 1. hjklyubn the Carver (L10 VpCK of The Shining One), starved to death on D:3 on 2013-10-27 01:36:57, with 6533 points after 14856 turns and 0:53:23. 02:54:47 ^ the sort of thing that happens if you forget this 02:55:02 He-h 02:55:20 (in this case it was not tracking "evil"/"can't join TSO" state across lichform, iirc 02:55:52 !messages 02:55:53 (1/1) advil said (1d 8h 39m 4s ago): if I'm understanding what you want to do correctly, my suggestion was that to the function `cannot_use_schools` you would add something like `if (mutation is present) return true` 03:33:46 Now I stumbled with another problem. I want to completely shut down the innate mana regeneration through a mutation of mine. So I went into player.cc, bool player_regenerates_mp() portion. Added "if (you.has_mutation(MUT_NO_MAGIC)) return false;" - everything compiled nice and well, but it has no effect on my character, even though mutation is present and everything seems in check. 03:34:56 I tried to search through all the files for "NO_REGENERATION" mutation, to looke for other places where such mutations may be checked. But it seems there is nothing more to it, just this file and this portion of it. 03:42:13 -!- amalloy is now known as amalloy_ 03:47:55 Sergeek, try setting a breakpoint on that function and running it in a debugger 03:58:04 It is embarrasing, but I have no idea what both of those mean :---D 04:03:27 Here is a peculiar thing that I noticed. In game, on % character screen, no health regeneration mutation is listed under @, while my no magic one goes with A 04:03:38 Even though both of them are full fledged mutations 04:04:57 Frankly, I have no idea what those symbols even mean 04:06:10 I mean, why mut_no_regeneration is even considered a temporary effect 04:17:33 Sergeek, they basically allow you to pause the program when it reaches a line of code, and inspect/modify variables; highly recommended 04:21:19 Hm, seems useful, thanks 04:22:49 It appears that no_regeneration mutation gives you a permament status effect, and this actually blocks the regeneration itself. My no_magic mutation does not provide any status, hence why it isn't working. But running through files - I have no idea where such status effect can be stored. 04:25:43 I know about status.cc - but it has no ties to no_regeneration mutation at all. 04:52:25 Welp, I found the source of the problem. And now I feel even more embarrassed. For some reason % character screen shows that you have 0.07 mana regen, but you do not regenerate at all. 04:53:09 Same can be said about DD with spirit shield - your mana regen is locked at 0.07, but you do not regen at all. 08:00:56 Is there, how should I put it, mutation exclusion flag? I mean, there is you.species != SP_HUMAN, that checks if you aren't human. Is there something similar for mutations? 09:02:10 `!you.has_mutation(MUT_NO_MAGIC)`? 13:17:28 -!- amalloy_ is now known as amalloy 13:56:22 -!- M-bbigras is now known as bbigras-- 14:33:34 Fix coloring for current MP in Webtiles 13https://crawl.develz.org/mantis/view.php?id=11474 by Ge0ff 14:38:48 Display real MP for Deep Dwarves when necessary 13https://crawl.develz.org/mantis/view.php?id=11475 by Ge0ff 16:21:04 man, how many functions to check if a monster can move to a position can one game have 16:21:55 advil: yeah, I'm always a little scared when I write anything about moving monsters 16:22:12 can I have to guess what is the proper check and also (not really related) what is the proper post-move cleanup 16:22:20 but there are an awful lot of checking functions like that 16:22:32 they don't even have a consistent naming scheme 16:22:49 like mons_can...() vs something else? 16:23:38 it's like, mon_can_move_to_pos, mons_traversible, monster::check_set_valid_home 16:23:39 etc 16:24:11 monster_pathfind::traversable 16:24:42 monster_pathfind::mons_traversable (that's the same as the one I listed before), mons_can_traverse 16:26:11 they're all in difference, so in the fit of annoyance that resulted in me pasting all that I forgot which one I was working with 16:26:53 heh, sorry about that; I'm always a little confused by what should go in monster class vs what should just be a mons_...(monster *mons) function 16:27:06 yeah, it seems completely arbitrary 16:27:20 seems like our actor class needs some secondary classes to contain various bits of logic 16:27:32 though monster has so much stuff on it it wouldn't really help anything to clean up 16:27:32 yes 16:27:33 that 16:32:45 though it's hard to even know where to start 20:58:08 -!- alexjurkiewicz is now known as chequers 20:58:11 -!- fmul_ is now known as enygmata 20:59:18 hey devs, if you're happy with everything else about the datafiles PR, I will start contacting server owners to ensure pyyaml is installed on them 21:22:00 chequers: well, we can contact the admins, that's not really an issue 21:22:14 only issue are any other technical aspects blocking the merge 21:22:31 I can take care of asking each of the admins 21:23:06 I raised the issues I knew about in that PR, but that was not to imply that contacting admins is any kind of block or anything 21:23:30 so as long as we know for sure that we're happy with using pyyaml 21:23:37 if we're not, then there'd be no need 21:23:57 I think one person who said he might like to see the script changes was |amethyst, but I think he was just generally wondering if it could be rewritten in perl 21:24:42 |amethyst: you didn't feel too strongly that the species data script had to be rewritten, did you? advil found that it runs fine in python2 21:24:55 the only dependency it introduces is a pyyaml module for parsing yaml from python 21:25:54 which is easy to install through either pip or an OS package 21:29:59 oh, and another issue is that we've not actually tried compiling it in msys2 21:30:05 which is sort of broken in trunk 21:30:14 don't suspect that to be a major issue but it would be good to do that 21:30:35 I also had the console build weirdly shut down at some point and I'm not sure if it was a crash 21:30:47 I should probably play with that cross-compiled console build a little more carefully to see 21:30:51 like, just quit? 21:31:11 yes, it simply closed, which I suspected to be a crash but you don't get to see the terminal output 21:31:22 I started it again and saw no problems when I moved between levels etc 21:31:31 but I didn't have a lot of time to test it 21:31:38 just could use another quite play-through 21:31:45 if you can install mingw you can cross-compile yourself 21:31:47 and test under wine 21:31:48 too bad travis can't deal with windows cross-compile 21:31:49 that's all I was doing 21:31:59 mingw is just a normal linux package you can install 21:32:13 and we build the windows releases this way from a linux build server 21:32:42 travis could be made to deal with it, I think 21:32:42 hm I was looking into setting up a whole windows vm. But if that's acceptable it's easy to spin up a linux container 21:32:42 I'll do that now! 21:32:54 sounds good, again sort of doubt it was an issue with your PR, but it was a tad suspicious 21:33:23 ah, actually 21:33:32 I recall that my testing *was* with a windows VM 21:33:39 I tested the cross-compiled build in my windows VM 21:33:50 so yeah if you want to recreate that you need a VM 21:33:56 wine cand do windows console afaik 21:33:59 *can't 21:34:03 but it can test the tiles build fine 21:34:30 but if you just want to make a windows build through cross-compilation, mingw is all you need; don't even need wine 21:34:39 and if you have a windows machine you can simply test on that 21:34:52 see docs/develop/release/guide.txt for the cross-compile command 21:35:34 guess I'm installing virtualbox 21:37:11 that's all I use along with a win10 image 21:38:28 oh . . . msys2 build is broken in trunk? I've just spent the past 3 hours pulling my hair out because I did not know this. 21:38:43 First time compiling on windows. 21:38:48 yes, are you getting a compilation error about a joystick-related compile? 21:38:59 I think it's something about the latest msys2 gcc or something 21:39:05 actually, has msys2 even been updated? 21:39:22 hrm, the package is from 2016 21:39:29 wonder if people are getting a newer gcc 21:39:52 it's apparently easy to fix if you change the define in the right way 21:39:57 but I haven't had time to mess with it 21:40:32 The current error message I'm getting is for sdl2 actually but I'm in the ui-overhaul branch atm. 21:40:44 I suspect thats a whole different can of worms 21:42:21 yes, the error is when you compile the sdl2 contrib 21:42:30 but the define is related to something about a gamepad 21:47:36 Ah ok. Doesn't say "gamepad" explicitly but its all in SDL_xinput so that seems reasonable to me. 21:48:11 yeah, that's the one 21:48:26 at least it sounds like it 21:49:43 I'll see if I can get it working now that I'm not working from the assumption that I am doing msys wrong. 23:17:04 aidanh: since you were the one to implement this, is it possible to add veh spell offers to the morgue dump of the library? 23:17:32 at least for the permanent ones it would be good to have, maybe temp ones need an asterisk or some indication