00:55:04 Gyre and Gimble does not work correctly for Wu Jian martial arts 13https://crawl.develz.org/mantis/view.php?id=11402 by Lasiace 02:46:36 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-247-gbddf880 02:47:05 -!- amalloy is now known as amalloy_ 06:04:32 when did the deepwater-xp-drain mechanic get changed so it draines you even when you're flying over it? 06:05:30 i couldn't find a commit that added it. 06:39:47 -!- gresshopper is now known as gressup 06:41:02 Hi, I would like to understand how the crawl codebase works so that I can contribute to it. But I don't know where to start. Does someody knows where to start looking? 07:11:10 depends what kind of work you want to do; the codebase is reasonably large 07:13:39 if you have some familiarity with git and grep, and of course with C++, that goes a long way 07:15:29 if you have a specific part you want to work on, something I sometimes do is grep for strings that appear in the UI to find where they come from, then explore from there 07:15:41 Poroing: ^ 07:28:35 There is an issue on github that ask for a new options that changes the behaviour of autofight. 07:29:02 I want to implement it as a way to understand how crawl codebase works. 07:30:31 And as you suggested I did a `grep -R autofight *`, and found a lua file. 07:31:43 I guess I will follow your advice, and explore the code until I understand what I need to do. 07:31:53 Thank you aidanh. 07:32:15 aidanh: ^ 07:35:19 no problem; feel free to ask questions if you get stuck 07:36:34 Ok 07:49:02 -!- odiearbuckle is now known as mclemens 08:10:07 -!- jean_ is now known as Poroing 08:32:31 -!- jean_ is now known as Poroing 09:26:57 johnstein: have you had the opportunity to look at putting gooncrawl on cbro yet? just following up on it, not trying to be pushy 09:39:40 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to a pastebin service, please. 09:39:42 -!- The topic of ##crawl is: Play Dungeon Crawl Stone Soup online now! Type ??servers for instructions. | http://crawl.develz.org | FooTV: http://termcast.develz.org - ??footv for instructions | See also ##crawl-offtopic 10:28:57 In the autofight.lua file, there is a function that given a movement of distance 1 return the associated crawl command, it is called `delta_to_vi`, does somebody knows why "vi" ? 10:33:15 maybe because they are based on vi commands? 10:35:47 I also thought of that, but there is no occurences of "h", "j", and the other keys in the file. 10:37:02 This is the first file I'm reading, so I don't know all the keywords that are used in the naming. 10:37:24 it's misnamed; should be delta_to_cmd 10:38:06 probably at some point it translated to vi keys, and then for some sort of legacy reasons the function name stayed the same when it was reimplemented 10:38:55 aidanh: Okay, I was wondering if it was alright for me to change the name. 10:39:30 yeah, should be: it's local 10:39:53 %git 7aac3cfdd960 10:39:53 07wheals02 * 0.18-a0-1763-g7aac3cf: Fix autofight if you remap keys (#5634). 10(1 year, 10 months ago, 2 files, 102+ 26-) 13https://github.com/crawl/crawl/commit/7aac3cfdd960 10:41:46 I want to clean the autofight.lua file as mush as I can, should I create a patch file for each little operation, or should I do one big patch file ? 10:43:57 advil: Thank you, I can see why the name is that way now. 10:46:33 one big patch is probably fine, as long as the changes are explained 10:47:30 Okay 13:47:49 Fix obsolete function name in autofight.lua 13https://crawl.develz.org/mantis/view.php?id=11403 by Poroing 13:49:08 is there any policy on use of the oxford comma in descriptions etc? 13:57:37 I'm not sure 13:58:25 I was going to say that wherever it's documented that we use French spacing might have it, but I actually can't find even that anywhere except util/checkwhite 13:59:35 hm, "git grep delta_to_vi" turns up a bunch of stuff not just in autofight 14:01:15 although the rest of them are actually named properly :D 14:09:40 the only other file that has it is qw.rc, but it's a local copy-paste 14:09:57 automagic also does 14:10:18 but yeah, there's no dependency across files 14:10:32 re oxford comma, I only found two commits that did removal, and they're nine years old 14:10:38 %git 6dce7d753b 14:10:38 07dolorous02 * 0.5-a0-2422-g6dce7d7: Fix use of the serial comma. 10(9 years ago, 15 files, 35+ 35-) 13https://github.com/crawl/crawl/commit/6dce7d753be8 14:15:39 chat history indicates weak anti-oxford-comma preference 14:18:02 let's talk about the real problem: ending your commit messages with a period 14:18:06 the period is useless! 14:18:45 if you want to cut out the real bloat, goforthespaces 14:18:53 good idea 14:32:13 ls cnsdr gttng rd f th vwls 14:36:02 I have a huge pro-oxford-comma preference 14:45:11 my vaults are designed to kill players who have pro-oxford-comma preference 14:45:20 that's why I got into the vault making business in the first place 14:45:46 and it shows. 14:46:08 !lg lasty gfkills 14:46:08 No keyword 'gfkills' 14:46:08 what?? 14:46:08 A hat at +0 does not boost AC, but can be enchanted. Characters with horns or antennae below level 3 can wear hats. Egos: 1/2 nothing, 3/14 MR, 1/7 Int+3, 1/7 SInv. 14:46:08 .gfkill @Lasty 14:46:08 4. Lasty the Severer (L16 MuGl of Nemelex Xobeh), demolished by a swamp worm (called by a spriggan druid) on Swamp:1 (gammafunk_its_a_trap) on 2018-02-04 02:10:38, with 108073 points after 40789 turns and 1:06:48. 14:46:29 Severer more like....Neverer... 14:46:36 destroyed 14:47:07 wonder how our new minos are doing 14:47:14 !kw dangerousminos 14:47:14 No keyword 'dangerousminos' 14:47:17 !kw dangerousmino 14:47:17 No keyword 'dangerousmino' 14:47:19 dangit 14:47:35 !kw deadlyminos 14:47:36 Keyword: deadlyminos => vlong>=0.22-a0-204-g464ede7 14:47:38 you should have made a better kw 14:47:41 obviously 14:47:54 !lm * br.enter=lab deadlyminos / lg:br=lab 14:48:46 26/331 milestones for * (br.enter=lab deadlyminos): N=26/331 (7.85%) 14:49:19 !lg * lab deadlyminos s=ckaux 14:49:20 26 games for * (lab deadlyminos): 6x javelin, 6x, vampiric spear, arrow, battleaxe of distortion, dagger of speed, glaive of venom, great mace, halberd of venom, the dagger of Cifiec, vampiric glaive, javelin of returning, mace, morningstar of draining, staff of energy, steel javelin 14:50:53 rackin' up the kills. Woot! 14:51:04 tho 7.85% is still remarkably low 14:51:47 given the quality of the loot, should be like 15% 14:55:08 if crypt_algorithm == "broken": 14:55:08 salt = passwd 14:55:12 quality 14:58:21 -!- amalloy_ is now known as amalloy 14:59:11 gammafunk: when you suggested saving mute lists in the sql db, did you mean passwd.db3/`password_db`? Not that I see any other options, but I'd gotten the impression that the db was used for something other than just passwords 14:59:44 advil: yeah, that is the only sqlite3 db that webtiles currently uses 14:59:52 I believe it's only for the user table 14:59:55 but I'd have to check to see 15:00:32 you can create a new table in that database, it's also possible to create another database, but that's probably not necessary I'd guess 15:00:46 ohh maybe you just meant that you were also using sqlite for beem, not that beem was using that db 15:01:16 oh, yes, I have my own code for beem's dd 15:01:18 s/dd/db 15:01:39 I'm in the process of rewriting that to accomodate additional tables, but yeah it's unrelated to anything that webtiles server is doing 15:01:44 ok 15:02:02 I just used that code as a bit of a reference when I was learning the python interface 15:02:04 yeah, I see that now, just looking at beem's code 15:02:17 using a new table in that db probably makes sense 15:02:47 I make an in-memory cache of the user data for beem, and I think webtile server doesn't do this, since logins are rare 15:03:12 but if you need to check mute information frequently, I suppose you might also want to do that 15:03:27 I'm not very well-versed in best practices for using sqlite databases like this 15:03:39 neither am I 15:03:50 but in my case I have user nick information stored in e.g. lomlobot's db that has to be reference potentially in every message lomlobot processes 15:04:00 so I didn't want to run an sqlite query each time 15:04:23 so a simple memory cache seemed the way to go (just a dict keyed by username, although I'm rewriting that aspect) 15:04:28 for the mute list case, there's probably also locking issues to worry about 15:04:34 yes 15:05:04 man, reddit *really* wants me to try this alpha layout 15:05:05 so I'd think you'd want to load the mute list into a simple dict when the player session starts 15:05:22 and I suppose reference that, updating it if a mute command is issued? 15:05:31 again, no expert, but it seems pretty reasonable 15:05:39 yeah...that's more or less what the cookie version does already 15:06:39 and also to "Stylize your community!" 15:09:13 hot take, reddit redesign is terrible 15:15:34 also surprised that r/dcss is described as a "large community" 15:15:43 er, "large subreddit" 15:18:40 I'm just approximately copying our settings for the current r/dcss onto the alpha site 15:27:27 some stuff appears to just be broken, I haven't yet gotten the sidebar to show up 15:27:51 oh, I need to add widgets 15:32:00 which have a stupidly low character count restriction 15:37:48 "If you have questions or comments about DCSS during the black out, please visit https://crawl.develz.org/tavern/" 15:37:52 what does that refer to? 15:38:35 advil: where is that? i don't see it on /r/dcss 15:38:42 sub description 15:39:10 I'm deleting it 15:39:10 the formatting is messed up on the alpha site anyways 15:39:22 i don't even know how to find a sub description 15:39:40 anyway, my bet is it's a leftover from one of the "day of action" things. SOPA probably 15:39:51 ah 15:39:59 you know, I don't actually see it anywhere in the sidebar on the old site 15:41:29 i'm going to be sad if the new design doesn't keep the option to have all subreddits formatted the same. the uniformity is a great feature for me 15:43:05 I'm not sure if it has that, but reading between the lines, I think it's only in alpha for mods and some very small set of alpha testers 15:43:16 it sounds like soonish it'll open to a larger alpha 15:43:55 so if it doesn't do that, you can use your alpha testing access to complain if you want 16:05:13 well, I've done some tweaking...still doesn't look very good 16:08:00 amalloy: fwiw there's no distinct settings page for the alpha version, and the "allow subreddits to show me custom themes" preference for normal reddit doesn't seem to be affecting the alpha site. Hard to tell if that means anything 17:47:15 -!- amalloy is now known as amalloy_ 18:14:09 reading through the syntax text file 18:14:17 there's a reference to rings of hunger 19:43:07 -!- MarvinPA_ is now known as MarvinPA 19:51:40 So, long blades and riposte. I have the sense that both are currently underwhelming. The current base damage mostly sets LBl to be some of the lower damage output weapons, and riposte doesn't scale well with EV because its odds of triggering are low. I wonder if it might be more interesting to lower LBl base damage slightly further in exchange for a significantly higher riposte chance -- say 3/4 instead of 1/3. 20:21:50 <|amethyst> Lasty: I think any change that improves riposte might also warrant reinvestigating whether it triggers auxes 20:22:00 <|amethyst> it seems really strong on a vine stalker 20:23:29 <|amethyst> and I was never really convinced my minmay's argument for why it should 20:32:51 |amethyst: yeah, it's strong on VS, and I'm not certain it makes sens 20:34:17 I think the argument for is "moving into a monster creates an attack and riposte creates an attack and attacks should inherently have auxes as a part of them". I think an equally valid interpretation is "riposte creates a melee attack, and moving into a monster creates a melee attack and may create one or more aux attacks as well" 20:45:00 <|amethyst> Lasty: I just think of the extra attacks from riposte as being like the extra attacks from axes 20:45:23 <|amethyst> Lasty: they're "half attacks" or whatever 20:45:51 75% in the case of axes, IIRC 20:46:01 <|amethyst> I mean not in terms of damage 20:46:05 ah, gotcha 20:46:10 just not "full" attacks 20:46:14 <|amethyst> but axes don't trigger auxes on the extra attacks either 20:46:15 <|amethyst> yeah 20:46:19 yeah 20:46:46 it would be conceptually weird if axes did 20:46:46 tavern told me that longblades are bad today, hope this isnt going to be a nerf 20:47:19 <|amethyst> (also, I hadn't really thought of this before, but polearms also don't give auxes on "extra" attacks; but of course that's for a completely different reason) 20:47:39 hellmonk: my sense was that 50% riposte long blades were decent except great sword, which got extra-hard nerfed 20:47:46 and 33% seem a bit lacking 20:48:14 I don't think it's impossible to balance long blades, I think we just haven't put in the effort yet. I'd like to see us balance them around higher differentiation tho 20:48:35 tbh I have no idea how good riposte damage is and I'm too lazy to find out, usually i just choose by weapon apt or first decent thing I get 20:48:55 I just know it doesn't scale very well with ev 20:49:01 yeah 20:49:15 If riposte % is increased, it would scale better with EV 20:49:59 yes, not sure that 50% is enough if you want longblades to be the "evasion melee build" weapon though 20:50:07 I think it's because ev itself doesn't scale well 20:50:32 hellmonk: what I proposed above was 75% riposte chance 20:50:42 oh, didn't see that 20:51:05 CanOfWorms: what do you mean? 20:51:11 so that would be pretty substantial, you'd have to nerf base damage again to balance that 20:51:13 right now ev vs to-hit is a 1dx vs 1dy (roughly) check 20:51:31 as is AC vs damage 20:51:44 technically it's 2dy/2 for one of them 20:52:28 yes but unlike AC it's binary 20:52:41 you fail or you don't 20:53:18 what's your point? 20:54:05 It sounds like you're saying that fail-or-don't defenses don't scale 20:57:28 are you going to do anything about the whole riposte with a 0 skill longblade while taking other actions thing, or is that a feature 20:58:24 hellmonk: a great question. I don't love that feature, but we don't currently have any mechanic around scaling a special attack with skill, and it would be weird to add it just for LBl 20:58:31 also what about the (unintuitive) interaction between SH and riposte 20:59:32 hellmonk: my personal preference would be to let SH also trigger riposte 20:59:46 seems like a reasonable solution 21:00:35 in the 1dx vs 1dy check model, if x>y then you have a x/x+y chance of succeeding if I remember my math correctly. if the stats are too skewed, you don't see a lot of gain from +1 EV. another thing is that x and y tend to scale up as you progress, which reduces the benefit of +1 EV further 21:00:41 hellmonk: whatcha gonna do w/ it in hellcrawl? 21:00:53 I merged short and long blades like 6 months ago 21:00:56 so blades all stab 21:01:09 riposte only exists on fencer's gloves 21:01:31 CanOfWorms: that's true; if you're above a certain point on the EV curve you get dramatically better dodge odds 21:02:02 hellmonk: oh, rigt 21:02:44 btw: you won't fix longblade damage being hard-to-impossible to calculate with these changes, tho I do think you might be able to make it strategically meaningful if you pick a sufficiently high riposte chance 21:03:54 i am not bothered by LBl damage being hard-to-impossible to calculate. My opinion is generally that you can evaluate the effectiveness of these things by experience over several characters. 21:04:02 with some margin of error 21:08:01 ok 21:08:40 I suspect that won't be true but I'm not gonna fight about it, and maybe it won't matter outside of optimalplayer shitposting 21:09:30 I know there are players who feel dramatically differently -- their experience of the game is good to the extent that they understand everything that is happening with a high degree of confidence. 21:53:43 -!- Bammboobies is now known as Bammboo 22:47:27 -!- muffindrake1 is now known as muffindrake 23:03:52 -!- amalloy_ is now known as amalloy 23:59:51 Experimental (gooncrawl-cbro) branch on crawl.beRotato.org updated to: 0.22-a0-231-g75390ab