code logs -> 2009 -> Sun, 12 Apr 2009< code.20090411.log - code.20090413.log >
--- Log opened Sun Apr 12 00:00:22 2009
01:15 * McMartin messes around with Parsec more, manages to lex all of Pascal.
01:16
<@McMartin>
(One of the few Actual Languages I have lex/yacc specs for lying around)
01:18
<@Derakon>
Thinking about "building" design, I suspect what I may actually want to do is let buildings be composed of sets of themed tunnels.
01:19
<@Derakon>
Which means tightening up my "style inheritance" code, which at the moment is pretty ugly.
01:19
<@Derakon>
Basically every tunnel type has a set of weighted options for which tunnel types can follow them.
01:26
<@Derakon>
Hrm...really, I should make tunnel creation modular, right? At least, to the extent possible.
01:27
<@Derakon>
That means splitting out three bits of logic: a) the bit that decides where to plant seeds for the spacefilling algorithm, b) the bit that creates map features, and c) the bit that decides what kinds of children a given node can have and which directions they go in.
01:30
<@Derakon>
Hm. Nice distance there, Tcher, and good aim.
01:30
<@Derakon>
Gah. Double mischan!
01:31
<@gnolam>
Double? I guess #Bukkake got a line about tunnel creation then. ;)
01:32
<@Derakon>
#fleet, yes.
01:32
<@Derakon>
I tried to repeat the line I sent here in there, and ended up sending the line about splitting out logic instead.
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03:02 * Derakon eyes this line he's just written.
03:02
<@Derakon>
propName = util.pickWeightedOption(propConfigCache[terrain][flavor]['signatureToWeightsMap' ][signature])
03:03
<@Derakon>
I can't help but feel that lines like that one signify I'm doing something wrong...
03:29
<@Derakon>
Okay, any ideas for this problem? http://paste.ubuntu.com/149247/
03:37
<@Vornicus>
That does smell pretty bad.
03:40
<@Derakon>
Got that pastied issue sorted out by using packages...now I have a bunch of empty __init__.py files scattered about my data/images/terrain directory, but at least it works.
03:47
<@Derakon>
Finding documentation on __import__ is a pain. >.<
04:00
<@Derakon>
Okay, that works! There's the small issue that my adjacency maps are rotated or mirrored or something...which was, up to now, a detail I could deal with internally. But now that I'm exposing the adjacency maps in the assets directory, I'll need to track down and fix whatever's causing that issue...
04:14
<@Derakon>
...oh, duh. I swapped x and y.
04:16
<@Derakon>
Yay, it works!
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10:06
<@McMartin>
Oh God
10:06
<@McMartin>
I found my old Pascal programs that were our assignments back in high school.
10:07
<@McMartin>
I should burn them
10:24
<@AnnoDomini>
SHOW THEM.
10:45
<@McMartin>
I clearly disliked that class.
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10:46
<@McMartin>
Although I also was clearly learning data structures stuff, so looking at them I think it must have been a decent class.
10:47
<@AnnoDomini>
So what did you do? Make some angry comments in the code? Name the variables rudely?
10:48
<@EvilDarkLord>
Projecting a bit? ;)
10:49 * AnnoDomini eyes the weapons selection. There's a club called the Evil Spider Crusher of Doom.
10:50
<@McMartin>
Some of that, random addition of terrible text colors, Occasional use of a 13-year-old's idea of Shakespearian English...
10:51
<@McMartin>
... abuse of upvalues and function definitions inside function definitions...
10:51
<@McMartin>
... which is awesome because even though I'm pretty sure I didn't learn Scheme until I was 19, this code still clearly has a functional accent.
10:54
<@jerith>
I reinvented OOP in Pascal in high school.
10:54
<@jerith>
I accidentally discovered function pointers.
10:55
<@McMartin>
"IT'S AMAZING" "IT'S FANTASTIC" "IT'S ALMOST MEDIOCRE" "IT'S THE CONVERT-BINARY-TO-DECIMAL PROGRAM"
10:55
<@jerith>
Then thought "Oh, cool. I can put these in my records and then my data can know how to operate on itself!"
10:55
<@McMartin>
We were actually using TP7 which had actual objects in the first place
10:56
<@jerith>
Then I discovered Turbo Pascal's object system and played with it for a bit.
10:56
<@jerith>
But those objects were horrible.
10:57
<@jerith>
All the disadvantages of a statically typed language with no garbage collection and all the advantages of a bondage-and-discipline language that lets you escape via pointers.
10:58
<@jerith>
(Those advantages can be counted upon the fingers of a single spleen.)
10:59
<@McMartin>
Yeah, I'm also finding the direct-memory-hacking VGA graphics driver I wrote
10:59
<@McMartin>
And the text buffers.
10:59
<@McMartin>
Those served me well for some time, really; after I moved on to C I carefully ported those over.
11:00
<@McMartin>
I wonder if FreePascal can still handle those.
11:04 * AnnoDomini wishes there was some sort of +5 sword of healing the user. I have a +3 morningstar of healing the user, but I'm specialized in swords.
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23:48
<@Derakon>
Eegh...I'm kinda dreading the refactor I'm facing.
23:49
<@Vornicus>
??
23:50
<@Derakon>
I basically have to make all of mapgen configurable and split out the "how" from the "what".
23:50
<@Derakon>
I wrote an LJ post on it, though it's prefaced with "most of you won't care about this". http://derakon.livejournal.com/331892.html
23:51 * Vornicus is Very Curious.
23:51
<@Derakon>
Short version: use spacefiller algorithm to divide map up into different regions. Each region has its own rules for how tunnels are placed, which must be obeyed when constructing the tree.
23:52
<@Derakon>
As part of this, I also need to split out the (currently hardcoded) functions that build different kinds of tunnels (e.g. straight, bumpy, wavy, with big rooms, with mazes, etc.).
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--- Log closed Mon Apr 13 00:00:34 2009
code logs -> 2009 -> Sun, 12 Apr 2009< code.20090411.log - code.20090413.log >