--- 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 |