code logs -> 2019 -> Fri, 04 Oct 2019< code.20191003.log - code.20191005.log >
--- Log opened Fri Oct 04 00:00:14 2019
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08:53
<@sshine>
I have a test that fails. its name is "choose_company() - no default company skyscraper for jobno" -- and it does currently give me a default. in the code: my %default_company_skyscraperid = ( ..., jobno => 26 ); -- it's one of those moments where I sympathise with lawyers who defend people who clearly did something wrong.
09:01
<&McMartin>
Even the guilty deserve a zealous defense
09:35
<@sshine>
I'll defend that norwegian skyscraper ad zealously.
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10:29
<@sshine>
it's just that the test demonstrates a hypothetical scenario that diverges from the production environment, and not a property of the functions used in production.
10:30
<@sshine>
akin to "if we temporarily overload == to always return 5, then 2 + 2 == 5."
10:31
<@sshine>
which is true, but not a property of 2 or +. :P
12:17
< ErikMesoy>
I understand why the drawString() method is named that way. It's still funny to me. :D
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14:39
<&ToxicFrog>
ME: I need to query this API like 14000 times, this seems like a good use of pmap
14:39
<&ToxicFrog>
THE API: rate limiting exceeded, get in the hell
14:39
<@TheWatcher>
aagh
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16:24 * ToxicFrog hands TheWatcher a cat
16:25
<&ToxicFrog>
(using partition and mapcat to batch the queries instead worked)
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17:48
<&[R]>
https://linux.die.net/man/1/pmap <-- pmap?
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18:22
<&ToxicFrog>
[R]: https://clojuredocs.org/clojure.core/pmap <-- pmap
18:34
<&[R]>
Ah
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21:31
<&Derakon>
I'm thinking about tech trees, and specifically about how to handle authoring them.
21:32
<&Derakon>
To my mind, a tech tree is a graph with directed edges -- each node has a set of child nodes, and a node may have multiple parents.
21:32
<&Derakon>
Since this will be a UI element in the game, I also want to be able to define node positions by hand, and possibly how edges are drawn. I'm not sure I trust automatic layout tools.
21:32
<&Derakon>
What tools would y'all recommend for authoring tech trees?
21:33
<&Derakon>
Which is to say, defining the data that will drive the UI, and being able to make sense of and edit the data later.
21:33
<&McMartin>
For initial design, the dot design language is extremely concise but fails the "layout tool you can trust" requirement.
21:37
<&[R]>
I second dot
21:38
<&[R]>
It's not that hard to convert out of it later
21:38
<&Derakon>
I'm OK with hand-editing positions...mostly I don't want to end up in a situation where my authoring tools make me think that B has A as a prerequisite but whoops it's backwards, or other things like that.
21:38
<&McMartin>
Yeah dot lines look like "A -> B" for the most part
21:38
<&McMartin>
It's hard to mistake
21:39
<&Derakon>
OK, will look into dot then. Thanks.
21:39
<&McMartin>
But if you want to draw a proper hierarchy where, say, more advanced tech is to the right or something
21:40
<&McMartin>
My final form would probably be some kind of braindead specification file with rectangles and arrows specified directly.
21:40
<&Derakon>
I had been visualizing a vertical tech tree, but horizontal would be a better fit for modern resolutions.
21:40
<&Derakon>
And yeah, if I can convert the dot to JSON or whatever, that'd be my go-to to get it into the game.
21:49
<&Derakon>
Hm, it doesn't seem to like directed edges. "--" works but "->" says "syntax error in line 2 near '->'"
21:49
<&McMartin>
Hum
21:49
<&Derakon>
graph testtree {
21:49
<&Derakon>
foo -> bar;
21:49
<&Derakon>
}
21:49
<&McMartin>
I'm pretty sure there's a mode for this
21:49
<&Derakon>
Replace > with - and it works.
21:49
<&McMartin>
Man page insists "dot draws directed graphs"
21:50
<&Derakon>
This is using the Windows GUI tool...it's possible it's buggy.
21:51
<&McMartin>
"An edgeop is -> in directed graphs and -- in undirected graphs. "
21:51
<&Derakon>
Yeah, I saw that in the language spec.
21:52
<~Vornicus>
probably need to say that it's a directed graph
21:52
<&McMartin>
"digraph", not "graph"
21:52
<&Derakon>
Ah!
21:52
<&Derakon>
Yes, that did it.
21:56
<&Derakon>
OK, and you can specify positions with dot via node attributes, e.g. "foo [pos="0,0!"]"
21:57
<&Derakon>
And there are Python tools that can read dot graph specifications and output JSON.
22:00
<&Derakon>
Thanks for the help, both of you.
22:00
<&Derakon>
Erm, all three of you!
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22:20
<&Derakon>
Installed Anaconda (scientific Python distro), went to my Git Bash shell, did `~/Anaconda/python.exe`, and the shell froze. Good start.
22:40
<&Derakon>
OK, that JSON format isn't super helpful; it's basically just parsing the dotfile for me and presenting it as a bunch of key-value pairs. Still, I think everything I need can be fairly easily extracted from this format and rendered in-game.
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--- Log closed Sat Oct 05 00:00:15 2019
code logs -> 2019 -> Fri, 04 Oct 2019< code.20191003.log - code.20191005.log >

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