--- Log opened Tue Mar 31 00:00:39 2020 |
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10:18 | <@gnolam> | >_< |
10:19 | <@gnolam> | "Here's [data for you to import], it's in JSON" |
10:19 | <@gnolam> | Format: one single key, "Column1", with its value being XML of the data. >_< |
10:21 | <&McMartin> | . |
10:26 | <@TheWatcher> | ... |
10:27 | <@TheWatcher> | i recommend stabbings. Or very deliberate, mindless importing of the data as is >.> |
10:30 | < catalyst> | stab stab stab |
10:30 | <&McMartin> | For the full effect it should be JSON of XML of base64-encoded binary blobs that are, themselves, JSON. |
10:30 | <&McMartin> | Which is the, ah, PB for nested encoding in my circle elsenet. |
10:33 | <@gnolam> | If I can't beat some sense into that guy, I'm naming the parsing module "arrghonaut"... |
10:34 | <@TheWatcher> | Please tell me his name is Jason? |
--- Log closed Tue Mar 31 10:41:33 2020 |
--- Log opened Tue Mar 31 10:41:58 2020 |
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13:39 | <@gnolam> | Also, the XML was malformed. |
13:39 | <&McMartin> | perfect |
13:40 | <@gnolam> | ("Also, is not good boat.") |
13:44 | <@gnolam> | Thankfully, at least at first glance it seems I can still get it to parse if I wrap it in <Incompetence></Incompetence> tags. |
13:53 | <@gnolam> | Oh yeah, and I've been waiting for this for, uh, 3 months? Almost 4, I think. |
13:54 | <@TheWatcher> | yeesh |
13:59 | <@TheWatcher> | Uuuugh, language clashes >.< |
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15:28 | <@gnolam> | And of course the integer amounts are floating-point. |
15:43 | <@TheWatcher> | Naturally |
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18:00 | <~Vornicus> | ...wait, duh, that's what those games were doing, they were changing to 38-character-wide mode. ...which if I'm right gives you the ability to do a memmov sort of trick for horizontal scrolling - a simple 4-scan loop will do - and give you a couple extra frames for editing the edges. |
18:06 | <@gnolam> | And yes. The parser and in fact that entire branch is now provisionally called "Arrghonaut". |
18:34 | | Derakon[AFK] is now known as Derakon |
18:40 | <&Derakon> | Let's say I want my AI's torpedo launchers to be extremely prone to misfire. They should only succeed in firing on average once every 8 seconds. I'm checking them every frame to see if they can fire. Is there a formula f(success rate, time since last frame) I can use that will result in, statistically, firing once every 8 seconds? |
18:40 | <&Derakon> | Ignore reload times for this. |
18:40 | <&Derakon> | A pity Vornicus isn't here, this feels like very much his wheelhouse. |
18:40 | <~Vornicus> | what |
18:41 | <~Vornicus> | oh no I am not here |
18:42 | <~Vornicus> | You're going to laugh, it's a very, very simple formula: time since last frame / average time to fire |
18:42 | <~Vornicus> | (does not consider cooldown) |
18:42 | <&Derakon> | Sorry, to be clear: the problem I'm trying to solve is that when the player comes into range of a bunch of ships, they all launch torpedoes simultaneously. |
18:42 | <&Derakon> | I want a bunch of those to just not fire. |
18:43 | <&Derakon> | So I was trying to come up with some kind of thing that would take a random input and produce success for the appropriately small number of guns. |
18:43 | <&Derakon> | ...oh, didn't see you because you were at the very top of the nicklist. Of course. |
18:43 | | * Vornicus lords his mighty founder powers |
18:44 | <&Derakon> | So like, my previous logic was `random / fireChancePerSec > time since last check` but then if fire chance is 1 (i.e. perfectly reliable) there's still a chance of failure. |
18:44 | <~Vornicus> | I'm not sure what you're doing there |
18:45 | <&Derakon> | So, every frame every AI ship tells each of its guns "fire if you can". |
18:45 | <~Vornicus> | Right. |
18:45 | <&Derakon> | And the guns will say e.g. "I'm still reloading" or "I'm out of ammo" or "I don't have a target lock". |
18:45 | <&Derakon> | And I want them to also say "whoops I misfired". |
18:45 | <~Vornicus> | okay |
18:45 | <&Derakon> | Such that they only succeed at the misfire check, say, once in every 8 seconds. |
18:45 | <&Derakon> | So even if they have ammo and aren't reloading and have a target lock, they'll still only fire rarely, and not at predictable intervals. |
18:46 | <~Vornicus> | the probability that you will *successfully fire* is time since last frame / expected time between shots |
18:47 | <&Derakon> | Is expected time between shots inclusive of reload time, or is this just the misfire rate? |
18:47 | <~Vornicus> | This is just the misfire rate |
18:48 | <&Derakon> | And how is the misfire rate expressed? Seconds per shot? |
18:48 | <~Vornicus> | Yes |
18:48 | <~Vornicus> | expected time between shots. |
18:48 | <&Derakon> | random > (time / (seconds per shot)) |
18:48 | <&Derakon> | OK, and if I want a perfectly reliable gun then seconds per shot is 0. |
18:49 | <~Vornicus> | < |
18:49 | <&Derakon> | Er, right. |
18:49 | <~Vornicus> | (dunno what unity calls it; classically in love2d it's called dt) |
18:49 | <&Derakon> | Which makes the RHS infinite as long as any amount of time has passed. |
18:49 | <&Derakon> | Time.deltaTime |
18:50 | <&Derakon> | That sounds reasonable. Thank you! |
18:53 | <~Vornicus> | or rather, you succeed at firing random < (time / seconds per shot) |
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--- Log closed Wed Apr 01 00:00:55 2020 |