code logs -> 2020 -> Tue, 31 Mar 2020< code.20200330.log - code.20200401.log >
--- Log opened Tue Mar 31 00:00:39 2020
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07:39 Kindamoody[zZz] is now known as Kindamoody
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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10:41 Irssi: #code: Total of 34 nicks [25 ops, 0 halfops, 0 voices, 9 normal]
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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 >.<
15:00 Kindamoody is now known as Kindamoody|afk
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
code logs -> 2020 -> Tue, 31 Mar 2020< code.20200330.log - code.20200401.log >

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