code logs -> 2013 -> Mon, 22 Jul 2013< code.20130721.log - code.20130723.log >
--- Log opened Mon Jul 22 00:00:18 2013
00:00
< Vorntastic>
If it's a webapp or something, your dropdown box or what have you will send the attr_id instead of the attribute name back to the db mangler
00:01
< [R]>
There will be multiple non-web interfaces involved, many with CLI-like behavior.
00:02
< Vorntastic>
Okay, so, those interfaces will learn names from a select on your rules data tables.
00:04
< [R]>
So just pre-SELECT before I start issuing the INSERTs?
00:04
< Vorntastic>
That sort of thing, yes
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00:16
< Vorntastic>
But in a large scale environment these two dbs would have somewhat different access controls and indexing; your rules tables would be heavily optimized for wholesale reads.
00:19
< Vorntastic>
You can also have I18n tables for named attrs, etc
00:20
< [R]>
I dislike doing in-database translation.
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00:36
< Vorntastic>
Sure.
00:39
<@himi>
Hey, anyone here have any idea what kind of packet loss can be expected on an ADSL link?
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00:43
<&ToxicFrog>
himi: <0.1%. Probably less.
00:43
< Vorntastic>
My packet loss on adsl was basically nil.
00:49
<@himi>
Yeah, that's what I figured I should be assuming
00:50
<@himi>
I've had problems with an unreliable link and patchy behaviour from it, so I've had a script collecting packet loss data for a little while now
00:50
<@himi>
Even when it's acting pretty well I'm seeing 5% packet loss as the long term average
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00:53
<@himi>
And the last four or five days it's been bouncing around 20-30% loss
00:54
<@himi>
Which can be summarised in two words: teh suxx0r
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01:03
< Azash>
Problems with the wiring?
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01:06
< Azash>
nodejs.avi http://www.youtube.com/watch?v=9iC45-tMR34#t=5s
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01:45
<@himi>
It's almost certainly an issue with the cables between the house and the exchange
01:45
<@himi>
This is a small country town, an old house and old wires
01:46
<@himi>
But getting the telco to fix it is basically impossible unless you can convince them that the landline is misbehaving, at which point they have to because it becomes a safety issue
01:47
<@himi>
If we're getting dialtone, we probably can't get them to do anything serious about it
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02:47 * ToxicFrog sighs at the Spellcast rules
02:48
<&ToxicFrog>
It says that everything is resolved simultaneously, but there's a bunch of stuff implied about what that actually means that results in it not really being "simultaneous"
02:48
<&Derakon>
Have priorities that rotate through the players?
02:49
< Vornmazing>
Yeah, simultaneity rarely is done properly.
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02:50
< Vornmazing>
What kind of details are you running up against here?
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03:01
<&ToxicFrog>
At the moment, mostly offensive/defensive spell interaction
03:02
<&ToxicFrog>
E.g. if you cast magic missile on me and I cast shield on the same turn, the shield goes up before the missile
03:02
<&ToxicFrog>
And thus I take no damage
03:03
<@celticminstrel>
What game is this?
03:03
<&Derakon>
Spellcast.
03:03
<@celticminstrel>
Oh, that's the game name.
03:03
<@celticminstrel>
Okay then.
03:04
<&ToxicFrog>
Casting spells on someone who's invisible fails, but it's possible for invisibility to wear off after the gestures are made but before spell effects are resolved, or so imply the rules
03:04
<&ToxicFrog>
"The subject cannot be attacked by any monsters although they can be directed at him in case he becomes visible prematurely. Wizards can still stab and direct spells at him, with the same hope."
03:08
<@Reiv>
That sounds about right.
03:08
<@Reiv>
So it's not simultaneous at all!
03:08
<@Reiv>
I guess that's a good thing in a sense, though.
03:09
<@Reiv>
Easier to compute things in a to-do list.
03:10
<&ToxicFrog>
Casting Resist Fire on the same turn a fireball is cast on you: you take no damage
03:10
<&ToxicFrog>
Already fire resistant, someone casts remove enchantment and fireball on you simultaneously: you take full damge
03:10
<&ToxicFrog>
So, both resist fire and remove enchantment clearly resolve before the fireball does
03:10
<@Reiv>
Yeah
03:11
<&ToxicFrog>
(and the enchantments resolve before remove enchantment does; resist fire, remove enchantment, and fireball all at the same time results in the victim not being protected and taking full damage)
03:11
<@Reiv>
Buff, Duration, Defensive, Debuff, Damage?
03:11
< Vornmazing>
So: effects appear to begin and end at the start of resolution, no matter how they do so
03:13
<&ToxicFrog>
Yeah. I think it's something like: ongoing effects start; ongoing effects end; instantaneous effects resolve.
03:15
<&ToxicFrog>
Except there's some added complications (counterspell is an "instantaneous effect" that prevents all other effects against the same target from resolving that turn; fire and ice spells/elementals cancel each other entirely rather than both effects resolving)
03:16
<@Reiv>
You might end up with the most dreaded of items: A priority list.
03:16
<@Reiv>
It works for fighting games ??
03:17
<&ToxicFrog>
Yeah, probably. I was hoping to avoid hand-coding this stuff, but it may be unavoidable.
03:17
<&ToxicFrog>
Or at least, it may be the least inelegant solution.
03:17
<@Reiv>
You can probably semi-automate the handcoding
03:17
<&ToxicFrog>
Probably something like, all effects are stacked in reverse priority order, and then each effect, as it resolves, is allowed to modify the stack
03:18
<@Reiv>
But eventually the human designer is gonna have to make the call about what happens when Fireball, Icebolt, Resist Fire and Remove Enchantment are all cast at Poor Bob.
03:18
<&ToxicFrog>
So a counterspell can scan the stack and replace all spells targeting its target with fizzle
03:19
<&ToxicFrog>
Then resist fire resolves, then summon goblin would resolve but it has been replaced with a fizzle, then remove enchantment, then fireball
03:19
< [R]>
Maybe it determines which things cancel each other out, then applies everything that doesn't?
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03:27
< Vorntastic>
Reminds me I need to get back to figuring out how to do my 4e d&d sheet some more. I got stuck on feats.
03:29
< Vorntastic>
I suspect my goal will be "each feat appears at a particular level and checks its validity then" or some such.
03:30
< Vorntastic>
Which has some other interesting effects; I need to be able to let the user rearrange feats.
03:31
< Vorntastic>
This sounds like something I can put off until higher level generation comes in but it's not because many characters get more than 1 feat at game start.
03:31
< Vorntastic>
A human ranger starts with 3.
03:35
< Vorntastic>
And each feat selection depends on previous selections to determine what's available: most feats cannot be taken twice; some feats have feat prerequisites; some feats have class prerequisites that can be modified by feats...
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03:50
< Vorntastic>
Yeah, that level thing should do it, I think.
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04:56
<&Derakon>
Sounds like a dependency tree with optional loops for some feats.
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12:35
< RichyB>
McMartin, have you used Clojure in anger in production?
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14:07 * TheWatcher hairpulls over access control
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19:26
<&ToxicFrog>
Woo, github badge \o/
19:29
< jeroud>
Github badge?
19:33
<&ToxicFrog>
https://github.com/toxicfrog/ <--in the lower left
19:34
<@iospace>
HUZZAH! We have hang :D
19:34
<&ToxicFrog>
hang?
19:36
<@iospace>
hang, i was trying to reproduce a problem
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20:30
<&McMartin>
RichyB: I have not; only for one-shot problem-solving
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22:25
<@froztbyte>
ToxicFrog: it's so disorienting to be familiar with your afk name now
22:25
<@froztbyte>
ToxicFrog: I know another Ben Kelly this side of the world, and they're a tech journo
22:26
<@froztbyte>
well, journo with some dipping on tech at times
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23:52 * McMartin eyes this code, which is full of infinite loops that break on success
23:53
<&McMartin>
They all say "for (; ;)" in them, and that is certainly how I feel about this.
--- Log closed Tue Jul 23 00:00:34 2013
code logs -> 2013 -> Mon, 22 Jul 2013< code.20130721.log - code.20130723.log >

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