code logs -> 2016 -> Tue, 14 Jun 2016< code.20160613.log - code.20160615.log >
--- Log opened Tue Jun 14 00:00:58 2016
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08:49 Kindamoody[zZz] is now known as Kindamoody
08:51
<@abudhabi>
OK, I'm converted to the Pythonic way of indentation.
08:53
<@abudhabi>
I was using shorthand in Java, and I accidentally made this: http://pastebin.com/raw/upBYTKqB
08:53
<@abudhabi>
And then I wonder why I keep getting the error despite foo being true.
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09:00
<@TheWatcher>
abudhabi: and this is why you should always use braces
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11:48
< catadroid>
FUCK
11:48
< catadroid>
I JUST REVERTED EVERYTHING
11:48 * catadroid flips table and goes to hide
11:51
<@abudhabi>
Time to restore from backup.
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12:09
<@abudhabi>
Not yourself, silly. Your code.
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12:15 Emmy is now known as Emmy-Werk
12:39
< catadroid`>
Ah
12:39
< catadroid`>
My bad
12:39
< catadroid`>
(the backup being the thing I reverted *to* though)
13:25
<@ErikMesoy>
Should each of my demogame's Areas have as attribute the list of Monsters that can appear there, making it easier to handle exploring in an area, or should each Monster instead have a list of Areas it can appear in, allowing for single-point monster adding, or is there perhaps some clever third way?
13:25
<@ErikMesoy>
More generally, what are the tradeoffs and considerations for where to place primary lookup point when I have two lists that need some form of many-to-many correspondence?
13:26
<~Vornicus>
Each area should say its monsters.
13:27
<~Vornicus>
This is because when you get down to it, you care about what's in an area (and thus can generate that area) more than you care about where a monster appears, because the things you're generating are full-fledged areas
13:27
<~Vornicus>
Otherwise, to generate an area, you have to go through every monster and check to see if this area is on its list
13:28
<~Vornicus>
This also has other effects.
13:28
<~Vornicus>
You can tune the frequency of monster types in a particular area, for instance.
13:29
<@abudhabi>
You could also have a general list of pointers to all the monsters.
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13:31
<@ErikMesoy>
Vornicus: Monster-owned lists means an area has to run through every monster asking "are you here?", sure, but area-owned lists means that whenever I add/remove a monster, I have to run through every area asking "do I edit here?" and I can automate the former, not the latter.
13:32
<~Vornicus>
If that's an issue you can make your lists come from a spreadsheet or something
13:32
<@abudhabi>
Why not have both lists, and pay attention that there's just one entry method that puts them on both?
13:32
<~Vornicus>
Which also obviates, for instance, the need to manually spell the area and monster names as you generate the list.
13:33
<@abudhabi>
area.monsterList and globalMonsterList, with addMonster(area, monster) that adds to both.
13:34
<@ErikMesoy>
Weighted monster rates does seem an important consideration and much easier with area-owned lists, even if technically feasible both ways
13:45
<~Vornicus>
Other consideration: what about monsters that come in groups, like the Fallen Shaman coming with a buncha Fallen in Diablo 2
13:46
<@ErikMesoy>
Would probably be treated as a single "monster" (maybe "encounter" is better name). also thanks, happy to hear more considerations so I can plan more, refactor less!
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13:54
<@Emmy>
I prefer the term 'terror-challenged being' to indicate one of us, thank you very much.
13:55
<~Vornicus>
But yeah. Get a spreadsheet going, it makes more sense that way.
14:00 * TheWatcher ughs, hunts for a database schema diagram editor that a) actually works, and b) doesn't suck like an overenthusiastic black hole
14:04
<@Emmy>
You know the difference between windows and a black hole?
14:04
<@Emmy>
Both suck so hard they violate the usual laws of physics, but i sure as hell hope there's no windows at the center of the milkyway. :P
14:16
< catadroid`>
I am a good programmer and I know how to write good code.
14:16 catadroid` is now known as catadroid
14:17
<@abudhabi>
Are you trying an affirmation?
14:50
<@Azash>
ErikMesoy: Adding/removing monsters seems like a much rarer event compared to checking which monsters an area might contain
14:51
<@abudhabi>
Unless you're pudding farming.
14:51 * TheWatcher blink
14:54
< ToxicFrog>
catadroid: it's true!
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15:01
<@Azash>
abudhabi: The only time when you would need to check by monster, as Erik explained it, is when you actually add/remove it for the whole game
15:01
<@Azash>
Rather than during gameplay
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15:32
< catadroid>
Ah, the feeling of having comprehensive tests is lovely
15:33
< catadroid>
I just completely changed the internal representation of a type for storage reasons and it still works
15:39
< ToxicFrog>
I just discovered that the tests for my import pipeline aren't as comprehensive as I thought, and there's no good way to make them more comprehensive because the bit that failed is the bit where it talks to an external service in a way that can't really be mocked >.<
15:40
<@Emmy>
that'll teach you for disrespecting the external service. :P
15:41 Kindamoody|afk is now known as Kindamoody
15:44
< catadroid>
I bet I can mock it, just give me a while to come up with some decent puns
15:48
<@Emmy>
:P
15:48
<@Emmy>
anywya
15:48
<@Emmy>
time to go
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--- Log closed Wed Jun 15 00:00:14 2016
code logs -> 2016 -> Tue, 14 Jun 2016< code.20160613.log - code.20160615.log >

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