--- Log opened Wed Feb 24 00:00:36 2016 --- Day changed Wed Feb 24 2016 20160224 00:00:36-!- louis94 [~~louis94@91.178.241.57] has quit [Quit: Konversation terminated!] 20160224 00:04:30-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160224 00:17:22-!- irco [~irco@78.42.15.165] has quit [Ping timeout: 255 seconds] 20160224 00:25:36-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Haldrik] 20160224 00:32:21-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20160224 00:46:20-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160224 01:16:50-!- Narrat [~Narrat@p548DD001.dip0.t-ipconnect.de] has quit [Quit: They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.] 20160224 01:41:41-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth 20160224 02:22:23-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has joined #wesnoth 20160224 02:22:46-!- 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joined #wesnoth 20160224 18:31:06-!- Narrat [~Narrat@p548DD001.dip0.t-ipconnect.de] has joined #wesnoth 20160224 18:45:03< DeFender1031> is there a simple way to filter a diagonal rectangle of hexes by coordinates? 20160224 18:47:18< celticminstrel> Coordinates don't really translate well to rectangles in general... 20160224 18:47:28< celticminstrel> Rotated or otherwise. 20160224 18:51:50-!- DreadKnight [~DreadKnig@unaffiliated/dreadknight] has quit [Quit: #AncientBeast - Master Your Beasts ( www.AncientBeast.com )] 20160224 18:53:29< DeFender1031> i beg to differ. almost all of the "indoor" maps tend to use the walls in a rectangular manner. 20160224 18:56:11< DeFender1031> and a simple way to define it when using hex coordinates could be a starting hex, a distance ne, and a distance se, which would then select all hexes within the rectangle that that describes. 20160224 18:56:44< celticminstrel> Makes sense. 20160224 18:56:51< celticminstrel> Not sure how easy it is in practice. 20160224 18:57:29-!- Haudegen [~quassel@85.124.51.57] has quit [Ping timeout: 240 seconds] 20160224 19:00:14< zookeeper> DeFender1031, not really. if you need to filter a large rectangle, you'll have to just do it some other way. 20160224 19:00:55< zookeeper> small rectangles you can maybe do by stacking a few [filter_adjacent_location]s with radius or something, it depends. 20160224 19:01:23< DeFender1031> that won't really give you a rectangle, unless there's something else there defining the rectangle. 20160224 19:02:16< zookeeper> if you just need to filter for a static region on the map then it's simplest to just write down the coordinate ranges by hand, but if you really need to dynamically calculate rectangular areas then sure that can be done with a loop or something. 20160224 19:06:00< DeFender1031> yeah, it's static. i'm using a clever combination of radiuses and [or]s at the moment 20160224 19:06:26< DeFender1031> (basically, select the largest section that can be described hexagonally and then fill in the corners) 20160224 19:19:00-!- Haudegen [~quassel@85.124.51.57] has joined #wesnoth 20160224 19:21:28< vn971> hm, that would be very simple from math point of view.. Just make 2 dot products be between 0 and 1. 20160224 19:23:32-!- claymore2 [~hexchat@host86-167-29-40.range86-167.btcentralplus.com] has joined #wesnoth 20160224 19:25:05< mattsc> For that you’d have to loop over all hexes on the map though, which could be slow. Or add something to preselect a smaller region based on the extreme values or something. 20160224 19:25:08< DeFender1031> vn971, the question is whether the math translates well into WML :P 20160224 19:27:35< vn971> DeFender1031: you asked "simple way", not "fast way". Why not loop over all hexes as mattsc wrote? 20160224 19:28:32< DeFender1031> it seems like a bad idea to make the engine go nuts like that 20160224 19:29:09< zookeeper> it's an even worse idea from a maintenance point of view, if all you really need is to just specify one rectangular area. 20160224 19:29:38< vn971> zookeeper: DeFender1031: wait, sorry, I thought it's about a WML script that does this once, like at terrain generation time. 20160224 19:29:41< zookeeper> no point in writing a few dozen of lines of fancy looping, when you can just spend a minute or two writing down the numbers to get it done in two lines 20160224 19:30:09< vn971> zookeeper: DeFender1031: if it's planned as a public function/operation/wtf in WML, then that's a different story, of course. 20160224 19:31:15< vn971> DeFender1031: do you need a diagonal at the angle of 45 degrees, or a general one? 20160224 19:32:04< mattsc> Just for reference, I am just saying up there that that’s how it _could_ be done, not that that’s how I would do it. That depends very much on the usecase. :P 20160224 19:32:38< DeFender1031> vn971, there's only one way to make a rectangle out of hexagonally tiles items... 20160224 19:32:58< DeFender1031> (technically, it's a paralellogram, rather than a rectangle) 20160224 19:34:31< vn971> DeFender1031: if you round up things, you can choose any angle of course. OK, I assume your answer to be "exactly 45 degrees". 20160224 19:34:58< DeFender1031> ah, that's that you meant 20160224 19:35:24< DeFender1031> yeah, trying to allow for other angles and approximating whether a given hex counts as in or out would be a nightmare. 20160224 19:35:26-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth 20160224 19:35:43< vn971> ahem, 30/60 degrees, not 45. Anyway, I mean an exact fit, not arbitrary angle. 20160224 19:35:53< DeFender1031> right right 20160224 19:36:24< DeFender1031> meaning all tiles on the border are adjacent to one another in the same direction from one corner to the next. 20160224 19:37:49< vn971> first idea: take the stupid N*M rectangle that's built-in in the hex grid, and rotate it by multiplying as a complex number. 20160224 19:38:00< vn971> a couple of minutes to get the math down.. 20160224 19:38:13< DeFender1031> hmmmmmm 20160224 19:38:23< DeFender1031> right 20160224 19:39:43< DeFender1031> because something like y+(x-start_x)/2 should shift the selection upward appropriately, and something similar to determine what y to stop at 20160224 19:48:17-!- ancestral [~ancestral@209.181.254.220] has joined #wesnoth 20160224 19:49:07< vn971> ok, f(x,y) is the function to rotate a coordinate by 30 degrees. 20160224 19:49:24< vn971> f(0,y) = (y, y/2) 20160224 19:49:44< vn971> f(x,0)=(x/2, -3/4x) 20160224 19:49:55< vn971> (these are exact numbers.) 20160224 19:50:25< vn971> so, because of the linearity, f(x,y) = (x/2 + y, -3/4x + y/2) 20160224 19:51:40< vn971> applying this function to any coordinate will give you the rotated coordinate. 20160224 19:52:18< vn971> if you want to rotate around a specific coordinate, you have to work with diffs of course. 20160224 19:54:06< DeFender1031> hmm 20160224 19:54:34< DeFender1031> i've got to go for a bit, but i'll test this out when i get back 20160224 19:54:48< DeFender1031> if it works, it shoudl be easy enough to turn into a macro 20160224 19:54:56< vn971> so, if (q,p) are coordinates to rotate around, dx=x-q, dy=y-p, then f(x,y) = f(q + dx , p + dy ) = ( q + dx / 2 + y, p - 3/4 dx + dy / 2 ). 20160224 20:17:37< vn971> > DeFender1031: technically, it's a paralellogram, rather than a rectangle 20160224 20:17:37< vn971> To be exact, I wrote the answer to an exact rectangle, as seen from a monitor. Similar to what you see if you take a rectangle area by wesnoth coordinates. If you meant a thing with 60 and 30 degrees between edges - that's a different and easier story. 20160224 20:18:17< vn971> (which would be a paralellogram, but not a rectangle.) 20160224 20:27:09-!- ancestral [~ancestral@209.181.254.220] has quit [Quit: i go nstuf kthxbai] 20160224 20:42:49< DeFender1031> yay math! 20160224 20:43:28-!- Haudegen [~quassel@85.124.51.57] has quit [Ping timeout: 244 seconds] 20160224 20:46:02-!- louis94 [~~louis94@91.178.241.231] has joined #wesnoth 20160224 21:06:39-!- Haudegen [~quassel@85.124.51.57] has joined #wesnoth 20160224 21:40:02< DeFender1031> are expressions not allowed in animations? i'm trying to create a macro and i have halo_y="{TO_Y_TOP}~$({TO_Y_TOP} + 100)" which keeps crashing. Command-line tells me something about a bad lexical cast. I have verified that {TO_Y_TOP} is indeed a number, so I can't figure out why it's having trouble unless expressions are just not allowed here. 20160224 21:41:11-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160224 21:52:25< zookeeper> DeFender1031, yes, they're not allowed in animations 20160224 21:52:50< DeFender1031> grr... makes it harder to make generic animation stuff that's reusable. 20160224 21:53:55-!- louis94 [~~louis94@91.178.241.231] has quit [Ping timeout: 252 seconds] 20160224 21:54:54< vn971> DeFender1031: what kind of hellish thing do you have in mind? :D 20160224 21:55:19< vn971> DeFender1031: kill all units in square, or create maps with some animations along the way? :D 20160224 21:57:36-!- HeyCitizen [~HeyCitize@STTRPQ3809W-LP140-03-1177721983.dsl.bell.ca] has quit [Quit: Coyote finally caught me] 20160224 21:58:01-!- claymore2 [~hexchat@host86-167-29-40.range86-167.btcentralplus.com] has quit [Quit: Leaving] 20160224 21:58:51< DeFender1031> vn971, the questions are for two different things... But yeah, i'm doing some pretty crazy stuff (working on a cutscene scenario with a bunch of animation in it as the opening to my story). I'm even doing stuff where i'm using offset= greater than 1 to make stuff fly around the room. 20160224 22:02:24< DeFender1031> (figuring out how to get the positioning right for that took me a while, probably because it's not actually designed for making stuff fly around the room.) 20160224 22:02:27< DeFender1031> :P 20160224 22:04:53< vn971> BTW, random question to make elders on this channel a bit angry.. Wesnoth cannot generate symmetrical random maps, can't it? 20160224 22:05:14< vn971> (The question might be so popular that elders might get angry seeing it yet again.) 20160224 22:08:07-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth 20160224 22:10:10< Ravana_> I am quite sure that wesnoth CAN create those, just you might have to write the generator yourself... flipx_chance and flipy_chance should work 20160224 22:19:21< zookeeper> vn971, yeah, not directly, but of course it'd be easy to write something that would symmetrify a map. 20160224 22:19:39< vn971> Rhonda: BTW, is it OK for the Ubuntu/ppa wesnoth distribution to include test data? (wesnoth/1.2/data/test) 20160224 22:19:40-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20160224 22:20:21< zookeeper> i don't see why not 20160224 22:20:28-!- Narrat [~Narrat@p548DD001.dip0.t-ipconnect.de] has quit [Read error: No route to host] 20160224 22:20:41-!- Narrat [~Narrat@p548DD001.dip0.t-ipconnect.de] has joined #wesnoth 20160224 22:20:45< zookeeper> although maybe they're unnecessary 20160224 22:21:08< vn971> zookeeper: it's just the "test" word feels a bit like "test" build target, which is usually not included in the resulting binaries. 20160224 22:22:11< vn971> it weights 423K. OK, not much for my internet connection. 20160224 22:34:27-!- louis94 [~~louis94@91.178.241.231] has joined #wesnoth 20160224 22:37:37-!- Appleman1234 [~Appleman1@KD119104016245.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160224 22:44:22-!- Kwandulin [~Miranda@p200300760F0BC5832CCC877D7A01ED7D.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160224 22:49:46-!- namad7 [aaaaa@pool-173-75-34-156.pitbpa.fios.verizon.net] has quit [] 20160224 22:54:33-!- HeyCitizen [~HeyCitize@STTRPQ3809W-LP140-03-1177721983.dsl.bell.ca] has joined #wesnoth 20160224 22:56:13-!- namad7 [aaaaa@pool-173-75-34-156.pitbpa.fios.verizon.net] has joined #wesnoth 20160224 23:10:18-!- DreadKnight [~DreadKnig@unaffiliated/dreadknight] has joined #wesnoth 20160224 23:22:06-!- kinow [~kinow@apache/committer/kinow] has joined #wesnoth 20160224 23:35:03-!- Appleman1234 [~Appleman1@KD119104005043.au-net.ne.jp] has joined #wesnoth 20160224 23:41:59-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has quit [Remote host closed the connection] 20160224 23:43:15-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20160224 23:55:25-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Haldrik] 20160224 23:55:30-!- louis94 [~~louis94@91.178.241.231] has quit [Quit: Konversation terminated!] --- Log closed Thu Feb 25 00:00:36 2016