--- Log opened Fri Sep 07 00:00:17 2018 20180907 00:45:38-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180907 00:45:44-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180907 00:45:57-!- gfgtdf_ [~Daniel@x4dba977e.dyn.telefonica.de] has joined #wesnoth-umc-dev 20180907 00:49:07-!- gfgtdf [~Daniel@x4dbb4de7.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20180907 00:54:38-!- gfgtdf_ [~Daniel@x4dba977e.dyn.telefonica.de] has quit [Quit: Leaving] 20180907 01:01:56-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180907 01:15:23-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180907 02:07:31-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180907 08:05:52-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180907 09:35:23-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180907 09:35:23< hk238> hi 20180907 10:16:09< hk238> I should learn how to use github so I could make these mappacks 'opensource' and allow others to contribute changes 20180907 11:12:20< vn971> hk238: hi) 20180907 11:13:00< hk238> I'm having a weird problem.. trying to reflect a map, but for some reason the top part and the bottom part don't match 20180907 11:13:22< hk238> it probably has to do with the modulo of the x coordinates, but I'm having some trouble wrapping my head around it, for some reason I thought this particular reflection should work 20180907 11:13:41< hk238> but I was wrong it doesn't reflect I guess 20180907 11:13:44< vn971> you can at least, true. I try to always do that for all of my add-ons, but not sure why. Nobody's contributing, and I'm not really expecting anyone to. Just doing it to have a clean picture for myself, and for possible visibility for others. 20180907 11:16:40< hk238> but it's just weird like the top row hexes have different modulo, when I reflect then vertically and horizontally, they end up having the same modulo 20180907 11:19:04< hk238> okay nevermind I get it now 20180907 12:47:00-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180907 12:47:06-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180907 12:54:43-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180907 14:42:52<+wesdiscordbot> Hey, does anyone know which AI element I could use to make an AI stay in, and protect an area? 20180907 14:42:59<+wesdiscordbot> not leave the area 20180907 14:43:08<+wesdiscordbot> perhaps it can also be centered around a unit if need be 20180907 14:43:42<+wesdiscordbot> The onlything I found was perhaps the goal name of protect_location 20180907 14:43:45<+wesdiscordbot> but I don't think that fits well 20180907 14:57:27-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180907 14:57:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180907 15:12:59< vn971> @Tribes55 can you just separate the area with a different terrain and make all "guarding" units have 999 movement cost on this terrain? 20180907 15:13:38< vn971> @Tribes55 not saying there's no smarter way out, but this one would definitely be the simplest and future-safe (safe against future changes in AI API). 20180907 15:13:41<+wesdiscordbot> Uh.. not without compromising the intended look of the map 20180907 15:14:16< vn971> I see. 20180907 15:14:40< vn971> Creep Wars add-on has some logic to make AI units avoid certain hexes. 20180907 15:14:41<+wesdiscordbot> I wanted to keep Teal's units in the courtyard. 20180907 15:14:41<+wesdiscordbot> https://cdn.discordapp.com/attachments/442775044590927873/487641860966318090/unknown.png 20180907 15:16:34< vn971> @Tribes55 it uses [modify_ai] tag to achieve the desired effect: https://github.com/vgaming/CreepWars/blob/master/Creep_War_Dev/lua/shop/shop_heal.lua#L42 20180907 15:17:36<+wesdiscordbot> Hmm I suppose I could make multiple avoidede areas surrounding the walls. 20180907 15:17:40<+wesdiscordbot> avoided* 20180907 15:18:11< vn971> @Tribes55 yes, a perimeter around which should be avoided. 20180907 15:26:08< hk238> hmm could make another map 20180907 15:26:49<+wesdiscordbot> In reference to my map? 20180907 15:26:56<+wesdiscordbot> Or are you talking about your project 20180907 15:33:05<+wesdiscordbot> you can use ai 20180907 15:35:38<+wesdiscordbot> e.g. [side] … [ai] turns=1-10 [avoid] [not] x,y=25,25 radius=7 [/not] [/avoid] [/ai] [/side] 20180907 15:38:18<+wesdiscordbot> wow, that is even readable on the IRC side 20180907 15:39:43<+wesdiscordbot> oh cool! 20180907 15:39:50<+wesdiscordbot> that saves a lot of work! 20180907 15:52:12-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180907 15:52:18-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180907 16:12:02< vn971> thinking of a procedure how to _force_ picking advances for units. I forgot to do it yet again on Creep Wars.( 20180907 16:17:27<+wesdiscordbot> Are still many people getting the wrong advancement? 20180907 16:18:31< vn971> @sevu I did myself just now (1 hour ago) :) 20180907 16:19:10< vn971> in the same game, I saw my opponent choosing advancement manually because there was a significant delay after (s)he leveled 2 of his/her leaders. 20180907 16:19:57< vn971> it's pretty common still, I think. "Plan Unit Advance" doesn't enforce anything, it only gives the unintrusive ability to do so. 20180907 16:21:10< vn971> talking about being intrusive, I have a question. How would you (everyone interested) feel about "advancement" dialog each turn until you choose ONE upgrade, for RPG maps and Eras? 20180907 16:21:31< vn971> Basically for Colosseum and CreepWars, if I get the popularity trends correctly. 20180907 16:22:10< vn971> For me, that is OK. I can't imagine why would anyone want to force random choice. So I don't see how anyone would be offended by pursuit of him choosing a specific upgrade. 20180907 16:22:23<+wesdiscordbot> In 1.12 there was a message at the start of each gamre 20180907 16:22:32< vn971> but this may be my lack of imagination, so I'm open to opinions. 20180907 16:22:49< vn971> @sevu in which add-on? 20180907 16:23:00<+wesdiscordbot> explaing the mode… though, I didn't like it, as you already knew the message… I think of the same add-on 20180907 16:23:43< vn971> @sevu ah, you mean self-advertisement! That one I don't like too much as well. Especially since it blocks UI. 20180907 16:24:48<+wesdiscordbot> though, maybe showing a message in the first round / after advancing if the unit has more than one choice. Not informational, but to force choosing 20180907 16:25:18< hk238> to make another map.. or not to make one :D 20180907 16:25:42<+wesdiscordbot> And there is one reason where I could imagine random being okay – if you play with units you don't know yet. Though one could just add random as thirs option 20180907 16:26:21< hk238> I think whenever a unit levels up, dialogue with a timer might be a good option 20180907 16:26:21< hk238> :D 20180907 16:26:29< hk238> or not I dont know 20180907 16:26:30< vn971> @sevu "random as a user choice" is technically possible, but will eat too much of my time. So basically won't ever happen TBH, I think.. 20180907 16:26:55< vn971> hk238: I don't think timers are possible, so I'll have to either force it or leave it as-is. 20180907 16:27:26< vn971> as a failsafe mechanism to get feedback, I think of starting to enforce choices and see how users react... 20180907 16:27:32< Ravana_> timers are possible, but not in particularly useful manner 20180907 16:27:32< hk238> hmm so what's wrong with the current systeM? :o 20180907 16:27:33< vn971> * as a fallback 20180907 16:28:13< vn971> hk238: current "Plan Unit Advance" allows you to forget making choices at all. This is bad in RPG maps and Eras. 20180907 16:28:46< hk238> oh.. so there's actually no problem with the mod rather just users forgetting to use it? Doesn't seem like a high priority problem :D 20180907 16:28:48< vn971> like, literally, all your game is about how you move your unit around. Missing the right advancement is just stupid... 20180907 16:29:02< hk238> but I guess in some RPG games it makes sense 20180907 16:29:12< vn971> hk238: it is for me if I lose because I did forget and got the wrong advance. :DDD 20180907 16:29:46< hk238> D: meanwhile I'm used to playing around having my units level up on my turn :D 20180907 16:30:08<+wesdiscordbot> Though you introduced that option to let a unit always advance, even in later games 20180907 16:30:13< hk238> I don't know but it's true I forget too when I use the PUA mod sometimes 20180907 16:31:01<+wesdiscordbot> …maybe show a message like the white one in the middle of the screen telling about advancement choice, if unset 20180907 16:31:15<+wesdiscordbot> *telling about to chose one 20180907 16:31:37< hk238> flashing screen 'you're about to lose, remember back when' *flashbacks* 20180907 16:31:38< hk238> :D 20180907 16:31:39<+wesdiscordbot> mwouldn't be as anoyin 20180907 16:31:58< hk238> airstrikesirens 20180907 16:32:05< hk238> okay sorry I'm being goofy 20180907 16:32:19<+wesdiscordbot> Wouldn't be as anoying as an [message] 20180907 16:32:39<+wesdiscordbot> Nah, you aren't 20180907 16:51:50< vn971> > Though you introduced that option to let a unit always advance, even in later games 20180907 16:51:50< vn971> removed later though TBH because of the added complexity... 20180907 16:52:09< vn971> there were even no technical reasons to do so. Just complexity for the user. 20180907 16:55:46-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180907 17:00:19<+wesdiscordbot> @Tribes55 Depending on exactly what behavior you want, one of the guardian Micro AIs might also work for your purpose. 20180907 18:32:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180907 18:32:39-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180907 19:41:10< vn971> Q: how to avoid doing some stuff (showing a dialog) for a side that is controlled by AI? 20180907 19:42:04< vn971> I'm using wesnoth.synchronized_choice now, and apparently it does it the other way around. 20180907 19:42:30< vn971> wesnoth.synchronized_choice + wesnoth.show_dialog 20180907 19:49:01< vn971> oh, apparently there is an optional argument for `synchronized_choice` that tells what to do for AI, presumably sync-save. 20180907 19:49:28< vn971> can or should we have a Lua API to tell whether the _current_ side is AI? 20180907 19:50:23< vn971> basically some people might prefer that over the tricky synchronized_choice. Actually I might end up writing a wrapper that just calculates whether current side is AI by using `synchronized_choice` for now. 20180907 20:20:53<+wesdiscordbot> I saw people checking the controller attribute of [side] 20180907 20:25:42<+wesdiscordbot> There also exist the special "ai turn" event, but it should not be used as a general purpose event like the others 20180907 20:38:31-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20180907 20:45:55< vn971> @sevu checking "controller" is, unfortunately, OOS-unsafe though. 20180907 20:49:56<+wesdiscordbot> it wouldn't be hard to make it safe, though, I would think 20180907 20:50:31<+wesdiscordbot> put it in a variable, [sync_variable], then check the variable 20180907 20:54:50<+wesdiscordbot> I think it is save to check controller for the value "ai", in difference to the other two 20180907 20:55:43<+wesdiscordbot> The question is if a droided side is seen as "ai" or as "human/networked" 20180907 20:56:18<+wesdiscordbot> There was possibly a change regarding that in 1.13 20180907 21:15:45 * vn971 spent some time but improved PUA user-friendliness significantly. * In RPG-like games and maps you do not have the "save for recruits" button anymore * if you didn't specify anything for a unit, "reset" button will be removed from dialog 20180907 21:16:17-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20180907 21:16:18< vn971> So for RPG games, there is only a "Save" (& Help) button now, plus "Reset" if it's applicable. 20180907 21:16:39< vn971> in non-RPG you have "save for unit", "save for future recruits", and again "Reset" if applicable. 20180907 21:17:28< vn971> finally the UI feels like it's providing you with stupid-simple choices, not leaking implementation details all around. 20180907 21:18:19< vn971> > put it in a variable, [sync_variable], then check the variable 20180907 21:18:20< vn971> hadn't thought of that. Could work. Though for my specific use case I already solved the problem (as I already wrote). 20180907 21:19:42<+wesdiscordbot> How di you determine if it is an RPG style scenario? 20180907 21:20:16< vn971> @sevu being "human" and being "remote" is indeed separated in 1.13, so you have separate "flags" for these things. On the other hand, wiki says "Be very careful or you'll have OOS errors." https://wiki.wesnoth.org/LuaWML:Sides#wesnoth.sides 20180907 21:20:51< vn971> @sevu quoting from the unreleased yet description: 20180907 21:20:51< vn971> To add-on developers: 20180907 21:20:51< vn971> You can signal this add-on to force choosing upgrades for your map. 20180907 21:20:51< vn971> To do that, set the variable ''pickadvance_force_choice'' to true before ''start'' event. 20180907 21:20:51< vn971> Alternatively, set empty recruit list for all human sides. 20180907 21:21:55< vn971> empty recruit list could be more natural & compatible with possible other mods, but the first alternative is just easier. 20180907 21:22:21< vn971> In CreepWars I just did: 20180907 21:22:21< vn971> for _, side in ipairs(wesnoth.sides) do 20180907 21:22:21< vn971> side.recruit = {} 20180907 21:22:21< vn971> end 20180907 21:23:13<+wesdiscordbot> Oh, I already removed the recruit lists in Colosseum, so I don't have to update 😃 Cool thing 20180907 21:23:27< vn971> :-) 20180907 21:27:09< vn971> * uploaded to add-ons server. I know it's a mistake to do this at Friday evening, but let's see how exactly it'll break. 20180907 21:33:05-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180907 21:35:48<+wesdiscordbot> Never Release on Friday is only for comercail projects 😃 20180907 21:36:43<+wesdiscordbot> If you leave the dialogue with ESC it remains at random? 20180907 21:37:34< vn971> @sevu I have a BTC address for donations though. Even though I don't think I got or ever will get anything, technically it could be called commercial? 🤔 :D 20180907 21:38:08< vn971> @sevu ESC gets you out of dialog without changing anything, yes. So remains random, and will make you see the same dialog next turn. 20180907 21:47:43<+wesdiscordbot> I think it's enough if you prompt the user only once, and in the turn folowwing the 20180907 21:47:48<+wesdiscordbot> an advancement 20180907 21:48:29<+wesdiscordbot> maybe as »side turn 2«, turn 1 is when you come frsh into the game 20180907 21:49:54< vn971> @sevu you mean don't ask anything at turn1? Kinda makes sense. On the other hand, if a map _does_ have recruits, then you better specify "recruit-level" overrides early. Ideally immediately. 20180907 21:50:20< vn971> Though I could differentiate that as well. Adding to TODO, thanks for the hint.:) 20180907 21:51:06< vn971> Regarding only asking twice... That'd be kinda tedious, I'm not sure about that yet. 20180907 21:51:44<+wesdiscordbot> recruit level overreides are injected in (pre)recruit events? 20180907 21:53:01< vn971> @sevu yes, but currently dialog is shown only at "turn refresh". Need to improve that as well. 20180907 21:53:36< vn971> wait no. Overrides take place at "recruit" or "turn refresh" events. 20180907 21:54:39< vn971> so if a unit is e.g. created manually, it'll be taken care of only when it's owner-s turn again. 20180907 21:54:46< vn971> or manually 20180907 21:59:15<+wesdiscordbot> usually unit's don't advance within one turn, so that would be fine 20180907 22:25:54<+wesdiscordbot> Hi 20180907 22:26:17<+wesdiscordbot> How do you use animation.lua and it's subsequent [animate_path] tag? 20180907 22:26:58<+wesdiscordbot> I wasn't able to figure it out from the comments at the top on my own. 20180907 22:32:48<+wesdiscordbot> I can't answer your question, but it might help others if you could tell more which file you mean 20180907 22:35:28<+wesdiscordbot> Hmm, or maybe you don't even mean a file? 20180907 22:45:54-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180907 23:38:06<+wesdiscordbot> It is in a lot of UMC. To Lands Unknown, etc. I'm pretty sure it was written by Alarantalara. 20180907 23:38:15<+wesdiscordbot> It isn't core. 20180907 23:42:14-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180907 23:51:57-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] --- Log closed Sat Sep 08 00:00:18 2018