--- Log opened Wed Dec 05 00:00:29 2018 20181205 00:22:16<+wesdiscordbot> Is that good? 20181205 00:36:29<+wesdiscordbot> unexpected, at the least. 20181205 00:58:10< celmin|away> mattsc: IMO it doesn't make much sense for the AI to protect hidden units. If you want it to do so you should make it share vision with the protected units' side(s). 20181205 00:58:35-!- celmin|away is now known as celticminstrel 20181205 01:03:35< mattsc> celticminstrel: it’s only partially a question of what makes sense from a human player’s perspective. 20181205 01:03:54< mattsc> It already knows all units under fog/shroud. 20181205 01:04:41< mattsc> And “protecting” does not really mean what people understand understand from that word (but I assume you know that) 20181205 01:05:08< mattsc> one of those understands should be a usually 20181205 01:12:20-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20181205 01:12:42< celticminstrel> I see. 20181205 01:24:44< mattsc> The whole way how the AI deals with invisible units is … sub-ideal. 20181205 01:26:46< mattsc> It shold probably be revisisted at some point; or at least made sure that it’s consistent 20181205 01:27:02< celticminstrel> We need a scouting CA too. 20181205 01:27:27< mattsc> Well, if we want a more human-like behavior, yes. 20181205 01:27:40< mattsc> But that would make the AI overall even weaker than it is already. 20181205 01:27:56< celticminstrel> Maybe with shroud/fog enabled. 20181205 01:28:29< mattsc> This is too big a topic than I have energy for right now though. We should come back to it some other time. 20181205 01:29:08<+wesdiscordbot> Why not just make it so that if you make a unit invisible within the sight range of a ai 20181205 01:29:13<+wesdiscordbot> It knows where it is 20181205 01:29:41<+wesdiscordbot> Just like real players. And if it’s invisible before the ai can “see” it, it ignores it 20181205 01:34:32<+wesdiscordbot> @Virnrohiik That's not necessarily like that. What if you move into a region where there is a hidden unit? You won't know that it's there even if it is within your sight range even as a human player. 20181205 01:34:57<+wesdiscordbot> And for the Wesnoth AI to work, it needs certain knowledge that a human player does not have. 20181205 01:35:27<+wesdiscordbot> And in fact, in some cases it needs to be exactly the opposite of what you suggest. 20181205 01:36:09<+wesdiscordbot> As I said, I'd be happy to discuss this more, but not right now / today. 20181205 01:47:49< celticminstrel> 3760 is mergeable. 20181205 02:28:19-!- irker604 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181205 02:32:50-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20181205 02:36:39-!- irker869 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181205 02:36:39< irker869> wesnoth: gfgtdf wesnoth:master c769311395b5 / src/scripting/lua_terrainfilter.cpp: fix lua terrainfilter bug https://github.com/wesnoth/wesnoth/commit/c769311395b557a54c1cee8ea95ff9438d752326 20181205 02:38:23< celticminstrel> gfgtdf: You should probably rewrite that pair of functions to be compatible with the location set module. 20181205 02:38:34< celticminstrel> Or even just use the location set module. 20181205 02:38:44-!- celticminstrel is now known as celmin|sleep 20181205 03:03:31< irker869> wesnoth/wesnoth:master gfgtdf 83cb6d8e55 dontmergebeforerebase AppVeyor: 2/4 builds failed 20181205 03:03:32< irker869> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/20771972 20181205 03:03:33< irker869> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20771975 20181205 05:14:07-!- behalebabo [~behalebab@unaffiliated/behalebabo] has quit [Ping timeout: 240 seconds] 20181205 05:19:07-!- behalebabo [~behalebab@unaffiliated/behalebabo] has joined #wesnoth-dev 20181205 05:36:08< irker869> wesnoth/wesnoth:master newfrenchy83 217b34bcd2 fix value_set already declared and set_e AppVeyor: All builds passed 20181205 07:13:56-!- rocketbang [47e3eb3a@gateway/web/freenode/ip.71.227.235.58] has joined #wesnoth-dev 20181205 07:51:12< irker869> wesnoth/wesnoth:master newfrenchy83 10ec569737 fix value={CTH_NUMBER} forget in force C AppVeyor: All builds passed 20181205 08:27:11-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20181205 09:03:14-!- TC01 [~quassel@venus.arosser.com] has joined #wesnoth-dev 20181205 09:57:29-!- rocketbang [47e3eb3a@gateway/web/freenode/ip.71.227.235.58] has quit [Ping timeout: 256 seconds] 20181205 10:50:22< irker869> wesnoth/wesnoth:master gfgtdf c769311395 fix lua terrainfilter bug AppVeyor: All builds passed 20181205 13:32:26-!- celmin|sleep is now known as celmin|away 20181205 13:50:33-!- irker869 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181205 17:44:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181205 18:06:26-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20181205 19:57:52-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20181205 20:10:01-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20181205 20:31:52-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20181205 23:07:11-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20181205 23:49:36-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 272 seconds] --- Log closed Thu Dec 06 00:00:07 2018