--- Log opened Sat Dec 08 00:00:10 2018 20181208 00:00:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20181208 00:00:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181208 00:19:23-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20181208 00:22:37<+wesdiscordbot> Is there a unit in mainline that does not have any movement by default? 20181208 00:22:52<+wesdiscordbot> When there is water adjacent, I mean. You can always put a Boat on dry land. 20181208 00:47:43-!- Polsaker is now known as Punsaker 20181208 00:57:33< celmin|away> ??? 20181208 00:58:01< celmin|away> Oh, hmm, I don't think "absolutely no movement" is actually possible, but... 20181208 00:58:49< celmin|away> I think the only attempt at a no-movement unit is that monster in TSG. Also not sure if the Fog Clearer has movement. 20181208 00:59:33<+wesdiscordbot> fog clearer has 1 movement 20181208 00:59:36<+wesdiscordbot> strangely enough 20181208 00:59:54< celmin|away> But more importantly, what are its movement costs? 20181208 01:00:22< celmin|away> AFAIK 0 max movement points is not permitted by the engine, so in order to make a unit that can't move you'd need to give it 1 MP but 2 movement cost on every terrain. 20181208 01:00:37-!- celmin|away is now known as celticminstrel 20181208 01:00:54< mattsc> Yeah, I’ve noticed that recently. 0 max_moves used to be allowed. 20181208 01:01:04< mattsc> Or at least you could set it in debug mode, I think. 20181208 01:01:14<+wesdiscordbot> it has movement_type=fly 20181208 01:01:20<+wesdiscordbot> so 1 for most terrains 20181208 01:01:22< celticminstrel> FTR I'm not opposed to it being allowed. 20181208 01:01:24< celticminstrel> I see. 20181208 01:02:41< mattsc> Anyway, it’s fine. I got my far-fetched use case to trigger the multi-leader AI side assert when an event of one leader moving off the keep kills another leader set up anyway. 20181208 01:03:04< mattsc> Hmm, that’s quite a mouthful. 20181208 01:04:17< mattsc> I wonder what the chances of anybody actually creating UMC that would trigger that are. 20181208 01:06:15< celticminstrel> Given infinite time, 100%. ;p 20181208 01:07:05< mattsc> Indeed … :P 20181208 01:07:52< mattsc> Well, I managed to create a test case that triggers it. So it’s possible. Therefore somebody will write something that will trigger it. 20181208 01:08:28< celticminstrel> BTW, what about an advancement for the naga hunter 20181208 01:09:07< mattsc> Umm? I assume that’s not a question for me. 20181208 01:09:28< celticminstrel> A question in general, I guess. 20181208 01:09:41< celticminstrel> Not specifically aimed at you, indeed. 20181208 01:10:26< celticminstrel> I wonder how the jinn proposed by "name" compares to the one actually added by Pentarctagon. 20181208 01:15:31-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20181208 01:19:12<+wesdiscordbot> no idea 20181208 01:19:42<+wesdiscordbot> sounds kind of opposite though 20181208 01:20:56< celticminstrel> FTR I do not in general recommend replacing warnings with asserts. 20181208 01:22:21< celticminstrel> (Why exactly were the warnings removed?) 20181208 01:22:29< celticminstrel> (I guess it doesn't matter that much but...) 20181208 01:23:10< mattsc> I’ll say that when I reply, but I actually want this to cause a crash. 20181208 01:23:32< mattsc> It’s very unlikely to happen, and if I do the fix right, it should not happen at all. 20181208 01:24:10< mattsc> So if there’s just a warning that nobody sees, we’ll never know about it, but it will still keep the AI from doing what it’s supposed to do. 20181208 01:24:34< mattsc> … when I reply to gfgtdf’s comment, I mean 20181208 01:25:24< celticminstrel> "see_all -> false"? 20181208 01:26:35< celticminstrel> src/ai/composite/ai.cpp:189 seems to have a tab before "rework" instead of a space. 20181208 01:27:00< celticminstrel> The minor gamestate observer huh... 20181208 01:27:17< mattsc> Yep, that one was never implemented. 20181208 01:27:18< celticminstrel> That has always done nothing, right? Was there even some vision of what it should do? 20181208 01:27:59< mattsc> Yes, there was. But I forgot what it was (it wasn’t my vision). 20181208 01:28:25< celticminstrel> I think src/ai/contexts.cpp:509 can be removed entirely, and just return wfl::variant() 20181208 01:28:46< celticminstrel> Though leaving it as it is certainly does not hirt. 20181208 01:28:48< celticminstrel> ^hurt 20181208 01:29:20< celticminstrel> Heh. suokko. 20181208 01:30:24< celticminstrel> Oh you removed evaluate_for_position()... well I guess that's fine though. 20181208 01:30:24< mattsc> BTW, I am planning to remove the comments on the “extended event system” altogether; I just want to do that in a separate commit. 20181208 01:30:47< celticminstrel> Anyway I was wondering if we should just remove the minor gamestate stuff entirely. 20181208 01:31:08< celticminstrel> "is imlpemented" :p 20181208 01:31:30< mattsc> That’s hard to pronounce! 20181208 01:31:49 * celticminstrel wonders what that "todo fendrin talk to crab" stuff was about. 20181208 01:33:56< mattsc> I am trying to remember what the minor gamestate change stuff was about. It was things that would not cause OOS in replays, but I forgot the details. 20181208 01:43:19< mattsc> Ah … set unit variables and things like that. 20181208 01:50:12-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Read error: Connection reset by peer] 20181208 01:50:30-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20181208 01:55:26< mattsc> “(Currently this is not implemented.)” https://wiki.wesnoth.org/Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Aspects 20181208 01:57:04< mattsc> I agree that we should probably just remove the minor gamestate stuff. 20181208 02:09:18< celticminstrel> Ah. 20181208 02:09:59< celticminstrel> Well, it could always be implemented for unit variables and the like, but... it's not even clear why that should be considered "minor" compared to anything else. 20181208 02:11:04< mattsc> The only use case that I am aware of is for updating the attacks aspect. 20181208 02:11:13< mattsc> For the non-minor gamestate change, I mean. 20181208 02:11:33< celticminstrel> Doesn't it work identically for all aspects though? 20181208 02:11:49< celticminstrel> Irregardless of whether it's actually useful. 20181208 02:11:54< mattsc> It does, but generally the only one that needs ... 20181208 02:11:57< mattsc> Right. 20181208 02:12:17< mattsc> I guess one could come up with Lua aspects that would depend on other things. 20181208 02:12:52< celticminstrel> Maybe avoid could need invalidation on gamestate change. 20181208 02:13:12< mattsc> Hmm, yeah, that could be possible, dependng on the filters used. 20181208 02:13:37< mattsc> celticminstrel: did you have a question regarding see_all = false (or not false)? 20181208 02:13:57< celticminstrel> Was wondering what exactly it means and why it's not false in the first place. 20181208 02:14:03< mattsc> That’s a parameter that can be passed to the path finding functions. 20181208 02:14:28< mattsc> It’s not false because the AI requires knowledge of the full map to work. 20181208 02:14:37< mattsc> The current implementation of the default AI. 20181208 04:45:52-!- irker836 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181208 04:45:52< irker836> wesnoth/wesnoth:master mattsc e01df047c8 AI: remove outdated TODOs AppVeyor: vs2015/Release Failed 20181208 04:45:52< irker836> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20862550 20181208 05:07:10< irker836> wesnoth/wesnoth:master newfrenchy83 d8b15078f7 Update scenario-test.cfg AppVeyor: 2/4 builds failed 20181208 05:07:11< irker836> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20859504 20181208 05:07:12< irker836> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/20859505 20181208 07:12:18-!- celticminstrel is now known as celmin|sleep 20181208 07:27:49-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20181208 07:52:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20181208 08:07:22-!- irker836 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181208 08:13:08<+wesdiscordbot> Random but I must say, Nokia makes p good-looking Android phones 🤔 very nice unibody aluminum design. 20181208 08:13:39<+wesdiscordbot> er 20181208 08:13:47<+wesdiscordbot> wrong channel, maybe? 20181208 08:15:06<+wesdiscordbot> Ah, yeah, should be in general 20181208 08:15:08<+wesdiscordbot> oops 20181208 08:15:27<+wesdiscordbot> 😛 20181208 08:17:12<+wesdiscordbot> I like the looks of my OnePlus 3. 20181208 08:18:15<+wesdiscordbot> googles 20181208 08:19:14<+wesdiscordbot> equals 4? 20181208 08:19:32<+wesdiscordbot> Quick maths. 😛 20181208 08:19:40<+wesdiscordbot> :thonk: 20181208 08:19:49<+wesdiscordbot> yeah, that does look pretty nice 20181208 08:20:02<+wesdiscordbot> I myself got a Nokia 6 (2017) a few weeks ago 20181208 08:20:24<+wesdiscordbot> thought I'd mention the design since Jyrki has discussed Nokia in the past. 20181208 08:21:10<+wesdiscordbot> The current "Nokia" phones aren't Nokia's designs. Nokia just licenses the brand to the actual company called HMD Global. 20181208 08:21:17<+wesdiscordbot> I'm somewhat surprised it looks this good since I never got the impression the Lumias looked that premium, and this is by no means a flagship. 20181208 08:21:27<+wesdiscordbot> Oh? 20181208 08:21:28<+wesdiscordbot> Hm 20181208 08:21:31<+wesdiscordbot> (HMD Global is also a Finnish company, though, and likely employs some ex-Nokia staff.) 20181208 08:21:57<+wesdiscordbot> ah 20181208 08:22:32<+wesdiscordbot> well whoever designed it it's quite solid. 20181208 08:23:20<+wesdiscordbot> IMO nothing makes a device feel premium like metal 20181208 08:25:46<+wesdiscordbot> I don't really care about "premium feel" personally. After OnePlus increased the prices of their phones too high and removed the headphone jack in their latest model, I have been looking for some other smartphone line for when I upgrade next time (after a couple of years). 20181208 08:26:59<+wesdiscordbot> iPhone XS Max 20181208 08:27:00<+wesdiscordbot> 😂 20181208 08:27:05<+wesdiscordbot> jk 20181208 08:27:55<+wesdiscordbot> Xiaomi's Pocophone line has looked very interesting to me. Flagship-like specs with only about 400 euro (OnePlus 6T with identical specs costs 550), and very friendly warranty policy (installing a custom ROM doesn't void the warranty). It has a plastic body, but I don't even care. 20181208 08:28:24<+wesdiscordbot> My next phone might be a Pocophone (but after a couple of generations; for now, my OP3 is more than enough for my needs). 20181208 08:28:28<+wesdiscordbot> I heard good things about the Pocophone F1 20181208 08:28:53<+wesdiscordbot> It came in seconds in MKBHD's 2018 blind smartphone camera bracket 20181208 08:29:58<+wesdiscordbot> In a few years more lines will probably have ditched the headphone jack, though 20181208 08:30:54<+wesdiscordbot> Pocophone has been largely "the phone that the power users want", so I think it's unlikely that they'd remove the headphone jack. 20181208 08:31:29<+wesdiscordbot> Some other possibilities I have looked at are Asus and Huawei Honor, which still have headphone jacks in their flagships as well. 20181208 08:31:52<+wesdiscordbot> I think Honor line is likely to drop it, though, because Huawei's flagship model has already removed it. 20181208 08:32:56<+wesdiscordbot> I don't really understand the whole pushback against the headphone jack being removed. Like, I get the feeling at being miffed at having to buy bluetooth earbuds or a headset, but... doesn't getting rid of the wires that get tangled in your pocket and just hang there when using the phone make it worth it? 20181208 08:33:40<+wesdiscordbot> For example, right now I have a Razer headset with my laptop. I can't count the number of times I've had to flip it around to get the cable unlooped. 20181208 08:34:32<+wesdiscordbot> I own audiophile-grade Denon AH-D1100 headphones. 20181208 08:35:00<+wesdiscordbot> They are obviously wired, and I'd inevitable lose some sound quality if I were to switch to wireless. 20181208 08:35:07<+wesdiscordbot> ahh 20181208 08:35:13<+wesdiscordbot> so it's a quality issue 20181208 08:35:15<+wesdiscordbot> 🤔 20181208 08:37:29<+wesdiscordbot> But do you use those with your phone? 20181208 08:37:40<+wesdiscordbot> Yeah, when I'm at home. 20181208 08:38:56<+wesdiscordbot> I like to put some music playing in YouTube Premium, lock the phone, put it to my pocket and listen (sometimes dance). 20181208 08:39:18<+wesdiscordbot> At other times I listen to music with my PC and speakers, but I can't do that at nighttime because neighbors. 20181208 09:45:54-!- irker101 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181208 09:45:54< irker101> wesnoth/wesnoth:master mattsc e01df047c8 AI: remove outdated TODOs AppVeyor: 1/4 builds failed 20181208 09:45:54< irker101> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20862550 20181208 12:45:55-!- irker101 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181208 14:03:01<+wesdiscordbot> What does "unreachable code" in an AppVeyor report mean? 20181208 14:03:31<+wesdiscordbot> You mean Visual Studio warning? AppVeyor just builds the game with VS. 20181208 14:03:48<+wesdiscordbot> In short, it means code that can never be executed. 20181208 14:05:54<+wesdiscordbot> Hmm, okay. 20181208 14:06:43<+wesdiscordbot> I guess another question I'd have is why the messages in my PR say they all pass : https://github.com/wesnoth/wesnoth/pull/3764 20181208 14:07:25<+wesdiscordbot> while AppVeyor on the other hand irc says that the last commit in it failed: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20862550 20181208 14:07:37<+wesdiscordbot> *on irc 20181208 14:08:01<+wesdiscordbot> You're looking at a wrong build. This is the right one: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/20862549 20181208 14:08:25<+wesdiscordbot> You can find the right build by clicking the green checkmark in GitHub. 20181208 14:08:34<+wesdiscordbot> Right. 20181208 14:08:39<+wesdiscordbot> So what is this: 20181208 14:09:00<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/520965017164578831/Screen_Shot_2018-12-08_at_06.08.42.png 20181208 14:10:14<+wesdiscordbot> I don't know. Looks like AppVeyor built that commit twice for some reason. 20181208 14:11:47<+wesdiscordbot> Okay., hmm. In any case, the one displayed in the PR on github is what I go by, right? 20181208 14:11:55<+wesdiscordbot> In general, I mean, not just this time. 20181208 14:12:32<+wesdiscordbot> I can't really give general advice here. 20181208 14:12:47<+wesdiscordbot> In this case, the failed build looks like an anomaly of some kind. 20181208 14:13:34<+wesdiscordbot> Okay. I did do a force push to the branch, no idea if that has anything to do with it. 20181208 14:13:52<+wesdiscordbot> In the PR, that restarted the tests (which then succeeded as indicated). 20181208 14:19:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181208 14:45:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20181208 15:51:41-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20181208 15:51:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181208 15:53:07-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20181208 15:53:07-!- wedge010 is now known as wedge009 20181208 16:17:13-!- irker253 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181208 16:17:13< irker253> wesnoth/wesnoth:master newfrenchy83 b5c7f64dab Update scenario-test.cfg AppVeyor: All builds passed 20181208 16:55:24-!- celmin|sleep is now known as celticminstrel 20181208 18:43:16-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20181208 18:46:27-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20181208 18:46:27-!- wedge010 is now known as wedge009 20181208 19:00:22-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20181208 19:00:54-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181208 19:12:06-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Read error: Connection reset by peer] 20181208 19:13:36-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20181208 19:18:42-!- irker253 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181208 19:19:23<+wesdiscordbot> Would https://forums.wesnoth.org/viewtopic.php?f=8&t=49140 be worth putting as a Announcement? 20181208 19:20:07<+wesdiscordbot> (here on Discord, I mean) 20181208 19:23:25<+wesdiscordbot> Could be, I was just about to post something on it in this channel. 20181208 19:23:34<+wesdiscordbot> Wings of Victory, a Drake campaign intended for mainline, is now on the 1.14 add-on server. I'm intending to have at least 2-3 months time for feedback/fine-tuning and a PR at some point. 20181208 22:19:28-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 268 seconds] 20181208 23:05:55-!- irker458 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181208 23:05:55< irker458> wesnoth: gfgtdf wesnoth:master f09352570c14 / src/scripting/mapgen_lua_kernel.cpp: fix get_variable in map generators https://github.com/wesnoth/wesnoth/commit/f09352570c147a19ed034bdaa98075cc1395851c 20181208 23:09:48-!- TheJJ [~rofl@ipbcc06208.dynamic.kabel-deutschland.de] has quit [Ping timeout: 252 seconds] 20181208 23:18:56-!- TheJJ [~rofl@ipbcc06208.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20181208 23:32:44-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20181208 23:49:07-!- TheJJ [~rofl@ipbcc06208.dynamic.kabel-deutschland.de] has quit [Ping timeout: 240 seconds] --- Log closed Sun Dec 09 00:00:11 2018