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12:01 AM
Sleep well @SimonAndréForsberg
Thanks for all the help!
 
12:48 AM
Fracis... Facebook please
 
Yep
 
1:12 AM
@Jay1148 just give the game a try when you get a chance. It's pretty fun but needs some balancing
 
yeah Not gonna happen
the link in the email takes me somewhere I do not understand.
 
 
1 hour later…
2:29 AM
@Jay1148 just go here download the server and the Javafx files. Start server first, then Javafx... and the game runs
 
 
7 hours later…
9:43 AM
Monking
 
9:56 AM
@Phrancis I'd also agree on that
 
 
2 hours later…
hey @bazola
 
hey @skiwi
 
Monking @bazola and @skiwi
 
hey @SimonAndréForsberg
 
Mon(day)king @SimonAndréForsberg
 
11:55 AM
how are you doing mvn install in netbeans @skiwi?
 
@bazola Make sure you have mvn linked to the cmd prompt, open up command prompt (actually Git bash I always have open) and run it in the correct folder
 
okay, that is what I have been doing but I haven't had to do it in a long time. usually build with dependencies would pick everything up that i needed. but it won't pick up these mockito files
ugh no i take that back... closing and reopening netbeans fixed things without mvn install.. but when I checked it, it was still showing errors, so I flipped back to this window and typed what I just said, and then when I looked at it again the errors went away..
 
Strange....
 
cough Netbeans
 
12:13 PM
do you all think that a one game at a time limit is appropriate?
 
@bazola What do you exactly mean?
 
@bazola I think we can support more games at a time later
 
right now the lobby stops you from having more than one game at once (and the code is not set up so that you could have two games at once without some changes)
@SimonAndréForsberg I agree, and maybe we don't want to let users have more than one game, just wanted to see how you all felt on the topic
 
12:18 PM
Play two games at once?
Why ^^
 
well, why not? :)
 
I know that it is common when playing online poker
 
with regards to scrapping, I hate the idea of needing an explicit scrap button on the cards all the time, but I hate the idea of needing a confirmation pop up for pretty much every action even more. For example, if you can attack with a creature, but you would rather scrap it, you would have to tap the card, and a window would pop up that says Scrap or Attack? and then after you click attack, you would have to click a target. that seems clunky to me
So I think I will go with an explicit button for scrapping all the time
 
I think the explicit button is the best. Just like how it is when you can both attack and scrap.
 
maybe in the final version, you could just click and drag onto a scrap pile instead of onto a creature or the other player in order to scrap
 
12:21 PM
@bazola Why in the final version? :)
Why not earlier
Dragging isn't too hard at all in JavaFX
 
because I don't know how to implement it :)
 
It may be something I could take a look at though, after modding
 
yeah but I want dragging a card to convert into an arrow that can be dragged to targets, rather than dragging the actual card around
 
Yeah that's doable
getting the arrow shape might be more difficult, but still easily doable
 
@skiwi speaking of modding... any idea when you will have more time to work on that? Need any help with it?
 
12:26 PM
@SimonAndréForsberg Possiby tonight, elsewide tomorrow afternoon
If I don't screw anything up on this assignment ;)
Help with it...
 
@skiwi I have been working on the resizable window problem a little bit. What I haven't figured out yet is how to dynamically resize things inside the window. I do have them appropriately anchored
 
Well, I'm still looking for a very simple game for in cardshifter-mod-examples
@bazola You usually do want to resize elements themselves
Most likely you want to make it possible for the GUI to show more things once it gets more room
 
I've seen some hints at how to do it in the documentation but I haven't been able to put it all together yet (anchor panes resizing their children, that is)
 
I feel like the only way I can really help with it is to work together with you, which isn't possible right now
 
eventually I will figure it out, the lobby is a good testing ground for it
 
12:39 PM
> changed visual layout of hand and battlefield cards
[Cardshifter/Cardshifter] build #328 for commit d29b6584 on branch javafx passed
> scrap now only happens when scrap button is clicked
 
seems like version 0.4 will be the release with the most added features so far
 
technically, we haven't released 0.3 yet though
 
oh right.. lol. well version 0.3 then :)
 
[Cardshifter/Cardshifter] build #329 for commit f5654183 on branch javafx broken
@bazola, your build reported bad status: Broken!
 
wtf
 
12:52 PM
I'll take a look
 
its in core apparently
 
@Duga @bazola Huh... that commit caused an error?
@SimonAndréForsberg, weren't you using some reflection to obtain some values? Or was that somewhere else
 
I think it's an unlucky random
@skiwi that was FXML. Although I use some reflection as well. And it's used for setting values, not getting them
@bazola don't worry about that build failure, you can keep working.
 
ok
 
> The setup of a game needs to change slightly. It needs to be possible to create a game using a specific random seed. This is also related to #30 and #44
> This is required for making tests fail less. Currently a test may fail because a specific card that is going to be tested is not in the deck (it's 0.1% chance of this happening)
 
1:08 PM
@bazola All that's really remaining for 0.3 is this one: github.com/Cardshifter/Cardshifter/issues/60
but feel free to work on the other things as well :)
 
1:19 PM
that is what I will be working on next :) shouldn't take too long actually
 
1:43 PM
good good
 
Good morning guys
 
Monking @Phrancis
 
2:20 PM
hey @Phrancis
 
OMG the internet is slow here today. And... we just got a brief but intense hail storm along with some thunder. Wonder if that is related.
 
2:38 PM
Aaaand, back on track
 
3:13 PM
Wtf is going on with the internet, this is ridiculous.
 
3:39 PM
Well I'm hoping to modify the set of cards today. Is there an easy way to determine some sort of probability ratio for the distribution of certain cards (common) as opposed to others (less common)? Or is it completely random right now?
 
@Phrancis what exactly do you mean by the distribution of cards?
right now there are 3 cards created of each kind, so there is right now equal distribution for the cards
 
Say I want to have twice as many 1/1 B0Ts as there are 3/3 Bios for example
 
@Phrancis Depends on how complicated you want to make it
Easiest way is to generate every card manually
Other way could be to use for-loops with some configurable amount
 
@Phrancis in the code you see there is a for loop now, for (int card = 0; card < CARDS_OF_EACH_TYPE; card++) {
instead of having only one such loop, you can have several different loops. loop x times for some cards to create them, y times for other cards to create them
 
@SimonAndréForsberg what command can I run on the server to send an invite request? so that i can test this code
 
3:47 PM
OK
 
@bazola right now the only way is to send a StartGameRequest to the server
 
so the server can't handle the invite messages yet?
 
yes it can
 
maybe i should push these changes and we should go ahead and test it manually? if you have time
 
3:51 PM
> lobby can now handle Invite messages
 
i think it will work but I have been surprised before :)
 
alright, I will start server
or maybe you have started already? :P
stats.zomis.net is up and running
 
no because my server is on a separate machine and I have not put the 0.3 file on there yet
hmm
 
hold on
reading server log
 
maybe i should have made it so it sent an InviteRequest()
 
3:56 PM
no, you should send a StartGameRequest to the server
it seems to have interpreted something as a decline though
[2014-10-06 17:55:13,501] INFO GameInvite [ Conn-0] ( GameInvite.java: 60) - com.cardshifter.server.model.GameInvite@22b8ba6f Invite Decline: com.cardshifter.server.clients.ClientSocketHandler@28e1b22c
 
[Cardshifter/Cardshifter] build #330 for commit 5342debc on branch javafx errored
@bazola, your build reported bad status: Errored!
 
@Duga Shut up!
 
Don't hurt @Duga's feelings :(
 
@bazola I will just add a few server commands to more easily debug, hold on
 
3:57 PM
strange that it didn't work then
 
> Merge branch 'develop' of github.com/Cardshifter/Cardshifter into ecs-module-support
 
i verified that the buttons were working, and here is their code:
	public void acceptGameRequest(MouseEvent event) {
		this.send(new InviteResponse(this.currentGameRequest.getId(), true));
		this.closeInviteWindow();
	}

	public void declineGameRequest(MouseEvent event) {
		this.send(new InviteResponse(this.currentGameRequest.getId(), false));
		this.closeInviteWindow();
	}
ok i see a bug on my end
 
> fixed button clicking bug in InviteWindow
 
did the window pop up for you when I sent the invite?
 
yes, the window did pop up
 
4:00 PM
i had yes and no assigned to the wrong methods :)
 
you can connect again now @bazola
that explains it... :)
hmm.. I should probably fetch your changes as well :)
 
yeah I think so :) stupid mistake
 
@rolfl no problem, but was already 30 min asking myself what the f...g problem was, so at the end of the day, let's ask some other eye's ;)
 
I haven't seen the sun a single time today and yesterday :|
 
4:05 PM
@chillworld Hi there. Although... @rolfl doesn't hang out here very much
 
[Cardshifter/Cardshifter] build #332 for commit 4e476843 on branch javafx errored
@bazola, your build reported bad status: Errored!
 
@Duga We're playing here! We'll take a look at that later.
 
@SimonAndréForsberg bad favorite clicked ;)
monking @all and sorry, leaving again (2 sick kids @home)
 
@chillworld Nice that you have this as a favorite at least :)
 
yeah, but not yet time to come
new project has to be finished start december
 
4:08 PM
Aha
This is where all the fun things happen :)
 
good database normalisation, bad for java (look this topic : stackoverflow.com/questions/26219627/…)
 
so @Phrancis @SimonAndréForsberg @skiwi do we want a hard limit on the battlefield size? or should I go ahead and implement scroll bars for now?
 
I vote scroll bars for now
 
Nope, he does not ... ;)
 
4:19 PM
@bazola if you can find a somewhat easy way to do scrollbars, do scroll bars
 
cool, won't be too hard
 
now my notifications are clear, as well as my conscience.
 
@rolfl I guess we need more bananas here...
 
perhaps, or minutes (hours or days...)
 
@SimonAndréForsberg I'm trying to locate the code section we discussed yesterday on github (only have browser access here) can you point me in the right direction please?
 
4:22 PM
@Phrancis cardshifter-core - src - main - java - net - zomis - cardshifter - ecs - usage - PhrancisGame
 
Thanks!
 
> PhrancisGame now takes an ECSGame as input and constructs from that
> Added server commands to check invites and running games
 
Based on the few games we played so far, I think the player health should be higher... think 30 would be a good start?
 
@Phrancis agreed
 
> Merge branch 'javafx' of github.com:Cardshifter/Cardshifter into client-server
@SimonAndréForsberg, your build reported bad status: Errored!
 
4:47 PM
> Fixed irrelevant FindBugs warning for fields are initialized with @FXML
> ChatMessage is now sent when client closes game window
> Added chat messages when game is started and when invite is declined
[Cardshifter/Cardshifter] Zomis pushed 10 commits to develop
 
@SimonAndréForsberg if I wanted to hard-code the B0T cards instead of making them using a loop, would I just need to remove this section?
				for (int strength = 1; strength <= BOT_CARDS; strength++) {
					Entity cardEntity = createCreature(deck, strength, strength, strength, "B0T");
					if (strength == 2) {
						cardEntity.getComponent(ECSResourceMap.class).getResource(PhrancisResources.HEALTH).change(-1);
					}
				}
 
@Phrancis didn't you merge the changes I did yesterday? I have already removed that section to make it more clearer
 
btw, @Phrancis You can merge again with the 'develop' branch
 
I can't log on the git application or Netbeans from here
Is there a way I can pull up the merged code from within a web browser?
 
4:54 PM
[Cardshifter/Cardshifter] build #336 for commit 74c69643 on branch develop passed
 
@Phrancis aha, that's the 'master' branch. That is not the most recent one. Use this instead: github.com/Cardshifter/Cardshifter/blob/develop/… (develop branch)
 
Superb, thanks. Hey what's the Blame button for?
 
@Phrancis That's used to blame @SimonAndréForsberg when he makes a mistake!
 
@Phrancis using it, you can see who is responsible for the current lines of the file, and when those changes were made
 
It's used in reality though to find out who did what on that specific line of code
 
4:57 PM
exactly
 
/* Does Java support this kind of comment
** formatting?
*/
Does it seem to work well that each card is worth 1 scrap?
 
@Phrancis I believe so yes
@Phrancis I don't know, it seems to kind of get rid of tactics
 
It would make more sense if perhaps the scrap value == mana cost?
or maybe scrap value == creature health?
I think that actually would make the most sense... a B0T with higher health/constitution would necessarily have better/more useful parts... make sense?
 
while we are talking about this, one thing I find strange is that BIO cards can be scrapped at all
 
Not sure if they should have a direct relation
 
5:09 PM
but, maybe they could be scrapped to get some amount of scrap back that was spent on them (just an idea)
 
I'm still missing the whole concept of B0T and Bio... but that might be because there are no names and no images
 
B0T = Scrappable but not enchantable/upgradeable. Bio (should be) non-scrappable (because that's gross) but upgradeable
 
@Phrancis I don't think it should necessarily be scrap value == mana cost or scrap value == creature health. perhaps scrap value == creature health / 2 would be a good guideline though, but I think that individual setting is the best.
 
OK. I'll put in an issue now
 
Oh. Bios right now are scrappable. But that is easily changed.
 
5:12 PM
OK can we just make sure that is changed by the next release/snapshot?
 
@Phrancis I don't believe the non-scrapping of Bio's is implemented yet?
 
Right now you can scrap bios
			ECSResourceMap.createFor(player)
				.set(PhrancisResources.HEALTH, 30) // was 10
				.set(PhrancisResources.MANA, 0)
				.set(PhrancisResources.SCRAP, 0);

			ZoneComponent deck = new DeckComponent(player);
			ZoneComponent hand = new HandComponent(player);
			ZoneComponent battlefield = new BattlefieldComponent(player);
			player.addComponents(hand, deck, battlefield);

			for (int card = 0; card < CARDS_OF_EACH_TYPE; card++) {
				createCreature(deck, 1, 1, "B0T", 1);
				createCreature(deck, 1, 2, "B0T", 2); // new
^^ thoughts? @SimonAndréForsberg @bazola
 
@Phrancis First time I really look at this code
How about giving them names?
Or is that not supported yet hm
 
@skiwi not supported yet. Wait for 0.4.
 
@SimonAndréForsberg When is 0.3?
 
5:19 PM
@Phrancis createCreature(deck, 2, 1, "B0T", 2); // new -- that's not really new AFAIK. That creature exists already
@skiwi Working on it as we speak.
 
oops
Yeah it is
79
80 			for (int card = 0; card < CARDS_OF_EACH_TYPE; card++) {
81 				createCreature(deck, 1, 1, "B0T", 1);
82 				createCreature(deck, 2, 1, "B0T", 2);
83 				createCreature(deck, 3, 3, "B0T", 3);
84 				createCreature(deck, 4, 4, "B0T", 4);
85 				createCreature(deck, 5, 5, "B0T", 5);
86
87 				createCreature(deck, 4, 4, "Bio", 5);
88 				createCreature(deck, 5, 3, "Bio", 5);
89 				createCreature(deck, 3, 5, "Bio", 5);
90
91 				createEnchantment(deck, 1, 0, 1);
92 				createEnchantment(deck, 0, 1, 1);
^^ original code
 
Also @Phrancis would it be possible to create some "goals" of the game? I would want to do automated balance-checks, but I figure a difficult time to figure out what should be checked against
 
@Phrancis I'd like to see more Bio's with less mana cost. The bio for 4 mana is new btw. Perhaps even a bio for 2 or 3 mana?
 
OK
 
@Phrancis And I still think that the +2/+2 enchantment is too expensive. I think 3 scrap would be enough for that. Although I'd recommend changing the other existing +3/+0 or +0/+3. Although this depends a bit on how the attack system will change.
 
5:21 PM
Are spell cards also planned for 0.4?
(We're going to add them, right?)
 
@skiwi At least I intend to support them in the game code. Whether or not @Phrancis and the game designers wants to add them to their game, I do not know.
 
@Phrancis in a few minutes I will look at what you have as far as creatures and give my feedback
 
I haven't given that much thought into spell cards. I'm trying to get the other designers to play the game first - hopefully today - and see what direction we should go
			for (int card = 0; card < CARDS_OF_EACH_TYPE; card++) {
				createCreature(deck, 1, 1, "B0T", 1);
				createCreature(deck, 1, 2, "B0T", 2); // new
				createCreature(deck, 2, 1, "B0T", 2); // new
				createCreature(deck, 2, 2, "B0T", 3);
				createCreature(deck, 3, 3, "B0T", 4);
				// createCreature(deck, 4, 4, "B0T", 4);
				// createCreature(deck, 5, 5, "B0T", 5);
				createCreature(deck, 3, 2, "Bio", 2); // new
				createCreature(deck, 2, 3, "Bio", 3); // new
				createCreature(deck, 3, 3, "Bio", 4); // new
 
> For game play balancing please add a scrap value property that can be set for each card.
 
5:28 PM
@Phrancis If Bios should not be scrappable, that configuration will probably leave quite a lot of scrap-shortage. Perhaps change the number of each enchantment cards players get?
 
I was thinking of just adding more bot variations. Also I'm guessing if one identical line was present twice, it would generate double the amount of that card? Hypothetically
 
@Phrancis Yep
 
yep, it will. Although it might be better to put it in a separate for-loop
 
I thought so, it seemed a bit like it should DRY :)
TFL!
 
[Cardshifter/Cardshifter] build #337 for commit eb9ba760 on branch javafx errored
@bazola, your build reported bad status: Errored!
 
5:32 PM
@Duga Shut up! I have fixed that in another branch already!
 
@SimonAndréForsberg I'll look into suppressing FindBugs with @FXML, it should be possible to do that somehow...
I don't think you can make a meta-annotation that on compile-time gets split into two real annotations?
What is an example of FXML class where FindBugs complains normally?
 
@skiwi InviteWindow (in Javafx branch)
that's the one findbugs is complaining about right now
in other branches I have fixed it
 
I hope Travis will build this now...
 
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