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12:38 AM
[Cardshifter/Cardshifter] Phrancis pushed commit ddf0d3a3 to rules_documentation: Update Mythos Game config doc
[Cardshifter/Cardshifter] build for commit ddf0d3a3 on rules_documentation: The Travis CI build failed
BUILD FAILURE!
 
12:59 AM
FAILURE: Build failed with an exception.
* What went wrong:
A problem occurred configuring root project 'cardshifter'.
> Could not resolve all dependencies for configuration ':classpath'.
   > Could not download ant.jar (org.apache.ant:ant:1.9.4)
      > Failed to download resource 'https://jcenter.bintray.com/org/apache/ant/ant/1.9.4/ant-1.9.4.jar'.
         > Connection reset
* Try:
Run with --stacktrace option to get the stack trace. Run with --debug option to get more log output.
BUILD FAILED
 
 
7 hours later…
8:14 AM
hey
 
 
2 hours later…
10:30 AM
@Phrancis looks like a temporary network failure
 
 
2 hours later…
12:26 PM
[Zomis/GdxPlayground] Ping: Responsive is better than fast.
[Zomis/GdxPlayground] Zomis pushed commit d22f1972 to master: added gitignore
[Zomis/GdxPlayground] Zomis pushed commit aceede23 to master: added project content
[Zomis/Duga] Zomis pushed 110 commits to master
[Zomis/Duga] build for commit b4f949f0 on master: The Travis CI build passed
 
@SimonAndréForsberg @Duga finally got merged to master? :)
 
12:54 PM
yeah it was time
the Grails setup is working stable enough now
 
1:08 PM
Nice
 
1:57 PM
Monkign
 
hey @Phrancis
 
2:13 PM
[Zomis/GdxPlayground] Zomis pushed commit 2de470fc to master: refactoring to add Images to the Tile class and using TileMap.table
[Zomis/GdxPlayground] Zomis pushed commit e862632d to master: fixed FindIslands, searching for islands and removing those with size less than 10
 
Nice!!
 
thats awesome
 
there's a whole bunch of other things that can be done to smoothen it up even more of course
Not sure what to think about this generated map though:
 
it still looks interesting
 
2:28 PM
I'll work on an answer
 
@SimonAndréForsberg It looks neat but it'd be challenging to play for sure
I could imagine at initial map creation, you could either choose between "styles" of map (like in the first Sim City game) or perhaps have a slider to choose balance of land vs. water
 
2:54 PM
Age of Empires 2 had some good map generation...
8
Q: How can I generate random maps that feel like Age of Empires II random maps?

spiffytechI like the way Age of Empires II generate random maps turned out (good variety, decent biome transitions, maps felt random without feeling chaotic), but am struggling to replicate the style. I've attempted using e.g., Perlin noise, but everything comes out either too homogeneous, or if not, the P...

@bazola @Simon ^^
 
@Phrancis that's not the approach I'm using, but that's an interesting article as well. not sure how easy it would be to adapt it for pure 2d-tile-based stuff
 
@Simon work on the multiplayer server for UTTT and Battleship, and have a bot fight with maaartinus. And get rid of that reload spam when things are saved
 
shut up @Duga
 
@SimonAndréForsberg I figured the approach didn't look quite the same. But I wanted to mostly show the sample maps from AOE2
The idea for AOE was a bit more complex, since resources for gathering also had to be accounted for in addition to just land/water etc.
Man I miss that game. I think I still have it somewhere
 
i had a lot of fun with that game back in the day
 
3:23 PM
0
A: World Generation for City Builder

Simon André ForsbergMagic values int lastGroundTile = marsh ? 6 : 5; ... world[x][y] = new Tile(new IsoPoint(x, y), IsoTileType.getGroundType(this.game.random.nextInt(lastGroundTile)), ZoneType.NOZONE); It would be clearer if you would initialize that lastGroundTile to IsoTileType.SOME_CONSTANT.getValue() Metho...

 
3:38 PM
the only reason i didn't break river and ocean out to other methods is because it felt strange passing the world array into them rather than doing the work in the same method that creates and returns that array
overall very helpful answer @SimonAndréForsberg, thanks
the code in GdxPlayground is very easy to read
 
4:06 PM
@bazola it wouldn't be strange at all really to pass that array around.
@bazola thanks, glad to hear that.
I might expand on GdxPlayground later to add other MapGeneration tools and stuff
 
What's taht GdxPlayground exactly?
 
@skiwi for now, just a repository to play around with Map Generation in LibGDX
 
Seems interesting
 
Map Generation is fun stuff
 
[Zomis/StackSTV] Zomis pushed commit 960966ea to master: added Code Review election data
 
4:17 PM
Looks like it!
 
Writing an asynchronous API in JavaScript is less fun stuff
This code smells...
And I wrote it :(
I really need to use JavaScript Promises, but no time to try to get that working with QML/Qt5 right now
 
yeah that is smelly
deeply nested if/else
 
4:39 PM
 
5:06 PM
@bazola Can't easily simplify it thought with the callback hell
 
I don't really understand this type of syntax in JS, though I see it being used a lot...
HueBridge.testUserIsValid(function (result) {
    // stuff
});
 
@Phrancis it's passing a function to a function. In Groovy that would be like the following:
HueBridge.testUserIsValid { result ->
    // stuff
}
 
Hmm. How does that work, in plain English? I'm only used to passing values to a function/method, and not so much function -> function
 
[Cardshifter/Cardshifter] Zomis pushed commit acf44ef2 to rules: changed construction of ModCollection
[Cardshifter/Cardshifter] Zomis pushed commit ee2d8edc to rules: fixed bug with how much trample damage passes through and added test case
[Cardshifter/Cardshifter] Zomis pushed commit a98dc33e to rules: fixed bug with trample being applied when defending, by adding a causedBy to DamageEvent, also added test for this
 
18 hours ago, by Phrancis
@Simon TODO: Add test case for TRAMPLE!
 
5:21 PM
\o/
 
@Phrancis You pass a function into a function, which then gets passed into another function
 
For the README.md, can I update in on master directly? (since that is the landing page of the repo)
 
You take the HueBridge.testUserIsValid() as example
 
@Phrancis it's a way of extracting responsibility for something to another function. It's a way of using Strategy Pattern, which I can recommend reading about:
In computer programming, the strategy pattern (also known as the policy pattern) is a software design pattern that enables an algorithm's behavior to be selected at runtime. The strategy pattern defines a family of algorithms, encapsulates each algorithm, and makes the algorithms interchangeable within that family. Strategy lets the algorithm vary independently from clients that use it. Strategy is one of the patterns included in the influential book Design Patterns by Gamma et al. that popularized the concept of using patterns in software design. For instance, a class that performs validation...
 
That one calls...
function testUserIsValid(callback) {
    HueBridgeAPI.getUserConfig(bridgeIP, username, function (xhr) {
        var response = JSON.parse(xhr.responseText);
        if (response.error) {
            callback({"success": false, "error": response.error});
        }
        else {
            callback({"success": true});
        }
    });
}
 
5:22 PM
@Phrancis sure you can
 
Cool
 
Which calls;
function getUserConfig(bridgeUrl, username, callback) {
    request("http://" + bridgeUrl + "/api/" + username + "/config", "GET", "", callback);
}
And then there's also request ;)
 
@Phrancis Consider this for example: doSomethingWithNumbers(4, 2, {a, b -> a + b})
Or as it would be in JS:
 
ES6 would also make this way easier, as well as Promises would; but ES6 is not widely used yet (by far not) and Promises are not standardized :|
 
doSomethingWithNumbers(4, 2, function (a, b) {
    return a + b;
});
 
5:24 PM
OK
 
[Cardshifter/Cardshifter] build for commit a98dc33e on rules: The Travis CI build passed
 
The bigger issue here though is maintaining a synchronous flow when doing asynchronous requests
 
5:41 PM
[Cardshifter/Cardshifter] Zomis pushed commit dbff2c3b to rules: "Start Local Game" button is now disabled until an AI is chosen, fixes #299
[Cardshifter/Cardshifter] build for commit dbff2c3b on rules: The Travis CI build passed
 
6:15 PM
@bazola Interesting idea for you?
 
6:26 PM
[Cardshifter/Cardshifter] Zomis pushed commit 270dbedc to rules: fixed better errormessage instead of NPE when opening deck builder without having selected a deck, fixes #329
[Cardshifter/Cardshifter] build for commit 270dbedc on rules: The Travis CI build passed
 
@skiwi yeah thats pretty cool
 
6:55 PM
13:44:02.706 [QUIET] [system.out] 2015-07-24 13:44:03.595 IOSLauncher[1138:255910] Received memory warning.
gotta love it..
in the profiling i have done it rarely ever uses more than 40 mb
 
7:42 PM
in VBA Rubberducking, 15 hours ago, by Mat's Mug
> 1,999 commits
 
> 1,567 commits
@Phrancis ^^ now you post that to them
 
7:54 PM
[Cardshifter/Cardshifter] Zomis pushed commit 8f80769c to rules: refactored createShadowJars gradle task to be project-individual, changed buildDir for -fx and -server. fixes #303. lesson learned: don't share the buildDir
[Cardshifter/Cardshifter] build for commit 8f80769c on rules: The Travis CI build passed
 
 
2 hours later…
9:57 PM
i hate Groups in libGDX
 
@bazola what's the problem with them?
 
they just don't work as good as tables
for example, i want a centered horizontal group for a couple of buttons, and i want to set the size of the buttons because they say Previous and Next and if i don't set a size, they aren't the same size
so i make the group and try to set a size and height when i add the buttons to the group.. well you can't do that like you can with a table
so i try to set the size after creating the buttons, no effect
so i try to set the size of the horizontal group to something else, well that just stretches the whole table funny and doesn't make the buttons any bigger
so instead i just do a Table instead of a HorizontalGroup, size the buttons when i add them to the table, add the table to the other table, and it works exactly like i need
 
10:48 PM
ah, I see
 
@Phrancis @SirPython @bazola ^^
 
11:45 PM
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