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00:00
RELOAD!
[Cardshifter/Cardshifter] 2 commits. 5 opened issues. 1 closed issue. 10 issue comments.
[retailcoder/Rubberduck] 17 commits. 7 opened issues. 3 closed issues. 10 issue comments.
[Zomis/Duga] 1 issue comment.
[Zomis/Duga] 1 closed issue.
[Zomis/Rubberduck] 2 commits.
 
1 hour later…
01:09
Yay, first game under my belt
Seems to be flowing OK, though it seems the game balance can shift drastically in one player's favor
01:20
@Simon might have found a bug, gameplay is frozen
[2015-06-02 21:18:17,544]  INFO Log4jAdapter [ai-thread-1] (     Log4jAdapter.java: 16) - Send to Phrancis: UpdateMessage [id=33, key=HEALTH, value=-2]
[2015-06-02 21:18:17,544]  INFO   AISystem [ai-thread-1] (         AISystem.java: 46) - AI entities [Entity #29]
[2015-06-02 21:18:17,557]  INFO   AISystem [ai-thread-1] (         AISystem.java: 73) - Entity #29: No actions available
[2015-06-02 21:18:17,557]  INFO Log4jAdapter [ai-thread-1] (     Log4jAdapter.java: 16) - Send to AI Fighter: com.cardshifter.api.outgoing.ResetAvailableActionsMessage@2b54d654
^ This is right before it happened, AFAIK
Not exactly sure it how it happened, but it's the AI's turn, and it's not doing anything
Have a full log if you need it
01:41
[Zomis/Duga] build #38 for commit 13a0f964 from pull request #84 to branch master errored
@newbiedoodle, your build reported bad status: Errored!
02:07
> Somewhat similar to #226, this effect trigger would fire once the target's HEALTH would become lower than its current value.

Example:

onAttacked {
damage 1 to 'opponent'
}
@QPaysTaxes It tries to build after you Push it
git push
^ pushing
So - How did you commit...?
25 mins ago, by Duga
[Zomis/Duga] build #38 for commit 13a0f964 from pull request #84 to branch master errored
Oh, yeah that
From the website, it seems like a dice toss
[Zomis/Duga] build #39 for commit 14221074 from pull request #84 to branch master passed
Indeed!
ROFL
I'm sure Simon will look it over tomorrow
Meanwhile, feel free to checkout our main repo XD
This is one of the most interesting parts: github.com/Cardshifter/Cardshifter/tree/mods/extra-resources/…
@QPaysTaxes Do what?
o.o
lost
 
1 hour later…
04:15
> Can we implement a "Charm" effect where we can take control of an opponents unit for a turn?
> Can we implement "tracking" where we can rearrange the order of the top 3 cards in our deck, or an opponents deck; as well as discard a card in an opponents deck?
04:35
> Also, choosing or having your opponent choose a card in the hand to discard.
 
3 hours later…
07:34
> Are we going to have rollover damage, much like Trample from MTG, where any damage left after a unit has done battle goes directly to player life points?

5/5 attacks 3/3 - 5/5 becomes 5/2, owner of 3/3 would take 2 damage directly to life points and unit would die.
@SimonAndréForsberg Huh, I don't get it? But I'm still tired
well nvm actually I forget unless a creature has taunt I can hit you directly... which I do think is logical.
@QPaysTaxes If you can, you should try to submit a PR to develop
(Rather than the master branch)
08:00
> Cool whitespace-changes... I don't want to be pedantic and I don't want to come off as jerk, but I'd not like my formatting preferences shot by a PR. Then again neither @skiwi2 nor @Zomis provided any shared formatting preferences and I am just a random person on the internet ;)
> Cool whitespace-changes... I don't want to be pedantic and I don't want to come off as jerk, but I'd not like my formatting preferences shot by a PR. Then again neither @skiwi2 nor @Zomis provided any shared formatting preferences and I am just a random person on the internet ;)
@Duga @Vogel612 Omg they are tabs aren't they?!
Kill all tabs with fire!
hello fellas.
> The better option to this might be stripping the comments of markdown before examining them, instead of building a comparably unreadable regex to match them with markdown
> The better option to this might be stripping the comments of markdown before examining them, instead of building a comparably unreadable regex to match them with markdown
hey @Jay1148
08:21
> I realize this is a fluke post... that units can attack player health points directly. Can we stray away from that. The reason why I is because logically, if I have an army you will have to defeat that army before getting to me... I think that we should have to empty the field before getting to attack the player directly.
@skiwi not sure, but.....
why do they always come double?
once as comment and once as linecomment?
working hard on these greek cards.
I had to limit myself to 5 units and 10 spells.
sorry, *50 units and 10 spells.
literally could make a whole card game just off of the Greek Mythology, there is so much freaking material.
08:42
@Vogel612 Not sure, is that always?
No clue...
09:48
@Vogel612 because someone (ME!) added another webhook to it. So now there's two webhooks pointing to the same repo
hmm... that explains
10:04
@skiwi What is it that you don't get? I got it working so that I can add, list and remove webhooks by using Githubs API. You give me a key, I control your webhooks!
@Phrancis Yes please, I'd love a full log.
@SimonAndréForsberg Ooooh, nice
> Related to #184. On Attacked and on dealt damage is not the same thing here. On Attacked would happen before the damage is dealt, on dealt damage happens after (or directly before) damage is dealt. On Dealt Damage is also possible to trigger without attacking, by for example playing a spell.
> Yes, this is planned. This is a bit tricky as it involves some GUI. The way I will accomplish this I think is by temporarily creating a card zone that those cards will be put in, and then show that zone to the player and have him choose what to do on those cards.
> Trample is partially implemented already, adding full support for it for specific mods shouldn't be too difficult. It should be fully supported, but is not a high priority at the moment.
@Phrancis I renamed the "mod" and "gameplay" labels as I thought they were way too similar. The new names are "moddability" and "specific-mod" which distinguishes the labels more. Use "moddability" for something that should be possible to accomplish generally, and "specific-mod" for something that should be added to a specific mod.
10:28
@SimonAndréForsberg By renaming it created all those add/remove events? ^^
@skiwi No, I did that cleanup after renaming.
Ah ok
11:05
does this look like it should work?
private Tile[] sortedTilesByDesire() {
    Tile[] tilesToSort = new Tile[World.WORLD_HEIGHT * World.WORLD_WIDTH];
    int index = 0;
    for (Tile[] row : this.levelData) {
        for (Tile tile : row) {
            tilesToSort[index] = tile;

            System.out.println("adding tile " + tile.toString());

            index++;
        }
    }

    System.out.println("array size = " + String.valueOf(tilesToSort.length));

    Arrays.sort(tilesToSort, new Comparator<Tile>() {
        public int compare(Tile a, Tile b) {
> It might additionally be interesting to not copy-paste the source of the tested method into the test-class because that somewhat defeats the point of examining the actual codebase...
but hey, it's not my repo :)
@Duga @Vogel612 I totally agree with that
11:53
hey @SimonAndréForsberg how hard was it to have mouseover tooltip in javafx?
@bazola not hard at all. very easy, in fact.
one idea i just had would be to display a zoomed in version of the card on mouseover?
I don't think mouse over would be the best option for that, as you can click on the card to activate different abilities
on right-click or double-click though, it could work
@QPaysTaxes no worries there. It's all good right now. Just be sure to fix the things mentioned in the comments
12:13
@SimonAndréForsberg sorry, actually i was just talking about the deck builder for that idea
12:24
@bazola oh. well, if it would not show above the card, but for example on the bottom right or at another area, I'm all for it.
 
3 hours later…
15:33
Monking
@SimonAndréForsberg OK I'll send it to you once I get home tonight
16:25
in VBA Rubberducking, 18 mins ago, by Duga
[retailcoder/Rubberduck] Zomis pushed commit c8b96b06 to next: first version of Swedish translation
I feel like a traitor...
2
I'm the source control manager in this project... And people want me to merge stuff into develop that breaks stuff, great :|
@SimonAndréForsberg Why?
@skiwi I did two commits to Rubberduck.
@SimonAndréForsberg That could've been two commits to Cardshifter!
@skiwi I don't think Cardshifter is in need of a Swedish translation.
17:09
@SimonAndréForsberg That depends on the amount of spare tiem you have
17:26
@Phrancis @Jay1148 did i read it right that jay has already made 60 cards for mythos?
That's how I read it too!
Albeit, they will be in plain English, so I will need to make them into DSL
so its possible that they require new functionality that we don't have yet?
17:46
possible, but Jay has been asking quite a lot about what we do have and don't have, so I don't think it will be a big problem
17:57
thats a lot of cards either way!
18:17
Sure is! We might need to rename the mod to Greekos lol.
@Simon Remove this reminder!
5
 
3 hours later…
20:52
@QPaysTaxes yes, but the public static method should not be in the test class
the test class should call the same method that the other class uses.
> @Vogel612 I actually asked what @Zomis preferred in chat, and he said whatever. I have them as tabs because half the time it was spaces, half the time it was tabs, and I personally prefer tabs.
> @Vogel612 Good point. Makes it rather easier to expand, too. The only problem with that is that now I have to write several unreadable regexes to strip out the Markdown formatting, unless there's a method on StackExchangeComment that gets the plaintext version (in which case my pull request becomes about six characters changed) (and looking into it, it seems rather annoyingly possible)
21:20
@QPaysTaxes that's my API. And no, it doesn't. It returns HTML.
@QPaysTaxes because @skiwi wrote the beginning of the project under his package name, and because of some Spring stuff, some things have to be in a certain directory. (this is probably a part that could change though)
@QPaysTaxes I need to remember that more often.
22:05
> So are we unable to attack an opponent directly as long as the opponent has a unit on the table?
> Not necessarily. That is the 'taunt' feature. As long as opponent has creatures with taunt in play, you are unable to attack opponent. In Cyborg-Chronicles, all creatures have taunt, but not in Mythos.
22:37
@Simon how far back in the game server log do you need me to go back to?
Couple of turns back maybe?
@Phrancis from the start of the game, preferably.
better to send me too much than too little
OK, it's a lot but I will
23:01
Oh, DUH I'm such an idiot
The game stopped because of "Game over"... o_o"
2
indication that we need a better game over screen? :)
I guess that justifies that issue about a game over screen
I think that would probably be the last you'd have to fool around with the JavaFX UI, for a while
If the words "Login message:Game Over!" were just highlighted in red or something, it would probably be a quick fix
A proper pop-up screen would be better (certainly for libGDX version), but I feel we shouldn't spend any more time than we have to on making that for JavaFX
23:16
[Cardshifter/Cardshifter] Zomis pushed commit da187e4e to gradle: plainly converted to gradle
[Cardshifter/Cardshifter] Zomis pushed commit 801573ac to gradle: corrected gradle tests
I will be surprised if this works...
[Cardshifter/Cardshifter] Zomis pushed commit 117ba699 to gradle: added shadow plugin
[Cardshifter/Cardshifter] Zomis pushed commit 39a150af to gradle: ignoring a test output
[Cardshifter/Cardshifter] Zomis pushed commit 4bf970eb to gradle: added application plugin to FX, Server, and Console
[Cardshifter/Cardshifter] Zomis pushed commit 4e3d6694 to gradle: added gradle dist task
[Cardshifter/Cardshifter] Zomis pushed commit 4aa074e7 to gradle: added *.java and *.gwt.xml files to API jar (for GWT support)
[Cardshifter/Cardshifter] Zomis pushed commit 45bf9fcb to gradle: added configuration for uploading of api artifact
[Cardshifter/Cardshifter] Zomis pushed commit 7940e7f5 to gradle: removed old maven poms
[Cardshifter/Cardshifter] build #1094 for commit 7940e7f5 on branch gradle errored
@SimonAndr, your build reported bad status: Errored!
ha, I knew it!
> /home/travis/build.sh: line 175: ./gradlew: Permission denied
@skiwi I might need your help with that ^^
[Cardshifter/Cardshifter] Zomis pushed commit c763ddc1 to gradle: making gradle wrapper runnable on travis
[Cardshifter/Cardshifter] build #1095 for commit c763ddc1 on branch gradle errored
@SimonAndr, your build reported bad status: Errored!
[Cardshifter/Cardshifter] Zomis pushed commit 89c9ea62 to gradle: changed travis.yml, from before_script to before_install
[Cardshifter/Cardshifter] build #1096 for commit 89c9ea62 on branch gradle errored
@SimonAndr, your build reported bad status: Errored!
[Cardshifter/Cardshifter] Zomis pushed commit 6b6de976 to gradle: skipping maven deployer if no credentials are found
Loki Astari vs. Simon André Forsberg: 4417 diff. Year: -1334. Quarter: -35. Month: +30. Week: +95. Day: 0.
200_success vs. rolfl: 276 diff. Year: -442. Quarter: -285. Month: +204. Week: +227. Day: +105.
Simon André Forsberg vs. Mat's Mug: 400 diff. Year: -541. Quarter: -1291. Month: +55. Week: +50. Day: +25.
janos vs. Loki Astari: 7363 diff. Year: +8735. Quarter: +3069. Month: +355. Week: +515. Day: +160.
[Cardshifter/Cardshifter] build #1097 for commit 6b6de976 on branch gradle errored
@SimonAndr, your build reported bad status: Errored!
23:54
i wish that libGDX had a way to hide an entire stage
@bazola in a way, it does.
just stop calling the render method on the stage.
if (renderStage) { stage.render(batch); }
hmm i suppose that is a good idea
I've got lots of booleans going on unfortunately
I don't remember the exact code, but you get the idea
booleans is life
if(life){booleans}
[Cardshifter/Cardshifter] build #1097 for commit 6b6de976 on branch gradle errored
@SimonAndr, your build reported bad status: Errored!

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