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[Cardshifter/Cardshifter] 2 opened issues. 2 issue comments.
[rubberduck-vba/Rubberduck] 14 commits. 3 opened issues. 1 closed issue. 6 issue comments. 3688 additions. 360 deletions.
[Zomis/Duga] 1 opened issue.
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00:34
[Zomis/StackSTV] Zomis pushed commit 6adcbdf0 to master: extracted ElectionStrategy interface, added PascalElection strategy
 
2 hours later…
02:14
@SimonAndréForsberg that's weird. i ran dist, and it put the output in "libs". maybe because i had accidentally built them as a library previously?
 
2 hours later…
04:42
> java.lang.AssertionError: Server did not start correctly. Perhaps it is already running?
I bet Simon put that there to tease me ;p
05:34
[Cardshifter/Cardshifter] Phrancis pushed commit b36d89a5 to mods: added new common cards
[Cardshifter/Cardshifter] Phrancis pushed commit f64a32d8 to mods: Fixed an error in effects documentation
[Cardshifter/Cardshifter] build for commit f64a32d8 on mods: The Travis CI build passed
06:12
[Cardshifter/Cardshifter] Phrancis pushed commit cdcd42b8 to mods: Rearrange some cards
[Cardshifter/Cardshifter] Phrancis pushed commit 7f47c868 to mods: Added nature.groovy deck for Mythos
[Cardshifter/Cardshifter] Phrancis pushed commit d712d931 to mods: fixed an error in Game.groovy
[Cardshifter/Cardshifter] build for commit 7f47c868 on mods: The Travis CI build failed
BUILD FAILURE!
[Cardshifter/Cardshifter] build for commit d712d931 on mods: The Travis CI build failed
BUILD FAILURE!
Awesome
 
5 hours later…
10:55
hey
11:20
> At the moment, picking "do nothing" at random fails because of github.com/Cardshifter/Cardshifter/blob/master/cardshifter-core/… . It should probably be solved by adding a doNothing() no-operation method.
> This is the line(s) that cause the build to fail. At the moment, picking "do nothing" at random fails because of github.com/Cardshifter/Cardshifter/blob/master/cardshifter-core/… . It should probably be solved by adding a doNothing() no-operation method. See #323
@MotokoKusanagi No, that's normal. Now that I check it, you are right that it outputs to "libs", but it also creates a zip file and puts it in build/distributions.
12:06
@bazola In your question the createSideButtons() method smells a lot like copy-paste ;)
 
1 hour later…
13:07
@Phrancis did you look at the build failure? here it is if not:
com.cardshifter.core.GroovyTest > com.cardshifter.core.TestUtils$5.summon on battlefield STANDARD_OUT
    Included creatures
    Included noAttack
    Known resources is [ATTACK:ATTACK, HEALTH:HEALTH, MAX_HEALTH:MAX_HEALTH, MANA_COST:MANA_COST, ATTACK_AVAILABLE:ATTACK_AVAILABLE, DENY_COUNTERATTACK:DENY_COUNTERATTACK, SICKNESS:SICKNESS, TAUNT:TAUNT, MANA:MANA, MANA_MAX:MANA_MAX]
    Missing method: manacost on Entity #12 with args [10]
com.cardshifter.core.GroovyTest > com.cardshifter.core.TestUtils$5.summon on battlefield FAILED
@skiwi which part do you mean exactly?
@bazola Pretty much the part where the answer suggests the builder pattern for
ah okay
it was a pretty good answer i suppose :)
but even with that answer, you would still have all that click listener code and it wouldnt be too many lines shorter in the GameScreen class
13:22
Maintainability matters most
13:50
Functionality matters most
14:06
well, in my case i feel that way, because i have a back log of game ideas to program and I've already spent too much time on this one :)
I also have a huge backlog of games I want to make. I've pretty much put all of them on hold for an unforeseeable future.
15:00
@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
@SimonAndréForsberg why on hold?
15:15
have lost motivation for many of them, and got occupied with other things.
the hard part with building prototypes is that most of them will not be good enough to succeed, but you don't know for sure until a large way through building it
 
2 hours later…
16:57
Monking
@Simon @bazola I kind of didn't know what to expect when the game would encounter an empty instruction inside one of those pick n atRandom blocks, looks like the tests prove useful again :D
Whoa that's neat
Not completely structurally sound, but that's besides the point :)
17:12
a new arcology, they are supposed to be a bit futuristic :)
Hm, I keep getting this error, even though I have commented out what seemed to be the offending lines
> java.lang.RuntimeException: java.lang.AssertionError: probability condition needs to have some actions. Expression: (deleg[i].closures.size() > 0)
apparently you didn't comment out the condition part?
card('Shaman') {
    creature "Common"
    maxInDeck 2
    attack 2
    health 4
    manacost 10
    sickness 1
    onStartOfTurn {
        pick 1 atRandom (
                // { doNothing() }, // #323
                // { doNothing() }, // #323
                { summon 1 of "Earth Totem" to "you" },
                { summon 1 of "Tree Totem" to "you" },
                { summon 1 of "Burning Totem" to "you" }
        )
    }
}
try just deleting the lines all together and see what happens?
is atRandom supposed to be () and not {} ?
Yes
I removed the lines and trying to build now, maybe it didn't like single-line comments inside... closure conditions?
Nope, still same problem :\
17:26
it doesn't point out a line where its failing for groovy?
Doesn't appear to
Let me try with -debug and see if it can be any more specific
> 13:31:42.792 [DEBUG] [TestEventLogger] Missing method: manacost on Entity #12 with args [10]
There's the real problem
So manacost is not a thing...
You made the documentation... Is there a manacost property? ;)
2
No, there's a manaCost one though -_-"
17:41
ouch
feels like it is way too often that it is something dumb like that that screws things up
but if you were not in a dynamic language, the IDE would have caught that one for you
I'm not sure if the IDE would pick up errors in a DSL...?
Still getting errors, but getting closer :)
Looks promising now
Had forgotten to specify the zone to summon to
    pick 1 atRandom (
            { summon 1 of "Earth Totem" to "you" zone 'Battlefield' },
            { summon 1 of "Tree Totem" to "you" zone 'Battlefield' },
            { summon 1 of "Burning Totem" to "you" zone 'Battlefield '}
    )
Sweet, it got past the core tests, I think it will work from here
> 13:49:55.421 [LIFECYCLE] [org.gradle.BuildResultLogger] BUILD SUCCESSFUL
[Cardshifter/Cardshifter] Phrancis pushed commit b11c9adb to mods: Fixed DSL syntax errors in Mythos cards that were causing some tests to fail
[Cardshifter/Cardshifter] build for commit b11c9adb on mods: The Travis CI build passed
18:01
Sweet
18:36
@bazola I believe the IDE can catch this as well, might need some extra annotations with @CompileStatic on the Groovy side and needs IDE configuration on the modder side, but it should be possible
@Phrancis 'Battlefield' != 'Battlefield '
(Expect bugs)
Meh
Nice catch
Some people say I easily spot bugs
Apparently that's the case
I had the weird idea the other day that maybe we could use RegExes to parse things that are stored as Strings, like above... but, that might be a case of "now you have two problems"
[Cardshifter/Cardshifter] Phrancis pushed commit f6966098 to mods: removed a trailing space in a Battlefield value (thanks @skiwi)
Getting a ping from @Duga and I'm like: "huh"?
18:47
I think I'm going to hammer out some of the Hindu cards today. I feel in a bit of a creative mood
[Cardshifter/Cardshifter] build for commit f6966098 on mods: The Travis CI build passed
19:06
[Cardshifter/Cardshifter] Phrancis pushed commit 45f14841 to mods: Converted all GString to regular String in cardsets
[Cardshifter/Cardshifter] build for commit 45f14841 on mods: The Travis CI build passed
Does using "" make it automatically a GString?
19:29
No.
> Double quoted strings are plain java.lang.String if there’s no interpolated expression, but are groovy.lang.GString instances if interpolation is present.
I changed them mostly for consistency, and also so that the game wouldn't have to bother checking for interpolation in double-quoted Strings in cards, since there's not going to be any anyways
19:44
> A card like this one in Mythos/common.groovy

card('Spring of Rejuvenation') {
manaCost 5
// Target unit gains +3 health
spell {
targets 1 {
creature true
ownedBy 'you'
zone 'Battlefield'
}
}
afterPlay {
heal 3 on targets
}
}

Generates an inspection warning like such in IDEA:

![screen shot 2015-07-11 at 3 38 37 pm](https://cloud.github
20:04
16:00:59.497 [DEBUG] [TestEventLogger]     [2015-07-11 16:00:59,496] ERROR ServerSock [  Thread-4] (       ServerSock.java: 51) - Error in ServerSocket
16:00:59.497 [DEBUG] [TestEventLogger]     java.net.SocketException: Socket closed
16:00:59.497 [DEBUG] [TestEventLogger]     	at java.net.PlainSocketImpl.socketAccept(Native Method)
16:00:59.497 [DEBUG] [TestEventLogger]     	at java.net.AbstractPlainSocketImpl.accept(AbstractPlainSocketImpl.java:404)
16:00:59.498 [DEBUG] [TestEventLogger]     	at java.net.ServerSocket.implAccept(ServerSocket.java:545)
I'm clueless on this one... @Simon do you know what the issue here ^^ might be?? I can provide full log if needed
@Phrancis Not sure if it works that way
@Phrancis Does the error go away if you rerun it?
There might still be some concurrency issues
20:31
Let me try
20:46
Same thing happened
It looks almost as if something is causing it to go in an unresolvable loop or something. When I run in debug mode it keeps repeating the same series of commands against the server for a long time, then finally times out
That sounds like a real bug then...
I'm going to try another thing real quick first, it may be related to the issue I just opened
Even though I disabled include 'spells' in Game.groovy, I still had one spell-type card in common.groovy for Mythos. I commented it out and compiling now, let's see what happens
Nope, same issue
Wait, different issue
16:56:11.841 [DEBUG] [TestEventLogger] com.cardshifter.server.main.ServerConnectionTest > testPlayGame STANDARD_ERROR
16:56:11.842 [DEBUG] [TestEventLogger]     	at java.lang.Thread.run(Thread.java:745)
16:56:11.845 [DEBUG] [TestEventLogger]
16:56:11.845 [DEBUG] [TestEventLogger] com.cardshifter.server.main.ServerConnectionTest > testPlayGame STANDARD_OUT
16:56:11.845 [DEBUG] [TestEventLogger]     [2015-07-11 16:56:11,837] ERROR ServerSock [  Thread-4] (       ServerSock.java: 51) - Error in ServerSocket
It failed before going into that huge set of commands this time ... o.O
21:22
Trying something else...
> 17:23:51.250 [LIFECYCLE] [org.gradle.BuildResultLogger] BUILD SUCCESSFUL
Now I know where the problem is, at least. Looks like some of the enchantment cards in Mythos are wrong
[Cardshifter/Cardshifter] Phrancis pushed commit 3a452c8e to mods: Working build before trying to debug enchantments in Mythos
[Cardshifter/Cardshifter] build for commit 3a452c8e on mods: The Travis CI build passed
 
1 hour later…
22:37
17:59:34.355 [DEBUG] [TestEventLogger]     Incoming message UsableActionMessage [id=93, action=Enchant, targetRequired=true, targetId=0]
17:59:35.941 [DEBUG] [TestEventLogger]     [2015-07-11 17:59:35,940]  INFO   AISystem [ai-thread-0] (         AISystem.java: 80) - Entity #99 performs Mulligan for entity Entity #99
17:59:35.965 [DEBUG] [TestEventLogger]     [2015-07-11 17:59:35,956]  INFO   AISystem [ai-thread-0] (         AISystem.java: 46) - AI entities [Entity #99]
17:59:36.034 [DEBUG] [TestEventLogger]     [2015-07-11 17:59:36,034]  INFO   AISystem [ai-thread-0] (         AISystem.jav
That Entity #99 perform enchant loop goes on and on and on repeating until it times out. If only I knew a way to know which entity is Entity #99...
Entity #99 is referenced a lot in the log performing enchant actions, along with #103, so I'm guessing these are the 2 players
23:16
Hmm. Think I found an issue we should fix. Still testing.
Yep.
[Cardshifter/Cardshifter] Phrancis pushed commit 19398892 to mods: added ENCHANT_ACTION, SCRAP, SCRAP_COST for compatibility with enchantment cards
[Cardshifter/Cardshifter] build for commit 19398892 on mods: The Travis CI build passed
> I found the problem trying to add enchantment cards for Mythos. I added `include 'enchantments' and `ENCHANT_ACTION = "Enchant";` to Game.groovy but kept getting failed tests. I had to `include 'scrap'` and `SCRAP = createResource("SCRAP")`, `SCRAP_COST = createResource("SCRAP_COST")` for it to build successfully.

I think this should be fixed so that modders who have no use for the scrap-related resources aren't required to include it, or otherwise, if preferable, include scrap resources i
23:45
200_success vs. janos: 16096 diff. Year: -3559. Quarter: -633. Month: -633. Week: -190. Day: +82.
Loki Astari vs. Simon André Forsberg: 3501 diff. Year: -2275. Quarter: -679. Month: -679. Week: -359. Day: -33.
200_success vs. rolfl: 1187 diff. Year: +441. Quarter: +775. Month: +775. Week: +752. Day: +140.
Mat's Mug vs. Simon André Forsberg: 185 diff. Year: +1136. Quarter: -429. Month: -429. Week: -59. Day: +2.

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