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Which one is better though? If you had to make it, which would you choose? There must be best practices for this sort of thing since it's extremely common. — Ryan Peschel19 mins ago
I gave my students the challenge of designing a new slate of 12 monsters for Pokémon-like auto-battler. They could choose two special abilities to use (like Poison/Sleep/etc.) in addition to the base set.
One of the special abilities was Copycat: if the ability succeeds, it uses the opponent's selected ability against them. If the opponent also used copycat, then it would do nothing (specifically to avoid infinite copycatting).
Once I got the students' monster data, I ran it through a simulator that tried all ~3 million possible party-versus-party match-ups a hundred times, and simulated players choosing their parties based on those observed win rates, to see how the game's meta would evolve.
Running that sim on 8 threads took 10 minutes to 2 hours per submission, depending on if the group gave me more monsters than I asked for.
But one group, theirs was running infinitely long. My threads were reporting practically no progress after the first few battles.
That was the one group that had chosen the copycat ability. All others had picked something else.
So after class Monday I dove in to try to find what was wrong with this ability.
Turns out, I was only hitting the "do nothing" case if the opponent successfully used copycat. If they tried to copycat and failed, my code still treated that as a valid ability to try to copy.
So one monster would try to copycat and fail. Then their opponent would try to copycat and succeed, copying the copycat. Then succeed at the copied copycat, copying the copycat...
They consume stamina, but you only pay the staminal cost once per round. Since the copycat kept copying and copying without ever resolving the attack, it never burned the stamina down.
It was a small fix. I made it so if you tried to copycat a failed copycat, you could only make a failed copycat, never a successful one. So that eliminated the loop.
@DMGregory I think that's essentially why MtG changed from their initial design & dropped things like interrupts - too much complexity, esp as they started to venture into digital & asynchronous play.
Damn... i think i finally found a clean way to save an ecs into a sql database. The issue was that an entity is made out of 1:n components. We dont know the type of the exact type of them and inheritance is not that performant ( Most ORM simply create a huge union for every child ).
Furthermore entity references are a huge problem. But i think its possible to have a schema like this : Entity{ uniqueID, jsonComponents }, Entity_Relation{ name, owner, target, json }. This way we could load an entity with all its relations and simply map it.
I think, im gonna test this. This could be an good alternative to nosql databases.
Me neither ^^ it feels kinda hacky... but probably better than switching my existing database to nosql. NoSQL comes with its own problem, also relation related
@OKprogrammer Thanks ^^ It actually works... just implemented a little test. Much better than my previous solution, i think im gonna stick with that for the first :)
I'd say start by growing your circle of friends who are (professional or hobbyist) developers, of all genders, rather than trying to jump directly to a romantic partner. The bigger your network, the better the connections you can make.
@DMGregory sorry. does it irritate u? I am just used to the reply feature. nowadays it is present almost everyewhere and become an integral part of my communication
Also, however, I may add that wanting to find a partner that shares this kind of interest might be nice for some time, but interests of a person generally evolve, so even if you share a passion with that person now, it does not mean that this interest will be shared in the long term...
I suppose the pandemic hit hard those who were into this phase of their life...
I'd be very curious to see the stats of apps like tinder during various lock-downs and curfews.