00:13:26 Unstable branch on cbro.berotato.org updated to: 0.33-a0-549-g2ebf7937d9 (34) 00:15:50 <04d​racoomega> There's so many different cases here where I find myself thinking about whether there is or isn't any way this check can possibly matter anymore 00:17:03 <04d​racoomega> Like, it's completely impossible to have an unidentified piece of equipment on 00:17:22 <04d​racoomega> ...I guess it is in wizmode, technically 00:17:55 <04d​racoomega> I don't think we need to worry about wizmode leaking information by giving you equip warnings about unidentified items in your inventory 00:31:42 <12g​e0ff> What if the &I command had effect only on scrolls and potions, instead of affecting the whole inventory? You can't do much with an unid weapon, for example. Even dropping such item fully identifies it, so this is useless for testing things like step-to-id. 00:35:15 <04d​racoomega> &Y will un-ID all things on the floor also 00:36:17 <04d​racoomega> (But yes, it is possible the wizmode command should not un-ID things in ways that would be literally impossible in a real game. Though this is a separate concern than just simplifying item ID flags) 00:36:48 <12g​e0ff> nice, didn't know about &Y 00:37:58 <04d​racoomega> (Going through all this code, it's become very clear why most of it was not directly culled when ID itself was changed to make it mostly irrelevant ^^; ) 00:38:28 <04d​racoomega> Quite a lot of work 00:39:49 <04d​racoomega> And to think, this is probably still the 'easy part' of this ^^; 00:42:44 <04d​racoomega> But it's a worthy cause 00:55:19 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-549-g2ebf7937d9 01:34:22 Stable (0.32) branch on cbro.berotato.org updated to: 0.32.1-5-gba85492886 01:57:30 Stable (0.31) branch on cbro.berotato.org updated to: 0.31.0-36-g616b6255a0 05:02:17 Stable (0.32) branch on crawl.akrasiac.org updated to: 0.32.1-5-gba85492 05:30:46 Stable (0.31) branch on crawl.akrasiac.org updated to: 0.31.0-36-g616b625 05:37:47 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-549-g2ebf793 (34) 06:46:12 <09g​ammafunk> I'm not sure how it relates to your questions, but I added &y and &Y because I found myself having frequently just re-create characters when testing anything that touched identification (even things like autoexplore). So I agree that those commands shouldn't do forms of identification/de-identification that give items states not possible in a real game, but hopefully those commands can still exist after your work is completed 06:47:27 <09g​ammafunk> basically it's very useful to be able to set/reset level item identification because that can affect all sorts of things one would want to test 08:09:11 bobthe2016th (L6 DsSh) ASSERT(!in_bounds(you.pos()) || !cell_is_solid(you.pos()) || you.wizmode_teleported_into_rock) in 'movement.cc' at line 798 failed. (D:3) 09:20:45 <04d​racoomega> Oh, sure. They're definitely useful, and I don't see how anything I'm doing would stop them from being mostly the same. (But like, it might make sense for them to not un-ID equipment in your inventory?) 09:23:05 <04d​racoomega> Since that's more or less making an 'impossible' item 09:23:14 <04d​racoomega> I don't know that it matters either way, though 09:23:18 <04d​racoomega> You can do multiple impossible things in wizmode 09:28:22 <03w​heals> but sadly since food removal, you can't do them before breakfast 10:16:04 <05i​coson> speaking of food, I got some rambutans in wegman's the other day 10:16:18 <05i​coson> very weird fruit, I do not think I would pick those up and eat them off a dungeon floor 10:16:55 <09g​ammafunk> yeah, now that you mention it, that has actually lead to a lot of awkward dropping and walking over items in my wizmode sessions for that very reason. Skipping inventory items that can't be unided when carried seems ok to me. 10:17:13 <09g​ammafunk> I guess this problem has to likewise be fixed in &I (if that's the right corresponding command for inventory items) 10:17:58 <09g​ammafunk> in fact I guess &y/&Y can just skip inventory altogether, although maybe people would just prefer those to include both 10:18:30 <09h​ellmonk> unoptimal dungeon diet 11:02:01 <04d​racoomega> There really are entirely too many different functions for 'identify this item' that are all slightly different 11:02:13 <04d​racoomega> I keep finding new ones 11:48:03 <09g​ammafunk> why reuse code when you can enjoy crafting your own artisinal implementation?