03:33:51 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 04:12:02 <07w​izardike> When converting hogs to humans, we create a human monster and then assign it to the hog monster. However, the monster assignment operator is calling reset on the monster before assigning to it which since commit 3667fe4 removes it from the mid cache. We also call reset on default initialized monsters that have uninitialized garbage for their mid which won't end well when removing it from the mid cache, but that's unrelated to this 04:12:03 bug. I don't have time to fix this right now, but I'll have a go at it in a few days if no one fixes it before then 04:45:30 <11O​dds> Ah thanks, I’ll take a look 05:24:48 03CrawlOdds02 07[talismans] * 0.35-a0-1013-gd6b829fb9e: Clamp talismans min/max display at 0/27 10(13 hours ago, 1 file, 18+ 6-) 13https://github.com/crawl/crawl/commit/d6b829fb9e8b 05:37:09 habaneroofdoom (L24 HuGl) Crash caused by signal #6: Aborted (Lair:4) 05:40:54 04Build failed for 08talismans @ d6b829fb 06https://github.com/crawl/crawl/actions/runs/35344457756 06:05:27 03dolorous02 07* 0.35-a0-1041-g03da7f7758: Remove obsolete piety decay references from hints 10(6 minutes ago, 1 file, 8+ 7-) 13https://github.com/crawl/crawl/commit/03da7f7758d3 07:16:11 03CrawlOdds02 07* 0.35-a0-1042-g0e494529f6: Do not clear MIDs when initialising monsters (rypofalem, Wizard Ike) 10(2 hours ago, 2 files, 15+ 8-) 13https://github.com/crawl/crawl/commit/0e494529f6b4 07:26:36 <12g​e0ff> re: deliberate blinking. It'd be great to have a way to distinguish hostile and deliberate blinks. Because having a force_more for just "You blink." is too annoying in practice, but not having one leads to unnecessary splats. 09:00:05 New branch created: pull/5426 (3 commits) 13https://github.com/crawl/crawl/pull/5426 09:00:07 03desiderautumn02 07https://github.com/crawl/crawl/pull/5426 * 0.35-a0-1037-g9436e9708a: Remove accidental `genus` duplications 10(16 hours ago, 2 files, 0+ 2-) 13https://github.com/crawl/crawl/commit/9436e9708a93 09:00:07 03desiderautumn02 07https://github.com/crawl/crawl/pull/5426 * 0.35-a0-1038-g2c6a38bc7a: Fix erroneous documentation for monster YAML defs 10(16 hours ago, 1 file, 5+ 4-) 13https://github.com/crawl/crawl/commit/2c6a38bc7aa2 09:00:07 03desiderautumn02 07https://github.com/crawl/crawl/pull/5426 * 0.35-a0-1039-g856ab2c0f0: Improve monster def docs for energy and resists 10(13 hours ago, 1 file, 30+ 9-) 13https://github.com/crawl/crawl/commit/856ab2c0f065 09:10:22 Is there a long-term goal to transform other foo-data.h files to YAML, like was done for mon-data.h? I was thinking about doing so for spl-data.h, if that's desired. Seems relatively straightforward to extrapolate the existing approach from dat/mon and mon-gen.py 10:12:39 <04d​racoomega> I don't really see the benefit of doing so for data structures which are fairly simple (and we do have a lot of statically-defined data arrays). The ones that were yaml-ified tended to be ones with so many fields that it was very hard to keep them straight when manually editing anything. I feel this isn't currently the case with spell data, for instance. 10:49:14 Roger. I was idly thinking about the idea of a website that effectively gives you everything that the ?/ help lookup gives you, and wondering where that data would come from. Conceivably I could see it being easier to hook into the code that generates the help lookup entries and have it dump to a file rather than to try to reconstruct every 10:49:14 possible entry from its raw definition. 10:59:22 <11O​dds> I guess that if someone wants to build that website would be a good time to think about doing it! 11:01:46 <04d​racoomega> ...to think about doing what? Yaml-ifying more things? (To be honest, though, if you specifically want to replicate what ?/ outputs, I don't think data parsing yaml files may even be the best path, since we add quite a bit of things to some help entries that wouldn't be found there.) 11:03:14 <11O​dds> Yeah I meant that if there's a good reason to make some data more conveniently outside the codebase, then we could think about whether/how we should do that 11:04:31 <11O​dds> (Do *??monster rely on the monsters being in nice data files?) 11:06:34 <04d​racoomega> No. It actually just generates the monsters for real (many instances of them) and then averages some of their stats. 11:06:45 <04d​racoomega> Accessing the raw actual monster objects 11:08:09 <04d​racoomega> (There is a very recent PR to make it pull spell damage strings from what we use on xv instead of its own bespoke method that actually predates xv showing this info, but which is distinct code that is more poorly maintained) 11:08:20 <04d​racoomega> Which seems like a very good idea in principle 11:09:56 <11O​dds> Oh yes that does seem a great thing to do 11:11:48 <08o​____0> (I was thinking of adding an export function for spells similar to crawl --playable-json because it would be useful to me haha) 11:13:50 <08o​____0> (but possibly useful for wikis, bots, etc) 11:14:04 <04d​racoomega> I wasn't even aware we had something like that 11:14:29 <04d​racoomega> It does seem like something closer to the 'right' approach for anything we want to have semi-automated data 'scraping' of, though 11:14:46 <08o​____0> yeah sequel uses it I think. It dumps apts, abberviation, sp/background recommendations etc 11:14:51 <04d​racoomega> Rather than worrying about our exact internal representations (which are also prone to changing significantly sometimes) 11:15:38 <04d​racoomega> (Maintaining export functions might still take some work, but I assume 'less-so' while also potentially being more usefully formatted) 11:28:18 Would these exporting functions just be serializations of the data structures as they already exist? I presume C++ has solutions for this sort of thing, I just don't know what they are... 11:31:31 <08o​____0> Basically but critically you would want to export if it's a player castable spell (which last I checked wasn't in the data structure but instead it checks if the spell is in any books) 11:33:43 <08o​____0> and if it exports spell descriptions, all the better! 11:51:32 I think spflag::monster indicates a monster spell? 11:52:03 Monster-only 11:52:37 New branch created: pull/5427 (3 commits) 13https://github.com/crawl/crawl/pull/5427 11:52:38 03RypoFalem02 07https://github.com/crawl/crawl/pull/5427 * 0.35-a0-1027-gba00f1ad4e: feat: add you.channeled_spell() to Lua api 10(4 days ago, 1 file, 16+ 0-) 13https://github.com/crawl/crawl/commit/ba00f1ad4e22 11:52:38 03RypoFalem02 07https://github.com/crawl/crawl/pull/5427 * 0.35-a0-1028-g86ca36f7bb: fix: Lua you.you_immune_to_hex -> you.immune_to_hex 10(4 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/86ca36f7bb43 11:52:38 03RypoFalem02 07https://github.com/crawl/crawl/pull/5427 * 0.35-a0-1029-g2f1fc97c94: docs: Correct return type documentation for a couple of Lua functions 10(2 hours ago, 1 file, 6+ 3-) 13https://github.com/crawl/crawl/commit/2f1fc97c94be 11:52:42 <08o​____0> There's also stuff like spells that are only used by wands! 11:54:00 The use of bitflags does complicate serialization compared to having self-describing data structures, which is one argument in favor of pushing more things into YAML I suppose. 13:49:31 03Hellmonk02 {GitHub} 07[crabclaws] * 0.35-a0-1046-ge76b3860b0: Merge branch 'master' into crabclaws 10(61 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/e76b3860b06f 13:49:31 Branch pull/4350 updated to be equal with crabclaws: 13https://github.com/crawl/crawl/pull/4350 14:21:38 <04d​racoomega> Whatever became of this, incidentally? Were there still some significant outstanding problems with the implementation? 14:22:24 <04d​racoomega> (I bring it up again now because I am wondering if a finished implementation of this might help my own current project.) 14:23:11 <04d​racoomega> (I haven't thought it through enough to be sure yet.) 14:28:27 <11O​dds> Oh! It's sitting there in a PR, working as far as I know, and scary. 14:29:56 <11O​dds> I thought I addressed that feedback, but maybe not... 14:31:34 <04d​racoomega> I didn't notice any changes 14:32:06 <11O​dds> Yeah, seems I didn't. They weren't big things, I can do those 14:32:26 <11O​dds> (When I say working as far as I know - I did actually test it an awful lot, but also there are a million cases for this stuff) 14:32:32 <04d​racoomega> Yeah 14:32:41 <04d​racoomega> It's actually scary stuff ^^; 14:32:57 <04d​racoomega> (But of course, the effect is valuable) 14:33:12 <11O​dds> Yeah just very high inherent complexity. I think I'd guess there are fewer slot bugs than before the changes though! 14:33:23 <04d​racoomega> Very possibly! 14:34:17 <04d​racoomega> (The more I think about it, the more I'm not sure it helps my current task, mostly due to Coglins. But it would still be good to get it merged regardless.) 14:35:08 <11O​dds> Yep - I think at the time you said your look wasn't comprehensive. If you want to look more thoroughly than a second pair of eyes would surely help, and either way definitely would be good to get it merged 14:36:10 <04d​racoomega> Yeah, I'd be happy to give it another close look once any changes mentioned there are done 14:37:11 <11O​dds> Sounds good, probably will get those up tomorrow 14:37:23 <04d​racoomega> (I had been wondering if this would let me give a temporary weapon via melding the weapon slot and then giving you +1 SLOT_WEAPON from a status effect. Which I think works in principle if not for the part where coglins have that SLOT_WEAPON_OR_OFFHAND >.>) 14:37:51 <04d​racoomega> Which I think makes it hard not to meld their shields at the same time (even if other species shields are fine) 14:38:07 <11O​dds> Friendly undead armouries? 14:38:25 <04d​racoomega> No, a bauble that is basically a temporary weapon 14:38:31 <04d​racoomega> Fused into you 14:38:38 <11O​dds> Near 14:39:21 <04d​racoomega> (I could just meld the weapon slot and treat your unarmed as if it had the appropriate weapon properties, but I think being able to actually examine the item as if it were a weapon is important to selling the thematics of it) 14:39:51 <04d​racoomega> Instead of just "Imagine you had that sort of weapon in your hands right now." ^^; 14:40:22 <04d​racoomega> Unequipping your real weapon and putting this into your hands is even easier, but then you have to manually re-equip yourself, which I'd hoped to avoid 14:41:37 <11O​dds> Kinda forgotten this slots code, can coglins not merge the weapon slot and leave the other one? 14:42:08 <04d​racoomega> I feel like they probably can't (but there is currently no form that melds weapon and not shields, so it was never important to examine) 14:42:43 <04d​racoomega> (There is a form that melds shields but not weapons, of course - fortress crab - but the other direction is easier) 14:43:34 <11O​dds> You think perhaps merging a slot but not its alternates is not going to work, or something? 14:43:37 <04d​racoomega> We don't actually have unique identifiers for item_def or it would be easy to 'remember' what item the player had on and automatically put it back afterward. (And not worry about melding anything at all.) 14:44:35 <04d​racoomega> It's possible that might be worked to be fine. I've not looked in detail. (I've just been trying to work out what approach I want to take to this item, and which might seem least brittle / easiest to implement) 14:44:59 <04d​racoomega> Since there's a lot of ways one could try to go about it 14:46:49 <04d​racoomega> Actually, maybe the best approach is to do something like how talismans themselves work, where player just stores an item index to where their current talisman is, and any dropping/remapping code keeps it in sync 14:47:27 <04d​racoomega> And have a similar member for 'weapon that was swapped for this' to put back on later 14:47:48 <04d​racoomega> Since we already have a tested set of places where that would need to be modified 14:48:00 <11O​dds> This does sound less likely to have exciting edge cases than the melding version 14:48:03 <04d​racoomega> Yes 14:48:31 <04d​racoomega> (And coglins obviously continue to work fine, and can use it with any other off-hand) 14:48:53 <04d​racoomega> I think this is the approach I will work on now 14:49:17 <04d​racoomega> (So no rush on the slot melding stuff at all, to be clear) 14:50:54 <11O​dds> Nevertheless would be good to get it in 14:54:54 <04d​racoomega> Yeah. It's still worth doing, but I'm just saying not to feel like anyone else's project might hinge on it. 15:11:57 03desiderautumn02 {dolorous} 07* 0.35-a0-1043-gbe8715f9c3: Remove accidental `genus` duplications 10(23 hours ago, 2 files, 0+ 2-) 13https://github.com/crawl/crawl/commit/be8715f9c32e 15:11:57 03desiderautumn02 {dolorous} 07* 0.35-a0-1044-g2ef3fb4550: Fix erroneous documentation for monster YAML defs 10(23 hours ago, 1 file, 5+ 4-) 13https://github.com/crawl/crawl/commit/2ef3fb45500e 15:11:57 03desiderautumn02 {dolorous} 07* 0.35-a0-1045-gb7515cb632: Improve monster def docs for energy and resists 10(19 hours ago, 1 file, 30+ 9-) 13https://github.com/crawl/crawl/commit/b7515cb63275 15:29:09 03CrawlOdds02 07[unrand-slots-melding] * 0.35-a0-766-g47332a0e58: Cache melding/unmelding slot order 10(23 minutes ago, 1 file, 8+ 2-) 13https://github.com/crawl/crawl/commit/47332a0e58b9 15:29:09 03CrawlOdds02 07[unrand-slots-melding] * 0.35-a0-767-g9678ade9f5: Clarify a comment about hats 10(11 minutes ago, 1 file, 5+ 4-) 13https://github.com/crawl/crawl/commit/9678ade9f5be 15:29:10 Branch pull/5375 updated to be equal with unrand-slots-melding: 13https://github.com/crawl/crawl/pull/5375 15:31:08 <11O​dds> @dracoomega - that should address the points from the initial feedback, for whenever you want to take a look (no rush) 15:32:06 <04d​racoomega> Wow, that was fast. Thanks! (I am probably going to defer taking a serious look at it until after I'm done with background stuff here, but will look after that.) 15:32:45 <11O​dds> They were small things 🙂 And yeah, whenever you get to it 15:46:10 Unstable branch on underhound.eu updated to: 0.35-a0-1042-g0e494529f6 (34) 15:53:49 04Build failed for 08unrand-slots-melding @ 9678ade9 06https://github.com/crawl/crawl/actions/runs/35401718559 22:36:03 Unstable branch on crawl.develz.org updated to: 0.35-a0-1045-gb7515cb632 (34) 23:00:06 Windows builds of master branch on crawl.develz.org updated to: 0.35-a0-1045-gb7515cb632 23:38:57 Unstable branch on cbro.berotato.org updated to: 0.35-a0-1045-gb7515cb632 (34) 23:56:34 Monster database of master branch on crawl.develz.org updated to: 0.35-a0-1045-gb7515cb632