#arianne IRC Log

Index

IRC Log for 2009-05-06

Timestamps are in GMT/BST.

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[0:26] <durkham> btw fixing the concurrency thingy with vaults does not mean it is well tested enough :-)
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[7:35] <kymara> java.lang.AssertionError: expected:<zone IRPZone.ID [id=0_ados_wall_n] at (0,0)> but was:<null> is what i get for the ados deathmatch test and i've tried using a much older version before some recent changes and i still get that, or i try using a newer version but add the changes for the recent changes to the test and it still does that, so i think it's a problem with the zone not existing even though it was added to the mock rp world
[7:35] <kymara> i'm no expert on this but i can try
[8:04] <kymara> oh i might not have been compiling the tests inbetween changes ^^ I'm using ant
[8:18] <kymara> the AdosDeathmatch quest objectitself needs to be added to the AdosDeathmatchTest now (it wasn't before .. it was only testing things the recruiter said and they were all in his zone configurator .. it didnt test anything from AdosDeathmatch itself). anyway, i add that with new AdosDeathmatch().addToWorld(); in the setUpBeforeClass, that's ok,. but it needs to have known about the zone 0_ados_wall_n to avoid an NPE, as the AdosDeathmatch quest uses it
[8:22] <kymara> (but then the other class complains that it doesnt know about the 0_ados_wall_n zone, even though both classes are public, and i'm not allowed to make the zone variable public :/
[8:22] <kymara> trying putting that variable outside all the classes and see if it works .. sorry to bother ..
[8:30] <kymara> now the error is
[8:30] <kymara> java.lang.NullPointerException
[8:30] <kymara> at games.stendhal.server.maps.quests.AdosDeathmatch$DeathMatchEmptyCondition.fire(AdosDeathmatch.java:203)
[8:31] <kymara> presumably because final List<Player> dmplayers = arena.getPlayers(); <-- arena is null. but the AdosDeathmatch quest is meant to set up arena, and the test makes an instance of the ados deathmatch quest, so i dont know how to fix this but since the test is now ''better'' than before i'll commit my changes
[8:35] <CIA-50> arianne_rpg: kymara * stendhal/tests/games/stendhal/server/maps/quests/AdosDeathmatchTest.java:
[8:35] <CIA-50> arianne_rpg: some of the recruiter responses are now in the AdosDeathmatch quest which wasn't previously added to this test. add that and update responses. add part of test showing the behaviour of
[8:35] <CIA-50> arianne_rpg: saying 'challenge' when dm is not empty. had to move the creation of the dmtestzone, the configuration of the npc and the creation of the ados deathmatch zone to the setUpBeforeClass as the
[8:35] <CIA-50> arianne_rpg: npc must be configured (so he's in npc list) before we call upon the AdosDeathmatch, and the AdosDeathmatch must be added because of the recruiter responses in there. test still fails - npe
[8:35] <CIA-50> arianne_rpg: to do with DeathmatchEmptyCondition - arena is null. but it's better than before
[8:38] <kymara> i will try look at the other failures in elvish armor and house buying too
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[9:47] <kymara> the elvish armor failing test is exposing a bug in bring list of items quest
[9:48] <kymara> i think i know how to fix the bug and then i will check if the test is now working. the other tests for bring list of items type quests presumably dont check for that behaviour (elvish armor only recently got changed to use it)
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[10:09] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/logic/BringListOfItemsQuestLogic.java:
[10:09] <CIA-50> arianne_rpg: add missing logic: player who says an unneeded item previously wasn't being responded to at all even though the code thought it did. (mistake was to put the respond to Not need item
[10:09] <CIA-50> arianne_rpg: response inside a conversation part that was only triggered by players saying needed items). add also ability for player to say bye, while npc is waiting for items list, like you can to
[10:09] <CIA-50> arianne_rpg: mother helena when she's taking soup items. Note: the test for this class fails with duplicated class name entity error.
[10:12] <kymara> oh and i forgot to say i added the ability to say no to a yes/no question which wasnt there before. you could say yes but npcs ignored you if you said no, i verified this in main
[10:14] <CIA-50> arianne_rpg: kymara * stendhal/tests/games/stendhal/server/maps/quests/ElvishArmorTest.java:
[10:14] <CIA-50> arianne_rpg: update what npc says if you say 'no' when he asks, on your return, the phrase like 'did you bring #items?'. you could already say no to 'do you have those specific items?' but not the other
[10:14] <CIA-50> arianne_rpg: no. The phrases are now the same so just corrected which string is used and the state he goes to.
[10:17] <kymara> elvish armor test passes now. i made changes to the bring items quest logic, and i re-run the tests which use that, that i could think of (toys collector, cloakcollector and weaponscollector) and they pass still so my change didnt break them. the test for BringListOfItemsQuestLogic itself fails, but that is a duplicated class name entity one, so i dont think thats from what i did but not sure as durkham you didnt mention yesterday that that was one of the t
[10:17] <durkham> yay kymara
[10:18] * durkham thinks of making the rpclasses registrars self checking
[10:20] <kymara> sorry that i couldnt do better on the ados deathmatch one
[10:20] <kymara> but it's at least nearer than before
[10:20] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/RPEntity.java:
[10:20] <CIA-50> arianne_rpg: back of the envelope calculations showed that the karma use in canHit was being completely ignored almost all the time because of some rounding. so the karma (good or bad) was being taken
[10:20] <CIA-50> arianne_rpg: from player, but not actually having any effect to the battle. we don't wish to change the amount of karma being taken simply reduce the rounding severity, so once the karma has been got,
[10:20] <CIA-50> arianne_rpg: multiply it by 2. rough calculations show that this typically means the karma has some effect, even after rounding.
[10:21] <durkham> well done my dear
[10:22] * kymara glows :)
[10:22] <kymara> i will look at house test too but i havent had a shower yet :D
[10:22] <kymara> making them self chekcing sounds very smart
[10:24] <kymara> if after the duplicated class name entity failure is fixed in bring whatnot logic test, it still fails, let me know cos it coudl well be my fault
[10:24] <kymara> (though, if it tested for the missing logic that i added, it would have known it was missing, so it should be ok)
[10:26] <durkham> test for things that are missing is hard to to for a person if he/she did not write the class
[10:27] <durkham> i did test all things in that test that the calss was doing :-)
[10:37] <kymara> well the class was claiming to respondToNotNeedItem
[10:37] <kymara> but it wasn't, as i explained in the commit
[10:37] <kymara> but thats ok, it does now
[10:38] <durkham> you are talking about another class
[10:38] <durkham> but it is ok i wont discuss on it
[10:38] <kymara> oh sorry
[10:38] <durkham> sorry for mockingly remark
[10:38] <kymara> no thats ok :) i misunderstood
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[10:43] <CIA-50> arianne_rpg: kymara * stendhal/runtest.sh: make it libs/* in classpath so when new jars are added to libs then this script still works. (was about to add easymock then realised it's a losing battle!)
[10:45] <madmetzger> kymara: this fix you commited only works with java 1.6
[10:45] <kymara> oh :D
[10:45] <kymara> bad me
[10:45] <kymara> ok i revert
[10:45] <kymara> sorry
[10:45] <Bluelads4> tz
[10:45] <kymara> well i'll add the jar i was going to
[10:45] <Bluelads4> :P
[10:45] <madmetzger> np
[10:45] <madmetzger> :-D
[10:46] <madmetzger> i had messed it before, too
[10:46] <kymara> tz sun for not backporting such a useful thing to java 1.5 :P
[10:47] <madmetzger> yes! tz sun!
[10:49] <kymara> i tried libs/ first but that didn't work
[10:49] <kymara> so then i thought ok libs/*
[10:53] <durkham> which i hava already reverted when mad did it that way :-P
[10:53] <CIA-50> arianne_rpg: kymara * stendhal/runtest.sh: oops, lib/* in a classpath wouldn't be recognised with java 1.5. so just add the jars needed individually
[10:53] * durkham giggles
[10:53] <kymara> not on that file though, i only looked up the cvs history of that one file before i committed :)
[10:54] <kymara> anyway, hey, i was being good, i was running a test on sth i changed
[11:10] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (Level -1/semos/caves.tmx interiors/ados/felinas_house.tmx):
[11:10] <CIA-50> arianne_rpg: fix bug by making sure player cannot get nextTo the baby dragon. (used to only ceck pathTo so the rocks there were enough, but need a thicker wall as we now always allow ownership if player
[11:10] <CIA-50> arianne_rpg: is next to pet). add some meat as players can't throw food to the dragon anymore ( a side effect of the equipping and dropping items changes ). also add some chicken to felina's bedroom
[11:10] <CIA-50> arianne_rpg: where her cat is kept, as again players cannot drop items over the blockage any more.
[11:10] <kymara> forgot to say whic bug that was : https://sourceforge.net/tracker/?func=detail&aid=2778935&group_id=1111&atid=101111 baby dragon
[11:15] <kymara> we're 10th on the 'tracker activity' this week. https://sourceforge.net/top/toplist.php?type=tracker_week thanks to anyone who opened or closed bugs, feature requests, support etc
[11:29] <kymara> dont know if anyone remembers the Level Requirement forum thread that teiv started, but some time ago i asked if anyone wanted to make a list for what items might have what min level.anyway i have made a prototype list to get people talking on it and see if they like those values, if they do we can start adding a minumum level for use to some items
[11:29] <kymara> https://sourceforge.net/forum/forum.php?thread_id=1922626&forum_id=83598
[11:45] <CIA-50> arianne_rpg: astridemma * stendhal/tests/games/stendhal/server/maps/quests/AdosDeathmatchTest.java: make it pass
[11:47] <CIA-50> arianne_rpg: astridemma * stendhal/tests/games/stendhal/server/maps/quests/AdosDeathmatchTest.java: code format
[11:47] <durkham> sorry forgot it first time
[11:48] <CIA-50> arianne_rpg: kymara * stendhal/tiled/interiors/ados/house_76.tmx: updates to one of the newer ados houses
[11:48] <kymara> oh yay good good
[11:50] <durkham> regarding tests, i think we have to get rid of that superclass testplayerandzone blablabla classes.
[11:50] <durkham> because they break the independancy of test runs
[11:51] <durkham> i was objecting against them when martin wrote them, and was ignored then
[11:53] <kymara> i dont mind, but will it be a horrendous about of work?
[11:53] <kymara> amount
[11:53] <durkham> dunno
[11:54] <durkham> all the work on stendhal is a horrendous amount of work , that is
[11:54] <durkham> to be done
[11:55] <madmetzger> just a short question: what does subclassing testplayerandzon provide?
[11:55] <durkham> a so called setup for tests with players and zones
[11:55] <kymara> some kind of comment in the javadoc of the file not to be used could help new ones not use it
[11:55] <kymara> like Dont Use This
[11:57] <madmetzger> the only thing that would be an idea for me is to provide a superclass which sets up and resets MockStendhalRPWorld, but you can also do it by hand
[12:00] <durkham> if you have a superclass in a test you always have to cross check what the superclass does
[12:01] <durkham> i strongly dislike to have to check several classes to understand a test
[12:02] <durkham> superclass would also lead you to 'setup the whole world'-before-test
[12:03] <durkham> i found that empty method i deleted yesterday, which was used as it was assumed to do what it was named like
[12:03] <erdnuggel> woooow here are many peoples online in the chat, but only 6 players in the game ;o)
[12:03] <durkham> i saw the name and though hey yay nice it is reset, but it wasnt
[12:03] <erdnuggel> sry, wron window again :(
[12:04] * durkham hugs erdnuggel and pushes her back into chat
[12:04] <durkham> bbl
[12:05] <kymara> slightly OT: durkham you said testbuyhouse is failing, is that in HouseBuyingTest ? mine runs and says OK at the end, but did complain about :
[12:06] <kymara> 1219 [main] ERROR marauroa.common.game.LinkedRPObjectList - Object cannot be added to list because it is already part of it: Item, RPObject with Attributes of Class(item): [visibility=100][width=1][class=money][type=item][id=10][height=1][description=][name=money][subclass=gold][resistance=0][quantity=120000][y=0][x=0] and RPSlots and RPLink and RPEvents
[12:06] <kymara> java.lang.Throwable
[12:06] <kymara> (the test only tries to equip money once, so i'm confused)
[12:07] <CIA-50> arianne_rpg: kymara * stendhal/data/conf/zones/ados.xml: add houses 75 76 and 77 to 0 ados wall, now it's just the houses in ados city s left to do. added stored chests to each.
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[13:13] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (19 files in 10 dirs):
[13:13] <CIA-50> arianne_rpg: put the wading whirlpool roof layer part which was on a separate file, with the whirlpool file. ran updatemaps for the files which had whirlpool to account for tile change and updated the
[13:13] <CIA-50> arianne_rpg: animation sequence
[13:17] <durkham> mine fails with a please repeat number , so i assume it depends on the state of zone in db
[13:17] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (3 files in 2 dirs):
[13:17] <CIA-50> arianne_rpg: remove the wading whirlpool tile which is now with the whirlpool it belongs to, remove from the maps that used it and replace with the one on the whirlpool image itself, which was loaded
[13:17] <CIA-50> arianne_rpg: onto those maps anyway as it's the layer underneath
[13:18] <kymara> i thought a new zone would have been created
[13:18] <kymara> we did setup(zone)
[13:18] <durkham> i do not know the test by heart
[13:19] <kymara> no, but iäm asking
[13:19] <durkham> i will have a look at it
[13:19] <kymara> i thought when we did setUp(zone) it would made a new zone not really related to db?
[13:19] <durkham> i do not even know what setup(zone) does
[13:19] <kymara> ok
[13:19] <durkham> that is one of the methods from the zonesandplayer test super bla i guess
[13:20] <durkham> HouseBuyingTest extends ZonePlayerAndNPCTestImpl :-)
[13:21] <durkham> so i still have no idea :-D
[13:23] <durkham> ah it runs when it is alone
[13:23] <durkham> so the rpworld seems to get data before
[13:23] <durkham> from some other test
[13:24] <durkham> and as it is not unset ....
[13:24] <durkham> intertestsdependancies yay
[13:24] <madmetzger> wow
[13:24] * durkham starts munching her table
[13:24] <durkham> wow?
[13:25] <madmetzger> more ironically meant
[13:25] <durkham> oh
[13:25] <durkham> then yes , wow :-D
[13:25] <kymara> well probably a lot of tests extend ZonePlayerAndNPCTestImpl
[13:25] <durkham> yes
[13:25] <kymara> for example, when i was writing them i either used the chat test creator, or i looked at a test i found easy to understand and used that as a basis
[13:25] <durkham> yes its ok
[13:26] <durkham> it was the fault of the person who wrote that class in the first place :-)
[13:26] <durkham> without making sure it is bulletproof
[13:28] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (14 files in 5 dirs):
[13:28] <CIA-50> arianne_rpg: move the wading jacuzzi roof pieces onto jacuzzi itself so if you want to use that tile you only have to load one image not two. update maps to reflect change in size, next need to remove
[13:28] <CIA-50> arianne_rpg: the old image from the maps
[13:30] <durkham> madmetzger: can you please brief me on how far you got with trading panel thingy
[13:30] <madmetzger> yes i ca
[13:30] <madmetzger> *can
[13:30] <durkham> would you please :-D
[13:30] <madmetzger> but i have some open changes in my local copy
[13:30] <durkham> no problem
[13:30] <madmetzger> okay i will do so :-D
[13:31] <madmetzger> one part of client-server-communication is done
[13:32] <madmetzger> client requests opening panel and server sends an event back to the client
[13:32] <durkham> cool
[13:32] <madmetzger> it is not yet handled. i am stuck how to show the offers window
[13:32] <madmetzger> accepting offers should be already implemented
[13:32] <madmetzger> displaying items is not yet ready
[13:33] <durkham> ok
[13:34] <madmetzger> if you like, we can have a xpairtise session where i can show you what i have
[13:35] <durkham> i would love to, but i a missing the time :-(
[13:35] <durkham> lack?
[13:35] <durkham> whatever not enough of it
[13:36] <madmetzger> if i give you a patch can you have a brief look at my client side event handling?
[13:37] <madmetzger> i am not sure if it is the right place where to put event handling
[13:37] <durkham> sure
[13:38] <madmetzger> thank you
[13:38] <madmetzger> i will provide a small patch for you, when i am at home
[14:12] <postman-bot> erdnuggel rented a sign saying "Hi :) I sell 1 night dagger! Make me a good offer :o)"
[14:18] <CIA-50> arianne_rpg: kymara * stendhal/tiled/ (15 files in 5 dirs): remove jacuzzi wading as the roof parts are now in jacuzzi main picture. remove from maps that used it and put the roof layer on from the main image now
[14:28] <CIA-50> arianne_rpg: kymara * stendhal/tiled/tileset/animation.seq: put the jacuzzi_wading animation code to be for jacuzzi now as wading got removed
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[15:08] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/actions/admin/GagAction.java:
[15:08] <CIA-50> arianne_rpg: as discussed with other admins, change adminlevel required for gag to 200, from 400, as it does not require the same level of trust as, say, jail, teleport, teleportto which are 400. But,
[15:08] <CIA-50> arianne_rpg: it can be useful for more admins to have it
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[18:50] -Md- [GlobalNotice] oops! the network for one of our sponsors suddenly disappeared. sorry for the troubles...
[18:50] -christel- [Global Notice] Hi all, as you've probably noticed we're experiencing some connectivity issues with one of our main sponsors, we're trying to route around the problem for now and hopefully it should calm down. Apologies for the inconvenience and have a good day.
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[19:32] <kymara> did anyone else get messaged by the mib_ people
[19:32] <yoriy> me no
[19:33] <love_puppet> i dident
[19:34] <kymara> ah its sensenmann
[19:34] <kymara> who made a support request then conveniently forgot to check it
[19:42] <Mein_Dino> yes i told him what to do :)
[20:01] [freenode-connect VERSION]
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[20:53] * _eye_fill_in (n=PircBot@c130091.adsl.hansenet.de) has joined #arianne
[20:53] * Topic is 'Stendhal 0.73 and Marauroa 2.6.1 released: http://arianne.sourceforge.net/?arianne_url=games/game_stendhal#downloadsection][ public server: http://stendhal.game-host.org ][ want to chat?: /join #arianne-chat ] [ ANY QUESTIONS?: Just ask them and stick around in the channel, maybe an answer will pop up later ]'
[20:53] * Set by kymara on Tue Mar 31 18:35:38 CEST 2009
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[23:45] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/Player.java:
[23:45] <CIA-50> arianne_rpg: change useKarma(scale) to reflect what the javadoc says: it is supposed to return a number between scale and -scale. But it took log(player karma) and made that the max taken out instead.
[23:45] <CIA-50> arianne_rpg: So lets say you wanted to use up a medium to large amount of karma like 30, maximum (for something requiring a lot of luck), well there is no way player can actually achieve that unless
[23:45] <CIA-50> arianne_rpg: they have 10^30 karma !!!!!! so, get rid of this taking log completely. for the small values karma used in all cases of useKarma at the moment, like useKarma(0.1) the limit would normally
[23:45] <CIA-50> arianne_rpg: have been set by the scale, and will be still, so that behaviour is unchanged. It was still taking around 0.1 from player then. but we need to be able to take more and taking the logarithm
[23:45] <CIA-50> arianne_rpg: seemed to have no point to it. the scale is there exactly so we can limit how much we take, we don't need the log.
[23:50] <CIA-50> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/PlayerDieer.java:
[23:50] <CIA-50> arianne_rpg: use some karma, max 100 and min -100 when you die, and this effects your skills lost. now if you are good you will lose less xp than 10% (or 1% if you wear ring) but if you are bad (neg
[23:50] <CIA-50> arianne_rpg: karma) you lose more xp than 10 % (up to 20%, or 2% if you wear ring). player killers (those with pk skull) may not use good karma to reduce their death penalty, if they have good karma
[23:50] <CIA-50> arianne_rpg: they just lose normal 10% (or 1%). but their bad karma can make them lose more.
[23:53] <CIA-50> arianne_rpg: kymara * stendhal/tests/games/stendhal/server/entity/player/PlayerDieerTest.java:
[23:53] <CIA-50> arianne_rpg: this test needed to be updated as it tested for player losing exactly 10% (without ring) or 1% (with ring) xp on death. we dont know exactly how much player will lose as it's a karma
[23:53] <CIA-50> arianne_rpg: calculation hence randomised but we know the limits, so test for less than, greater than, etc
[23:54] <kymara> the PlayerTest still passed for me after the changes

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