I thought it was to revert to the last revision before the problems started.
Now that we know that didn't work, though, reverting to 2.0 until the problem is fixed seems like the best solution for now.
However, if Magnie doesn't want to revert, or doesn't have the time, they get the final decision.
edit: page 9
Last edited by zippynk (2012-10-13 16:32:09)
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ohaiderstudios wrote:
Magnie wrote:
ohaiderstudios wrote:
Chat.PY doesn't seem so "reverted" to me...
No idea what's going on. But with greenlet's timeout features, client commands will be resilient hopefully.
I thought the plan was to revert to 2.0?
If not, sorry for the accusation, but nothing's fixed.
Oh. I thought you meant an older version of 3.0... Eh. I don't know.
I think I'm just going to leave the server as it is and then look into the problem when I have time. Don't expect any results anytime soon.
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Well then, I guess zippynk will have to pull out his Anarchy chat server...
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zippynk wrote:
ohaiderstudios wrote:
Well then, I guess zippynk will have to pull out his Anarchy chat server...
Nope, my parents won't let me port forward anymore.
Oh well
Last edited by ohaiderstudios (2012-10-13 22:48:48)
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Yeah, its either gonna be 2.0, 3.1 or 4.0
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Someone interested in making a parser with regex for me? It needs to support these sorts of formats:
broadcast "broadcast" "broadcast2" ... broadcast "broadcast" sensor-update "test" 1 "test2" "test" ... sensor-update "test" "test" sensor-update "test" 1
... = repeated "indefinitely"
And then have it output it to something like this:
{'sensor-update' : {'sensor_name' : 'sensor value in string', 'sensor2' : 'value2'}, ['broadcast1', 'broadcast2']
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Magnie wrote:
Someone interested in making a parser with regex for me? ...
Don't scratchpy or Scratra have a good one?
And does it *have* to be regex?
Last edited by blob8108 (2012-10-15 13:42:11)
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For some reason scratchpy's doesn't always work. Scratra's is even harder to read than scratchpy's.
And does it *have* to be regex?
It doesn't. I personally hate regex, which is why I'm asking someone else to write it.
If you can write it in a readable form with something else (must use a built-in Python module, or custom coded), then I will gladly accept it.
roijac: I'll accept anything if I can look at it and understand it, and it works.
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Here's my attempt.
Last edited by blob8108 (2012-10-15 15:12:30)
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blob8108 wrote:
Here's my attempt.
Sweet. It doesn't seem to support double-quotes (") within the broadcast values or sensor-update values (this is important for chat programs, since it's common for people to type double-quotes and stuff) though.
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Magnie wrote:
blob8108 wrote:
Here's my attempt.
Sweet. It doesn't seem to support double-quotes (") within the broadcast values or sensor-update values (this is important for chat programs, since it's common for people to type double-quotes and stuff) though.
Ah, you forgot to mention those remind me how they work again — does:
hi, so-called "emperor"...
come out as
broadcast "hi, so-called ""emperor""..."
ie, double quotes " are escaped as double double quotes ""?
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blob8108 wrote:
Magnie wrote:
blob8108 wrote:
Here's my attempt.
Sweet. It doesn't seem to support double-quotes (") within the broadcast values or sensor-update values (this is important for chat programs, since it's common for people to type double-quotes and stuff) though.
Ah, you forgot to mention those remind me how they work again — does:
hi, so-called "emperor"...
come out as
broadcast "hi, so-called ""emperor""..."
ie, double quotes " are escaped as double double quotes ""?
I don't remember. I've always thought it was:
broadcast "hi, so-called "emperor"..."
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Magnie wrote:
blob8108 wrote:
Magnie wrote:
Sweet. It doesn't seem to support double-quotes (") within the broadcast values or sensor-update values (this is important for chat programs, since it's common for people to type double-quotes and stuff) though.Ah, you forgot to mention those remind me how they work again — does:
hi, so-called "emperor"...
come out as
broadcast "hi, so-called ""emperor""..."
ie, double quotes " are escaped as double double quotes ""?I don't remember. I've always thought it was:
broadcast "hi, so-called "emperor"..."
Could you check for me? Because what you just described surely can't work...
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Hey Magnie...do you still have any desire to continue with the MUD idea? I'm working on a generic (yes, completely object oriented) generic MUD platform in Python.
What I'm thinking about for the classes are:
Room()
Enemy()
Item()
Dungeon()
With Dungeon being the parent class that stores and manipulates the rooms, inventory, battles, etc.
If you're interested in collaborating, I'd love to work with you on this.
So far I only have a rough room class.
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ohaiderstudios wrote:
Hey Magnie...do you still have any desire to continue with the MUD idea? I'm working on a generic (yes, completely object oriented) generic MUD platform in Python.
What I'm thinking about for the classes are:
Room()
Enemy()
Item()
Dungeon()
With Dungeon being the parent class that stores and manipulates the rooms, inventory, battles, etc.
If you're interested in collaborating, I'd love to work with you on this.
So far I only have a rough room class.
Sure, after I've fixed LSTC.
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Magnie wrote:
ohaiderstudios wrote:
Hey Magnie...do you still have any desire to continue with the MUD idea? I'm working on a generic (yes, completely object oriented) generic MUD platform in Python.
What I'm thinking about for the classes are:
Room()
Enemy()
Item()
Dungeon()
With Dungeon being the parent class that stores and manipulates the rooms, inventory, battles, etc.
If you're interested in collaborating, I'd love to work with you on this.
So far I only have a rough room class.Sure, after I've fixed LSTC.
Cool.
I'm having trouble structuring the 'Item' class. Not sure how to store and evaluate the effect an item has, if you know what I mean.
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ohaiderstudios wrote:
Magnie wrote:
ohaiderstudios wrote:
Hey Magnie...do you still have any desire to continue with the MUD idea? I'm working on a generic (yes, completely object oriented) generic MUD platform in Python.
What I'm thinking about for the classes are:
Room()
Enemy()
Item()
Dungeon()
With Dungeon being the parent class that stores and manipulates the rooms, inventory, battles, etc.
If you're interested in collaborating, I'd love to work with you on this.
So far I only have a rough room class.Sure, after I've fixed LSTC.
Cool.
I'm having trouble structuring the 'Item' class. Not sure how to store and evaluate the effect an item has, if you know what I mean.
You know, decorators might have some use in this:
@item def magic_sword(self, damage_modifiers): base_damage = 10 return base_damage - damage_modifiers
Though I have very little knowledge on how to use them. I just saw the above method used in M30W.
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Magnie wrote:
ohaiderstudios wrote:
Magnie wrote:
Sure, after I've fixed LSTC.
Cool.
I'm having trouble structuring the 'Item' class. Not sure how to store and evaluate the effect an item has, if you know what I mean.You know, decorators might have some use in this:
Code:
@item def magic_sword(self, damage_modifiers): base_damage = 10 return base_damage - damage_modifiersThough I have very little knowledge on how to use them. I just saw the above method used in M30W.
First you want to use classes, now operators?????
What's next, functions?
I was hoping for something like:
Dungeon().add_item('Magic Sword', 'some statement that could be "exec"-ed')
Last edited by ohaiderstudios (2012-10-16 00:04:29)
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ohaiderstudios wrote:
Magnie wrote:
ohaiderstudios wrote:
Cool.
I'm having trouble structuring the 'Item' class. Not sure how to store and evaluate the effect an item has, if you know what I mean.You know, decorators might have some use in this:
Code:
@item def magic_sword(self, damage_modifiers): base_damage = 10 return base_damage - damage_modifiersThough I have very little knowledge on how to use them. I just saw the above method used in M30W.
First you want to use classes, now operators?????
What's next, functions?
I was hoping for something like:Code:
Dungeon().add_item('Magic Sword', 'some statement that could be "exec"-ed')
Sure. That works I guess.
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Magnie wrote:
ohaiderstudios wrote:
Magnie wrote:
You know, decorators might have some use in this:
Code:
@item def magic_sword(self, damage_modifiers): base_damage = 10 return base_damage - damage_modifiersThough I have very little knowledge on how to use them. I just saw the above method used in M30W.
First you want to use classes, now operators?????
What's next, functions?
I was hoping for something like:Code:
Dungeon().add_item('Magic Sword', 'some statement that could be "exec"-ed')Sure. That works I guess.
...
how about an additional 'type' argument that specifies consumable/weapon/armor/misc?
This would make classification easier.
A weapon's code would look like:
Dungeon().add_item('Magic Sword', 10, 'weapon')
with 10 being the attack bonus
A potion's code would look like this:
Dungeon().add_item('Potion', 'self.hp += 10', 'consumable')
Not sure about misc, but my generic platform will have an automatic item called 'Key,' which can unlock one lock. Doors have a 'lock' value ranging from 0 to however many locks are on the door. When you attempt to exit, you are prompted with a message saying, 'This exit has x locks. Would you like to open it with x keys?'
So basically, misc items cannot be used, their presence is checked by the computer to accomplish arbitrary tasks.
MUD wrote:
The Werewolf (Level 2) avoids you because you have a Level 3 Garlic Amulet.
Last edited by ohaiderstudios (2012-10-16 00:23:51)
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