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L1[00:13:51] ⇨
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L4[00:34:42] ⇨
Joins: PinkYoshi
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L5[00:34:48] <PinkYoshi> can someone please
help me?
L6[00:35:01] <mezz> dunno, depends :)
L7[00:35:07] <PinkYoshi> What is the best
way to check the lore of a bow (BEFORE) an arrow is fired, and to
ignore all arrows not fired by a bow with that lore?
L8[00:35:22] <mezz> lore?
L9[00:35:24] <PinkYoshi> and then to know
which arrow was created by a bow with that lore on it and which one
was not
L10[00:35:27] <PinkYoshi> item lores in
minecraft
L11[00:35:28] <PinkYoshi> So like say
L12[00:35:37] <PinkYoshi> I set the item
lore to be "A great bow that summons a skeleton"
L13[00:35:53] <PinkYoshi> I only want
arrows who were fired by a bow like that to spawn a skeleton when
they stop moving.
L14[00:36:01] <PinkYoshi> At the moment,
all arrows spawn a skeleton when they stop moving.
L15[00:36:12] <mezz> subscribe to
ArrowNockEvent and check the bow for lore
L16[00:36:31] <PinkYoshi> ArrowNockEvent
does that deal with the arrow origin?
L17[00:36:44] <mezz> from the docs,
"ArrowNockEvent is fired when a player begins using a
bow."
L18[00:36:55] <PinkYoshi> ok
L19[00:36:57] <PinkYoshi> what
about...
L20[00:37:02] <PinkYoshi> after the arrow
has fired?
L21[00:37:13] <mezz> ArrowLooseEvent
L22[00:37:20] <PinkYoshi> What I mean
is
L23[00:37:32] <PinkYoshi> is there any data
attached to the arrow that tells me what bow item had fired
it?
L24[00:37:59] <mezz> no, but both events
pass you the bow
L25[00:38:11] <PinkYoshi> What?
L26[00:38:13] <PinkYoshi> They do?
L27[00:38:28] <mezz> go look
L28[00:38:28] <PinkYoshi> oh.
L29[00:38:30] <PinkYoshi> okay
L30[00:38:41] <PinkYoshi> One issue. I'm
setting the arrow to dead..
L31[00:38:47] <PinkYoshi> to prevent
multiple spawns
L32[00:38:50] <McJty> And even if it didn't
you could probably get it from player.getHeldItem() too
L33[00:38:57] <mezz> I guess thre is also
EntityArrow#shootingEntity and you can possibly get it from held
item
L34[00:38:59] <mezz> yep ^
L35[00:39:10] <PinkYoshi> why does this
seem really hard i know it's simple
L36[00:39:25] <PinkYoshi> I just can't wrap
my head around having to check different events to connect the
logic
L37[00:39:31] <PinkYoshi> I'm used to doing
everything in one swoop
L38[00:39:42] <mezz> you can probably do
what you want with one event
L39[00:40:38] <PinkYoshi> ok I'll make this
very direct. The steps I need are: Counteract skeleton spawning in
my worldtick so it doesn't happen twice, and then add a check and
somehow pass the check to the worldtick event because right now
that's where the skeleton spawns happen (only if it's an arrow
instance and only if the arrow stopped moving, then the arrow is
set to dead)
L40[00:40:45] <mezz> when your subscription
to ArrowLooseEvent detects the lore-bow, cancel the event and fire
your special arrow instead
L41[00:40:46] <PinkYoshi> Then I need to
check the lore on the bow
L42[00:40:57] <PinkYoshi> I don't have a
special arrow.
L43[00:41:01] <PinkYoshi> I'm using vanilla
arrows.
L44[00:41:12] <PinkYoshi> Sorry I didn't
specify that
L45[00:41:14] <mezz> it'll be easier to
make a special arrow entity
L46[00:41:24] <mezz> probably
L47[00:41:48] <PinkYoshi> I want to finish
this in ten minutes. and I mostly have it all.
L48[00:41:58] <PinkYoshi> It's basically
done I just need to change it so only lores cause the spawn
L49[00:42:13] <mezz> if you're in a rush
you're just going to be frustrated and frustrate anyone trying to
help :P
L50[00:42:25] <PinkYoshi> Sorry mezz
L51[00:42:46] <mezz> if you were an expert
you might do it in 10 minutes, but you have to learn this stuff and
that always take way way longer
L52[00:44:14] <PinkYoshi> oh okay
L53[00:44:17] <PinkYoshi> Yeah I know
there's a learning curve
L54[00:44:21] <mezz> if you have it all
complete, you can just check the arrow's shootingEntity's held item
for the bow
L55[00:44:27] <McJty> I made 17 mods and I
don't think I could do it in 10 minutes :-)
L56[00:44:33] <PinkYoshi> ok gimme a few
minutes I'll be ready to get helped.
L57[00:44:39] <PinkYoshi> I need extra
focus it turns out
L58[00:44:40] <McJty> But then I haven't
done a lot with entities yet
L59[01:01:01] <TomyLobo> i'm trying to find
an ocean monument in my modded map (biomes o plenty installed,
realistic terrain generator installed and selected)
L60[01:01:14] <TomyLobo> i was thinking,
maybe there is a field containing that kind of information?
L61[01:01:44] <mezz> there is a /locate
command in minecraft now
L62[01:01:50] <mezz> try /locate
[tab]
L63[01:02:11] <mezz> it should help you
find nearby structures
L64[01:02:18] <TomyLobo> unknown
command
L65[01:02:25] <TomyLobo> i'm on
1.10.2
L66[01:02:35] <mezz> I think it was added
in 1.11
L67[01:02:42] <TomyLobo> would make
sense
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L69[01:10:29] <PinkYoshi> mezz I need
someone patient to sit through some issues with me and help
me.
L70[01:10:40] <PinkYoshi> are you up for
it? I can send you the code and we can go to pm so I don't flood
here?
L71[01:11:03] <mezz> sure
L72[01:11:12] <PinkYoshi> thank you it's
really appreciated
L73[01:11:26] <mezz> use gist.github.com to
paste code
L74[01:11:30] <PinkYoshi> okay
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L80[01:58:08] <PinkYoshi> Could someone
help me get around this? :'stackTagCompound' has private access in
net.minecraft.item.ItemStack
L81[01:58:16] <PinkYoshi> I need it for
figuring out lores on items..
L82[01:58:19] <killjoy> use the
getter
L83[01:59:32] <PinkYoshi> I'm trying to do
like this here
L85[01:59:38] <PinkYoshi> It doesn't use a
getter so how do I do it?
L86[01:59:49] <PinkYoshi> "if
(this.stackTagCompound.hasKey("display", 10))
"
L87[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170605 mappings to Forge Maven.
L88[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170605-1.11.zip
(mappings = "snapshot_20170605" in build.gradle).
L89[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L90[02:00:23] <PinkYoshi> I think I found
it...
L91[02:02:42] <TomyLobo> using a debugger,
I'm trying to get a ChunkProviderServer instance for the world i'm
currently in
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L93[02:03:10] <TomyLobo> however, i cant
seem to even get off the ground, since
FMLServerHandler.instance().getServer() returns null
L94[02:03:37] <killjoy> server will be null
in multiplayer
L95[02:03:56] <TomyLobo> it's single
player
L96[02:04:04] <TomyLobo> i tried both with
and without "open to lan"
L97[02:04:11] <killjoy> Use
FMLCommonHandler.instance().getSidedDelegate().getServer();
L98[02:05:22] <TomyLobo> ah, that
works
L99[02:07:24] <TomyLobo> killjoy, ok it
worked briefly during world loading
L100[02:07:42] <killjoy>
Minecraft.getMinecraft().getIntegratedServer()
L101[02:11:15] <PinkYoshi> omg testing my
lore thing now I'll be happy if it works
L102[02:11:37] <killjoy> Maybe you should
be using a capability
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L104[02:14:23] <TomyLobo>
FMLClientHandler.instance().getClient().field_71437_Z.field_71305_c[0].field_73020_y.field_186029_c
\o/
L105[02:14:54] <TomyLobo> i hopethat
worldServers[0] is the overworld :)
L106[02:15:00] <kashike> it is
L107[02:15:10] <kashike> well
L108[02:15:15] <kashike> unless some
retarded mod replaces it
L109[02:15:17] <kashike> :)
L110[02:15:19] <TomyLobo> ^^
L111[02:15:49] <killjoy> I usually check
for something like that before fixing bugs related to other
mods
L112[02:16:11] <killjoy> Are they doing
things super dumb? No. I'm not going to fix it
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L115[02:21:52] <TomyLobo> ^^
L116[02:22:03] <TomyLobo> btw, is there a
way to get a beanshell or something?
L117[02:22:52] <PinkYoshi> heyyy it looks
like the boolean worked but isn't being set (the lore is not
detected? )
L119[02:27:05] <PinkYoshi> can someone
please help me.
L120[02:27:17] <PinkYoshi> This all works
, except the lore check never evaluates to true.
L121[02:27:36] <PinkYoshi> if I force it
to true, the spawn works.
L122[02:29:23] <kashike> does the item
have lore?
L123[02:32:35] <PinkYoshi> I used this:
/give @a minecraft:bow 1 0
{Unbreakable:1,ench:[{id:48,lvl:10000},{id:49,lvl:10000},{id:50,lvl:10000},{id:51,lvl:10000}],display:{Lore:["1"]}}
L124[02:32:57] <PinkYoshi> it works when I
bypass the lore check
L125[02:33:03] <PinkYoshi> so the only
thing is the lore checking >.<
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L127[02:34:58] <PinkYoshi> my debug is
outputting 1
L128[02:34:59] <PinkYoshi> 1
L129[02:35:11] <PinkYoshi> so it is
finding the lore as a string the match is failing?
L130[02:38:37] <PinkYoshi> well... I'm
trying .toString wish me luck
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L132[02:46:23] <PinkYoshi> AHA
L133[02:46:25] <PinkYoshi> It works
L134[02:46:33] <PinkYoshi> and now not
every arrow shot by everything summons a skeleton.
L135[02:46:50] <PinkYoshi> I had to use
.contains because for some fruity reason exact case matching does
not work on lores
L136[02:50:55] <PinkYoshi> so i'm a
newbie. where does it put the built jar file?
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L138[02:59:24] <TomyLobo> i want to
iterate chunk coordinates in a square centered around the origin,
ordered by distance. anyone aware of an algorithm?
L139[03:01:03] <PinkYoshi> TomyLobo can
you tell me where forgegradle for IDEA will store my .jar file
after I do build jar?? how do I get the mod file from my code to go
into minecraft forge without the IDE?
L140[03:01:16] <TomyLobo> PinkYoshi, i
have no idea
L141[03:01:19] <TomyLobo> ...why you would
ask me
L142[03:01:21] <PinkYoshi> oh how do you
compile your mods?
L143[03:01:27] <PinkYoshi> well i'm
assuming you also compile mods to .jar files
L144[03:01:31] <PinkYoshi> 'm wondering if
you know how it goes
L145[03:01:42] <PinkYoshi> i can't figure
out where my .jar file goes!
L146[03:01:55] <TomyLobo> ok you seem to
be unaware of how irc works
L147[03:01:55] <PinkYoshi> i've been
googling it for a half hour I guess i'm desperate
L148[03:02:10] <TomyLobo> do not highlight
people in order to get a response to your initial questions
L149[03:02:22] <PinkYoshi> uhm I didn't
highlight you? >.<
L150[03:02:26] <PinkYoshi> I just typed
your name.
L151[03:02:33] <TomyLobo> yes, that is
called highlighting
L152[03:02:42] <PinkYoshi> then how will
anyone know who i'm addressing?
L153[03:02:45] <TomyLobo> and what you did
counts as random highlighting
L154[03:03:02] <PinkYoshi> uh okay sorry
if I annoyed you I was just wondering and it seemed like you were
active anyway
L155[03:03:03] <TomyLobo> PinkYoshi,
address the channel with your initial question
L156[03:03:08] <TomyLobo> if anyone wants
to respond, they will
L157[03:03:13] <PinkYoshi> I did I asked
like twice earlier.
L158[03:03:29] <TomyLobo> tough
L159[03:03:32] <PinkYoshi> wow
L160[03:03:38] <PinkYoshi> Well I wasn't
intending to annoy
L161[03:06:02] <kashike> PinkYoshi:
build/libs/
L162[03:06:52] <PinkYoshi> there appears
to be no folder..
L163[03:07:06] <kashike> wat
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L166[03:08:39] <PinkYoshi> please see what
I mean >.<
L167[03:08:57] <kashike> you did run the
build task, yes?
L168[03:09:02] <kashike> Tasks -> build
-> build
L169[03:09:20] <PinkYoshi>
tasks->build->jar
L170[03:09:29] <kashike> that's not the
build task
L171[03:09:31] <kashike> that's the jar
task
L172[03:09:31] <PinkYoshi> ok
L173[03:09:42] <PinkYoshi> trying the
build task thought i did that one too but we'll see
L174[03:10:47] <PinkYoshi> now it looks
like the folders are still the same >.<
L175[03:11:20] <kashike> no
build/libs?
L176[03:11:22] <kashike> wat
L177[03:11:30] <PinkYoshi> f-sakes it's
failing... i think
L178[03:11:37] <PinkYoshi> yet when I run
it, it works.. -.-"
L179[03:11:52] <kashike> heh
L180[03:12:08] <PinkYoshi> This is a forge
essentials problem!!
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L216[08:14:13] <ghz|afk> hmmm
L217[08:14:29] <ghz|afk> the twitch app
thing seems to enjoy loading with wow's tab as default even though
wow isn't even installed anymore
L218[08:14:32] <ghz|afk> anyone knows how
to change that?
L219[08:15:49] <kashike> no idea, don't
think the webapp has that
L220[08:16:33] <ghz|afk> nah the desktop
one, the same one that has minecraft modpacks and such
L221[08:17:04] <kashike> it's not
available for linux, so I don't care for it much
L222[08:17:08] <kashike> really wish they
would, though
L223[08:17:26] <ghz|afk> it REALLY doesn't
like to open the minecraft tab by default
L224[08:17:33] <ghz|afk> I disabled
"addon maangement"
L225[08:17:46] <ghz|afk> and now it opens
in the "home" tab instead
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L227[08:18:31] <ghz|afk> I really wish
they didn't have all the social stuff in the same app
L228[08:18:39] <ghz|afk> I don't care one
bit about friends lists or stuff like that
L229[08:18:52] <ghz|afk> i just wanted the
modpack management (and wow addon management while I played)
L230[08:19:06] <kashike> too bad I guess
:P
L231[08:19:27] <ghz|afk> yeah it's a
common trend these days
L232[08:19:32] <ghz|afk> to shove social
crap everywhere
L233[08:19:41] <ghz|afk> as if everything
MUST have a friends list and share button
L234[08:19:43] <kashike> make sure to
like, comment, and subscribe!
L235[08:21:59] <kashike> I have a hard
time naming classes sometimes, and one of those times is now
L236[08:22:01] <kashike> sigh
L237[08:22:44] <ghz|afk> someone might
argue that if you can't think of a good name for it, the class may
not belong there
L238[08:23:25] <kashike> well in this
case, it needs to be here, I just can't think of a name for it that
sounds.. right
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L258[10:12:50] <SquareWheel> Packet
question - I'm sending a Map of data using toBytes/fromBytes. I
have the keys on both ends, so am just syncing the values.
L259[10:12:57] <SquareWheel> I thought the
order would be deterministic because I'm reading/writing using the
same keys, but one user reported the data was being sent out of
order.
L260[10:13:07] <SquareWheel> Should I be
using ByteBufUtils.writeTag to serialize it from NBT, thus ensuring
the data order is preserved?
L261[10:15:30] <diesieben07> the order
depends on your Map implementation. For HashMap it is undefined. If
you want a consistent order you have to use LinkedHashMap
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L263[10:16:16] <SquareWheel> Oh shoot,
you're right. That data isn't deterministic after all.
L264[10:17:01] <SquareWheel> Hrmm, so
using a LinkedHashMap would probably mean less data being sent in
packets than serializing from NBT.
L265[10:17:10] <diesieben07> i dont see
what NBT has to do with it...
L266[10:17:39] <SquareWheel> I figure if I
do a writeNbt/readNbt type thing, it'll serialize it nicely without
me having to worry about order. But require more data.
L267[10:22:50] <diesieben07> it would
write the size and then key,value pairs
L268[10:22:58] <diesieben07> which is
probably what you should, too
L269[10:23:02] <diesieben07> what type are
the keys?
L270[10:23:26] <SquareWheel> A custom data
class
L272[10:24:16] <diesieben07> hm.
L273[10:24:26] <diesieben07> well, you
have to write some identifier
L274[10:26:01] <SquareWheel> So, would
that be like <write string>, <write float>?
L275[10:28:37] <diesieben07> if the key is
string and the value is float, yes
L276[10:29:35] <SquareWheel> Well, I could
get a string from the key at least. I would only need to use it for
this little handshake bit.
L278[10:30:02] <malte0811> And a list has
a fixed order
L279[10:30:56] <diesieben07> if you want
it sorted might as well use a TreeMap
L280[10:33:43] <malte0811> That would
increase access time for the whole runtime IIRC (ok, probably not
by any significant amount)? My idea requries sorting once while
reading the configs and no changes to code running while
playing
L281[10:33:43] <SquareWheel> Hrmm, I see.
So while the real data I'm sending is stored as a Map, the looping
on both sides is still through a deterministic list.
L282[10:34:08] <malte0811> It isn't
deterministic, File.listFiles doesn't define an order of return
values
L283[10:34:08] <diesieben07> you also have
to think about whether all this is premature optimization
L284[10:34:12] <diesieben07> how
often/when are you sending this?
L285[10:34:32] <SquareWheel> On food
hunger changes, and when the GUI opens.
L286[10:34:45] <SquareWheel> Not an
obscene amount, but not a insignificant either.
L287[10:35:05] <SquareWheel> Didn't
realize listFiles wasn't deterministic.
L288[10:35:13] <diesieben07> what is this
data about even?
L289[10:35:16] <SquareWheel> Guess that
makes sense. Might change by OS or some such.
L291[10:36:03] <SquareWheel> The Nutrients
on the left are the data class/key. They store info like the name,
icon, color.
L292[10:36:10] <SquareWheel> The data on
the right are the Floats. They're Mapped together.
L293[10:36:20] <diesieben07> and the stuff
on the left is constant?
L294[10:36:22] <SquareWheel> Both client
and server store a list of Nutrients.
L295[10:36:35] <SquareWheel> Yeah, they
should be.
L296[10:36:42] <SquareWheel> Read in from
the configs.
L297[10:37:13] <diesieben07> well, then
it's not constant
L298[10:37:20] <diesieben07> the client
doesnt have the config
L299[10:38:03] <diesieben07> you could use
an FML registry, then you would have IDs for every element
L300[10:38:24] <SquareWheel> Wait, why
doesn't the client have the config?
L301[10:38:37] <diesieben07> because
configs are not synced.
L302[10:38:52] <SquareWheel> Granted one
side might change them and break expectations, but a lot of mods
will break if configs aren't consistent.
L303[10:39:11] <diesieben07> those mods
should be fixed then imo
L304[10:39:30] <SquareWheel> I thought
about syncing that on server connection, but it's a fair bit of
data.
L305[10:39:40] <SquareWheel> Large
JSONs.
L306[10:39:51] <diesieben07> i see 5
strings and 5 itemstacks.
L307[10:39:57] <diesieben07> thats not a
"fair bit of data"
L308[10:40:03] <SquareWheel> It also
stores a list of foods in each nutrient.
L310[10:40:12] <diesieben07> does the
client need to know that?
L311[10:40:26] <SquareWheel> Yes, as it
shows that info on tooltips.
L312[10:40:58] <diesieben07> those jsons
are not bad
L313[10:41:27] <diesieben07> the items can
be sent as IDs
L314[10:41:46] <diesieben07> thats
probably not even a kilobyte of data
L315[10:42:04] <SquareWheel> With default
configs, anyway. It's meant to be customizable.
L316[10:42:18] <diesieben07> even if you
have 1000 items in a category that is 2000 bytes
L317[10:42:19] <diesieben07> that's
nothing
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L319[10:43:52] <SquareWheel> I might
consider doing so in the future to make life easier for server
owners, but most mods carry the expectation that client and server
configs will be kept in sync.
L320[10:44:34] <diesieben07> that
expectation is sadly carried over from the "block ID
config" days
L321[10:44:38] <diesieben07> it's a bad
expectation :D
L322[10:45:36] <SquareWheel> I don't
disagree, but for right now I'd not like to add the
complexity.
L323[10:46:00] <SquareWheel> Even with
both sides being synced, I still have the issue of packets being
non-deterministic right now.
L324[10:46:14] <diesieben07> just send the
name for the category as key-identifier then
L325[10:46:32] <diesieben07> and if thats
still too much for you, create an ID
L326[10:47:02] <SquareWheel> So send as
"nutrient.name, nutrient.float"?
L327[10:47:10] <diesieben07> by sending
the key you have the much better optimization available of only
sending the entries that changed instead of the full set
L328[10:47:13] <diesieben07> yes
L329[10:48:05] <SquareWheel> That's
actually true. If it were bigger data that'd probably be worth
optimizing for.
L330[10:49:28] <SquareWheel> malte0811
suggested sorting the data after it was read in from file. Would
that be enough to make it deterministic without an identifier?
Would simplify things.
L331[10:49:42] <malte0811> Probably
L332[10:49:44] <diesieben07> well, then
you need a map that preserves order
L333[10:49:47] <diesieben07> HashMap does
not do that.
L334[10:50:06] <malte0811> He isn't
iterating over the map, he is iterating over a list
L335[10:50:06] <diesieben07> it would be,
but very ... fragile
L336[10:50:12] <diesieben07> wat...
L337[10:50:18] <SquareWheel> The data
itself is stored as a map, but the nutrients on both side are
stored as a list.
L338[10:50:21] <diesieben07> the original
question was about a map...
L339[10:50:32] <SquareWheel> Sorry, I use
both in different places.
L340[10:50:45] <diesieben07> what is
"the data itself" and what are "the nutrients"
in this scenario?
L341[10:50:47] <SquareWheel> eg. I read it
in as a map by iterating over a list.
L342[10:51:19] <SquareWheel> Nutrients are
a data class, stored in a list. They're also use as keys in the map
that stores the nutrient data.
L343[10:51:20] ***
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L345[10:52:14] <diesieben07> i give
up
L346[10:52:20] <diesieben07> your terms
are so generic...
L347[10:52:31] <SquareWheel> :< Not
trying to be difficult.
L348[10:52:49] <diesieben07> you have the
type of nutrients, which come from a config file
L349[10:52:56] <diesieben07> and then you
have a value for every one of those nutrients, the percentage
L350[10:53:04] <diesieben07> the latter
needs to be sent to the client.
L351[10:54:25] <SquareWheel> nutrientList
= List<Nutrient> - Stored client and server-side
L352[10:54:26] <SquareWheel> nutrientData
= Map<Nutrient, Float> - Canonical version stored on server,
dummy copy stored on client and updated via sync packet.
L353[10:54:49] <SquareWheel> I store a
dummy version so it has a local cache to show before it
syncs.
L354[10:54:50] <diesieben07> and the float
is the percentage i see in the screenshot, right?
L355[10:54:53] <SquareWheel> Yes
L356[10:55:32] <diesieben07> so, either
sort the list in a deterministic manner (by name for example)
L357[10:55:35] <diesieben07> or just send
the name
L358[10:55:42] <diesieben07> the latter is
preferable
L359[10:56:04] <SquareWheel> Okay, I can
work on sending an identifier.
L360[10:56:17] <diesieben07> you already
have the name in the json
L361[10:58:40] <SquareWheel> If you're
curious why there's a split of the List and Map, originally I just
stored everything as a Map. I had the server tracking which player
had which nutrient data and such. Then I looked up how to save data
to a player file... ended up having to refactor the entire thing to
use capabilities instead.
L362[10:59:01] <SquareWheel> The cap was
stored just server-side though, and I needed to have the nutrients
client-side as well.
L363[11:00:58] <SquareWheel> And it's
actually nice being able to iterate through the nutrient data
without having to access the player cap all the time, which has
some messy syntax and IDE warnings.
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L365[11:02:46] <diesieben07> Use kotlin
and make yourself an extension function :P
L366[11:03:14] <diesieben07> amount =
player.nutrients[myNutrient]
L367[11:03:22] *
diesieben07 runs
L368[11:03:22] <kashike> diesieben07: you
using kotlin in any public stuff yet?
L369[11:03:30] <diesieben07>
wellllll
L370[11:03:41] <SquareWheel> Kotlin looks
pretty sweet, honestly
L371[11:03:56] <diesieben07> i am working
on the umptieths (is that how you spell that) rewrite of my
(unused) modding library, now in kotlin
L372[11:04:08] <diesieben07> and i am
using it for a project at work
L373[11:04:13] <kashike> interesting
L374[11:04:15] <diesieben07> but nothing
"public"
L375[11:04:29] <kashike> I'm still writing
new things for java
L376[11:04:49] <SquareWheel> Are you using
Forgelin?
L377[11:04:49] <diesieben07> If you need
to write java for some reason, don't start using Kotlin
L378[11:04:51] <diesieben07> it will drive
you mad
L379[11:04:54] <diesieben07> No
L380[11:05:13] <diesieben07> my @Mod works
just fine without it, i dont see the need for it
L381[11:05:17] <kashike> last time I tried
kotlin it was super buggy in the IDE
L382[11:05:25] <kashike> haven't tried
since
L383[11:06:00] <SquareWheel> Isn't Kotlin
by JetBrains? Would expect it to work well in IDEA.
L384[11:06:06] <diesieben07> yes it
is
L385[11:06:15] <kashike> it is, yes, but
it still has bugs :P
L386[11:06:20] <diesieben07> i wouldn't
call it super buggy. occasionally it freaks out and i have to
reboot idea, maybe like once a day if i am doing something
crazy
L387[11:06:33] <kashike> yeah, when I
tried, whole IDE imploded on itself
L388[11:06:49] <diesieben07> and there are
some things i am still waiting on
L389[11:07:35] <diesieben07> java-8 style
lambda codegen would be nice for example
L390[11:07:41] <diesieben07> and default
methods
L391[11:08:02] <kashike> the other thing
that's preventing me from using it, is that there's not enough
codestyle config options for kotlin yet
L392[11:08:50] <SquareWheel> Oh, there's
no buf.writeString. :|
L393[11:09:00] <diesieben07>
ByteBufUtils
L394[11:10:50] <SquareWheel> Gotchya
L395[11:12:41] <SquareWheel> Alright, so
if I'm not just iterating through the nutrient list, I'll need to
do while the buffer stream instead.
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L401[11:34:09] <kashike> diesieben07: :+1:
for #3953
L402[11:34:55] <diesieben07> thx :)
L403[11:36:15] <SquareWheel> Wait, a
ByteBuf is different from a ByteBuffer? whyy
L404[11:36:33] <diesieben07> because a
netty bytebuf is much more useful
L405[11:36:49] <diesieben07> and just a
bit more high-level
L406[11:37:07] <diesieben07> you can
easily convert though, there are nioBuffer methods on ByteBuf
L407[11:37:19] <SquareWheel> No
.hasRemaining method that I can so, so harder to iterate
through.
L408[11:37:31] <SquareWheel> though*
L409[11:37:46] <diesieben07>
isReadable
L410[11:38:23] <diesieben07> or just
forEachByte :P
L411[11:39:05] <SquareWheel> Oh, could I
do that in a foreach loop? Would be cleaner.
L412[11:39:28] <diesieben07> No,
forEachByte takes a lambda
L413[11:40:12] <SquareWheel> Ah, okay.
Seems to be the trend. The new JS foreach (ES6) does the
same.
L414[11:40:38] <diesieben07> it just opens
up space for opimimization
L415[11:40:58] <diesieben07>
ArrayList.forEach(lambda) can be implemented in a different way
than say ImmutableList.forEach
L416[11:41:08] <diesieben07> both
optimized for their internal data structures
L417[11:41:31] <SquareWheel> Makes
sense
L418[11:47:36] <SquareWheel> Huh, seemed
to work first try.
L419[11:48:16] <SquareWheel> dies, could
you double check this makes sense? Not super familiar with byte
streams, so would appreciate the confirmation.
L421[11:48:42] <SquareWheel> It seems to
auto-increment, so I don't need to track state in the loop.
L422[11:49:18] <Ordinastie> I usually
write the size first
L423[11:49:52] <diesieben07> that works
though, you dont need the size if you dont have any data after the
map
L424[11:49:59] <Ordinastie> also, can't
you have an int identifier for your nutrients ?
L425[11:50:15] <diesieben07> you should
lift the getCapability call out of the loop
L426[11:50:20] <SquareWheel> I'd need to
generate one on both sides, Ord.
L427[11:50:22] <SquareWheel> Could
do.
L428[11:50:33] <diesieben07> no, should,
not could :P
L429[11:50:51] <diesieben07> getCapability
for attatched capabilities is a map lookup
L430[11:51:45] <SquareWheel> I can look
into ways of generating a short ID from the string. Hash functions
would be too long.
L431[11:52:30] <diesieben07> just use an
FML registry if you are going to do that
L432[11:52:35] <SquareWheel> I could move
the getCapability call second, get the entire results list at once,
and loop through that. Bit more complex though.
L433[11:53:11] <SquareWheel> Not familiar
with those. The system used by potions, etc?
L434[11:53:21] <SquareWheel> Didn't
realize it was open to modders.
L435[11:53:28] <diesieben07> yep, they
are
L436[11:55:17] <SquareWheel> Seems like if
I'm going that way, I'd want to move my entire system over rather
than manage it myself.
L437[11:55:29] <SquareWheel> This is
Capabilities all over again. :p
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L439[12:23:01] <TechnicianLP> is there a
way to stop github from making a fork when i hit any key on a file
in another repository? im like constantly delete my accidentally
forked repos ...
L440[12:24:24] <SquareWheel> GreaseMonkey
script to block the hotkey?
L441[12:24:44] <TechnicianLP> hotkey = any
key on the keyboard ...
L442[12:24:57] <TechnicianLP> (any
character)
L443[12:25:14] <SquareWheel> That seems
strange...
L444[12:26:40] <SquareWheel> Is it
triggering the "Fork and Edit" button somehow?
L445[12:27:57] <ghz|afk> maybe github
implemented some auto-edit-mode when you try to type stuff
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L448[12:29:35] <SquareWheel> If you know
web dev, you can set some breakpoints down to try and figure out
what's happening.
L449[12:29:48] <SquareWheel> Chances are
they minify their JS though. So have fuuun
L450[12:30:56] <ghz|afk> would be stupid
not to
L451[12:30:57] <ghz|afk> ;P
L452[12:31:23] <ghz|afk> will become even
harder if WebAssembly becomes common
L453[12:31:44] <SquareWheel> I really hope
we see a proper language other than S-Expressions for wasm.
L454[12:31:54] <SquareWheel> I don't want
to debug that nonsense
L455[12:32:22] <SquareWheel> I expect
browsers will be able to decode the binary in the dev tools at
least, though.
L456[12:32:35] <ghz|afk> I assume we'll
get source-level debugging with source maps or whatever
L457[12:32:58] <SquareWheel> Yeah, that
would be ideal. Don't think SourceMaps will be required though,
unfortunately.
L458[12:33:11] <SquareWheel> We have that
now for minified JS sites, but almost nobody includes them.
L459[12:33:22] <ghz|afk> given what it's
intended purpose is
L460[12:33:32] <ghz|afk> I'd hope that
binary->source tables will be external
L461[12:33:44] <ghz|afk> sortof like .pdb
files for vc++
L462[12:34:01] <SquareWheel> Well if it
works the same way as it does now, it would be a small line
referencing the map file.
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L496[16:19:44] <LexMobile> 09:50
<diesieben07> getCapability for attatched capabilities is a
map lookup
L497[16:19:47] <LexMobile> It shouldnt
be,,,
L498[16:20:18] <diesieben07> ah right, not
a map lookup but a for loop
L499[16:20:37] <diesieben07> still, not
just a simple "return this field" as it is with
"normal" capabilities
L500[16:20:57] <LexMobile> yes, which
unless someone fucks something up, or adds like a thousand caps,
should be faster then a hash.
L501[16:20:58] <LexMobile> but ya
L502[16:21:19] <diesieben07> there is no
reason to keep calling getCapabilitiy in a loop
L503[16:21:25] <diesieben07> which is what
he was doing
L504[16:21:36] <LexMobile> sadly can't be
just a return cuz dynamic shit :/ I have debaited on writing a
dynamic flattener... but meh
L505[16:21:41] <LexMobile> And yes saw
that, its bad
L506[16:22:00] <diesieben07> oh, like a
thing that compiles it down to hardwired bytecode?
L507[16:22:39] <LexMobile> ya wouldnt be
to hard to do, just grab each handler and pull out the
if/else's
L508[16:22:43] <diesieben07> yeah
L509[16:23:02] <diesieben07> but writing
asm is always... "fun" :D and there are probably more
important things
L510[16:23:15] <LexMobile> lots more,
hence why I havent done it ;)
L511[16:24:18] <LexMobile> If I DID do it
i'd probably re-write the API to be a Map<[Cap&Side],
Handler> instead of just gathering a list of providers.
L512[16:24:30] <LexMobile> And wireing
things up myself. But meh.
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L522[17:17:22] <TechnicianLP> (join
#woot
L523[17:17:41] <TechnicianLP> does not
exist
L524[17:24:22] <illy> boop o/
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L535[18:31:40] <risux> How have x, y, and
z of Render.doRender() changed from 1.7 to 1.10?
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L537[18:34:35] <Corosus> not sure if they
did...
L538[18:36:12] <risux> Well, I have a
renderer that uses them, and after updating, it appears as if the
rendering is just all over the place. I believe X and Z are
inverted too.
L539[18:38:12] <risux> Kinda hard to
describe what I'm looking at.
L540[18:38:26] <Corosus> maybe something
relating to model rendering changed rather than doRender?
L541[18:38:59] <risux> I'm just using the
tessellator to draw some quads
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L543[18:41:18] <Corosus> for my
RenderFlyingBlock i still do the same glTranslatef to the x y z for
1.10.2 just like its 1.7.10 code
L544[18:42:41] <Corosus> though theres
some extra code, agh its so ugly
L545[18:43:01] <Corosus> for some reason
im also using worldrenderer.setTranslation in the newer one
L546[18:43:13] <Corosus> worldrenderer
being the VertexBuffer
L548[18:44:03] <risux> huh, that might
have something to do with it
L549[18:46:56] <Corosus> wow this code
translates for the x y z twice, yay ports of ports of ports of
ports, i cant wait to rewrite this thing as a shader
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