"Improving OpenDungeons" party

Re: "Improving OpenDungeons" party

Postby MCMic » 28 Mar 2011, 16:02

Thanks a lot!
That will help us a lot.

Isn't the cannon already implemented? Can we look at his code for ideas about how to code the other ones?
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Re: "Improving OpenDungeons" party

Postby StefanP.MUC » 28 Mar 2011, 16:08

That would be TrapCannon.cpp. But it's far from being finished. All it does currently is finding an enemy and taking hp away.
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Re: "Improving OpenDungeons" party

Postby svenskmand » 28 Mar 2011, 16:30

The boulder is the most important in the context of the traps and trigger system, as it will actually have to be triggered. The cannon does not, it is proximity triggered.
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Re: "Improving OpenDungeons" party

Postby svenskmand » 28 Mar 2011, 16:32

Also doors should be triggerable, so you can dig out a room, with two doors, and if an enemy enters the room the doors lock and a boulder is unleashed on him, or some other traps inside of the room. I have updated the wiki accordingly.
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Re: "Improving OpenDungeons" party

Postby oln » 31 Mar 2011, 18:08

Really nice work guys, would be nice if we could try to make a list of what was done.

A summary what I got from IRC (though i may have missed some things):
-Implemented some trap-types (atleast proximityTrap) as superclasses of Trap.
-Implemented some trigger trap?
-There seems to still be some tabs in the code
-Compilation is slow and the project often has to be fully recompiled on small changes
-Some traps should reload, some not
-We should put stuff like prices in a config file rather than the code (http://sourceforge.net/apps/trac/opendungeons/ticket/58
-Fixed crash on trap creation (an extra tile was added to the list of affected tiles, which was the same as one of them)
-RenderRequest uses void pointers in a rather unsafe way
-Implemented a method for getting a line of tiles?
-Added an function for checking if the game is in editor mode or not?
-Fixed the trap not costing money
-Fixed the bug that let stuff be build on top of traps (isBuildableUpon function) ?
-Fixed bug that made the game crash if a trap was build in editor mode ?
-Cannon now works (Though no visible projectile)


Full IRC log is attached.
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Re: "Improving OpenDungeons" party

Postby Bodsda » 31 Mar 2011, 18:28

Compilation is slow...???

I guess you guys arent seeing the same 10 second compile times that I am getting then?
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Re: "Improving OpenDungeons" party

Postby StefanP.MUC » 31 Mar 2011, 18:42

Nice work. Can't wait until it's on git. :D

Yes, a full compilation needs like 5 minutes or so (MingW).
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Re: "Improving OpenDungeons" party

Postby oln » 31 Mar 2011, 18:55

The compilation speed can have something to do with what compiler is used as well. (Not as in pure compiler speed, but rather that different compilers do things differently)
I get something in between when it comes to compile time.
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Re: "Improving OpenDungeons" party

Postby svenskmand » 31 Mar 2011, 20:17

Well machine speed is obviously the most important factor. Are you using laptops or desktops?
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Re: "Improving OpenDungeons" party

Postby oln » 31 Mar 2011, 20:48

I have a 3.5 year old laptop, far from the fastest computer out there.
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Re: "Improving OpenDungeons" party

Postby MCMic » 01 Apr 2011, 01:01

svenskmand {l Wrote}:Well machine speed is obviously the most important factor. Are you using laptops or desktops?

No.
When I edit only one file, cmake should only recompile this one and some that depends of it, not recompile the full project.
It's abnormal that I have to recompile the whole project for each modification.

It went well, most people are ready to continue next Thursday (as we didn't really got started yesterday, mostly debugging on Trap handling)
I'll say more later, right now I need to go.
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Re: "Improving OpenDungeons" party

Postby MCMic » 01 Apr 2011, 16:12

So, What was done :
-a lot of code moved from TrapCannon to Trap (things that will be needed by other trap. All methods are virtual so they can be customized for complex traps)
-classes ProximityTrap and DirectionnalTrap were made
-the class TrapBoulder has been done, it inherits from DirectionnalTrap but it isn't finished yet.
-the trap system was debugged : now cannon can be put in both editor mode and in game without any crash, cannons cost money and you cant build a room on them anymore. (The method isBuidableUpon has been added in Tile and return true if a tile has no room nor trap on it yet.)
Cannons damage creatures but no projectile is shown.

I hope next thursday we'll continue what was started. I would like to work on MissleObject and make projectiles work.

We didn't have the time to look at trigger and I don't expect to work on this next thursday.

The code is here : http://projects.haxx.es/p/opendungeons/ ... ee/master/
I suggest that you pull it in your git and push it. I can do it if you get me a write access on your git.
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Re: "Improving OpenDungeons" party

Postby oln » 01 Apr 2011, 21:06

I'll set you up with write access if you give me your sourceforge account name.
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Re: "Improving OpenDungeons" party

Postby MCMic » 02 Apr 2011, 15:51

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Re: "Improving OpenDungeons" party

Postby oln » 02 Apr 2011, 16:29

Added.
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