Shard 0.4/dev - Page 28

Shard 0.4/dev

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by yuritch »

With Spring 94 I sometimes (about 1 game in 10 or so, can't find what exactly causes this) receive this:

Code: Select all

[f=0030508] Warning: AI for team 2 (ID: 2) failed handling event with topic 3, error: 102
Infolog gets spammed with it, and some seconds later this appears:

Code: Select all

[f=0030509] <SkirmishAI: Shard dev (team 3)>: E:\Games\Spring\AI\Skirmish\Shard\dev\ai\ai.lua:28: C stack overflow
(there is a lua stacktrace following that message).
This gets repeated many times as well.

Looks like something goes wrong on the C side of shard?
Sample infolog attached, as well as a Shard config that was involved.
Attachments
ShardNOTA_20130503.7z
Shard config
(14.49 KiB) Downloaded 13 times
infolog.txt
infolog
(475.7 KiB) Downloaded 9 times
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by abma »

this will be fixed with the release of spring 95.0

you can try to grab a current development build & use the AI in AI/Skirmish/Shard

it should work with 94.1... but i didn't test that!

maybe also see https://github.com/Tarendai/Shard/issues/10
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

Could you fix the error in the lowenergybehavior file for evo as well? It has been there for years and no one has fixed it in the source. I fixed it locally for myself and desura users, but it's no good by default.

Code: Select all

LowEnergyBehaviour = class(Behaviour)

function LowEnergyBehaviour:Init()
	--
	self.active = false
	self.underfire = false
end

function LowEnergyBehaviour:UnitCreated(unit)
end

function LowEnergyBehaviour:UnitIdle(unit)
	if unit:Internal():ID() == self.unit:Internal():ID() then
		
		if not self:IsActive() then
			res = game:GetResourceByName("energy")
			if res == nil then
				game:SendToConsole("res == nil in LowEnergyBehaviour")
			else
				if res.reserves == 0 then
					self.underfire = true
					self.unit:ElectBehaviour()
				end
			end
		else
			self.underfire = false
			self.unit:ElectBehaviour()
		end
		
	end
	if unit:Internal():ID() == self.unit:Internal():ID() then
		if self:IsActive() then
			self.unit:ElectBehaviour()
		end
	end
	
end

function LowEnergyBehaviour:Update()
	--
end

function LowEnergyBehaviour:Activate()
	self.underfire = false
	
	local s = self.unit:Internal():Build("esolar2")
	if s then
		self.active = true
	else
		self.unit:ElectBehaviour()
	end
end

function LowEnergyBehaviour:Deactivate()
	self.active = false
	self.underfire = false
end

function LowEnergyBehaviour:Priority()
	if self.underfire == true  then
		return 110
	end
	return 0
end

function LowEnergyBehaviour:UnitDead(unit)
	--
end

function LowEnergyBehaviour:UnitDamaged(unit,attacker)
	
end
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by abma »

done: https://github.com/Tarendai/Shard/commi ... f66369344f

next time please use real tabs!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

Tell that to AF. He's the one that wrote it. I just fixed one call (line 16), but c&p the entire file so there could be no confusion.
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by abma »

then the forum converted tabs into spaces...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

That's because I told you that you had the power to fix it yourself numerous times and nothing was done.

I dont have the time or patience to monitor EvolutionRTS developments and maintain AI support for your game as time goes on, you're more than capable of doing it yourself, so you should. Why wait for me for Abma to copy paste for you? Ideally that folder would be a submodule linked to a git repo of your own that just has the evo configs, giving you 100% authoritative control. Coupled with full SVN support I don't see what the problem is.

But then on top of that, there's nothing stopping you forking and issuing a pull request, with Github and these days it can be done entirely in the browser, click fork, navigate to the file, click edit, make changes, commit, click pull request, hey presto, I get an email and I click merge, job done. No git clients, no editors, can even be done on a mobile phone.

I'll admit I dont give this project as much attention as I should, but there's no reason Abma or myself should be needed to ammend files if you have a fix or modification, it's hosted on a site that goes to immense lengths to socialise and ease things to the point of implementing rival version control systems and in browser editors.

hmmm I dont seem to be receiving notifications for this thread anymore
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

2 words:

Fuck git.

A one line change that I asked you to make years ago, but you have refused to do so because for some reason you want me to install git so that I can submit a pull request for a one line change, even though I have asked on the forum and in chat repeatedly.

Yet, somehow I'm the one who is being unreasonable.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by hoijui »

AF wrote:can be done entirely in the browser
-> no need to install git
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

That is relevant to my interests. Can you go into a bit more detail?
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by hoijui »

... if you at least would learn something from it...

hint: my post contains a small quote from AF. his post is large.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

I'm fully aware you've asked many times, and the response has always been the same, and been utterly ignored. I didn't do it myself because your attitude reeked, and the task itself was incredibly trivial. It's like spending $100 on complaint posters in an attempt to get a refund at the 99 cents store for a pen. I've taken this stance many times, thinking that I'll change if you shout louder won't make a difference.

My post mentions multiple methods of making the change and issuing a pull request, with no usage of git clients of any kind. It's also been mentioned multiple times all over this forum. It's a shame you didn't bother to read it.

To reiterate:

- hmmm I put a github repo into my svn client and it still works, weird
- my god, if I click the fork button and view my version of the file on github in my browser I get an edit button?! And a full code editor with highlighting and a commit/save button?

Image

Github lets you edit, move, create, and delete files in the browser, as well as create and delete branches, fork repositories, and issue pull requests.

The same is true of gists, which are 1 file git repos ( and by conjunction, available via svn ).


As a final note:

Sure you may have a distaste for git, but there's no reason to be an arse about it. If I come across a mercurial repository Im not going to throw a hissyfit. I know none of the commands for it, I know it has some subtle but confusing similarities to other DVCS, but I copy paste the commands to get whats needed and move on. You do what needs to be done. If you learn something while doing it hooray, otherwise nothings changed, and if it's confusing, don't do the confusing stuff and hunt down someone who does use it fulltime. Just because someone says the G word doesn't mean you have to choose between rejecting it or converting everything you have ever made over to it. Some people use git, some people use it sometimes, get over it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

I should not need to do any of that. All it has needed was that one line changed. You could have done it over a year ago, but instead, you decided to be a jerk about it.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by hoijui »

maaan i no what yo mean man!
its like back then in school, when the teahcer wnated us to learn calculating 1+1 and all that shit, even though he could have done it himself much better!
... ok.. this here is much easier.. but still!! why are those that know more so stupid and selfish all the time!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

I decided to delegate the support of evolutionRTS config maintenance to the evolutionRTS developer. That is all. I'm not exactly omnipresent here these days, and should not be relied upon for these things, nor is it fair to rely on Abma for these things when you're perfectly capable of doing it yourself.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

What the actual fuck? A spring engine change broke it.

It's the ONLY change that has EVER been needed since you abandoned the project (yeah, because you've never done that before...) and you REFUSE to make the 5 CHARACTER change for over a year (2 years+?) for no other reason than you want to be a jerk.

Well, goodonyer, Mission Accomplished. I'll be sure to have George Bush make a banner for you.

Hoijui, heh, don't flatter yourself.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

Your request for a fix to a bug is fair, but the way you went about trying to get it isn't. I had actually assumed I'd already fixed it for quite a while, turns out I hadn't, but I chose to delegate because of the way you handled it.

You know full well the kind of response you'll get when you start deploying the formatting tools, and pressuring. I would have thought you had learned this by now, since it's not just me who reacts badly when you try to do this, and it's responsible for a lot of awkwardness and arguments you have. Who knows the number of potential developers, modellers, texturers, engine features, and working relations with other people you've either burnt or put off as a result. I know I lost out on many myself from doing it.

As a sidenote, Shard isn't dead, and it isn't abandoned, but it's not in an active development cycle. As far as I'm concerned it works, and it does its job, and until I'm made aware of a bug or problem I don't need to do anything.

Having said that, this thread is a terrible place to report bugs, if you have an issue, report it here:

https://github.com/Tarendai/Shard/issues/new

Thread notifications here aren't reliable, and having everything in the same forum thread can get confusing.

Keeping that in mind I do have things planned in the future, I just have a lot of other things planned elsewhere too and no sense of urgency. When I do have the time and will to work on new stuff, dramas like this popup before I get a chance and all that energy to plough into fancy new things is lost and I haven't the will to do more than bugfix.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

No one asked you to do shit about this since 2011. The other day, I asked abma, he complied, and you butted in with all your drivel and nonsense.

If you had kept quiet, we wouldn't be having this conversation, but you couldn't help yourself.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

Aside from the numerous times I've asked you not to post in this thread, my stance on this has been clear for a long time, I felt the need to reiterate it as you appear to have forgotten.

Should you continue to be an arse about it I'll move the config files into a separate git repo, add it as a submodule, and remove it from the main Shard Repo. At which point you're free to use your newfound knowledge to apply your own fixes, and I'll have enforced my decision in action, rather than name.

This way if you don't like it your choice is a clear put up or shut up, I get a nicer repository structure, evolutionRTS support is decoupled from Shard Core, and I need not worry about you pestering me and draining all motivation to work on things everytime I dare look at this thread. After all you have an svn client and a browser, what more could you need? Win win for AF
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by abma »

@AF & Forboding Angel:

you really love to write, do you? :)
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