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alanp | mithro/llnz: ping | 01:47 |
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llnz | alanp: pong | 01:55 |
alanp | i think i found the answer i was looking for :-) | 01:57 |
alanp | if i keep HitPoints as a property, the only way for me to change it's value is to getPropertyValues(), change the property in question and then setPropertyValues() no? | 01:58 |
alanp | ie: when a ship is damaged but not destroyed | 01:59 |
alanp | actually, that would modify it for an entire design :-( | 02:00 |
llnz | if a ship is damage, you don't touch the design | 02:00 |
alanp | right | 02:00 |
llnz | its a property of the object | 02:00 |
llnz | so a parameter of the object | 02:00 |
* alanp must have missed it, it's already there | 02:02 | |
alanp | uint32_t Fleet::getDamage() const{ | 02:03 |
alanp | return ((IntegerObjectParam*)(obj->getParameter(4,2)))->getValue(); | 02:03 |
alanp | } | 02:03 |
llnz | :-) | 02:03 |
alanp | ok, cool ;-) | 02:03 |
* alanp blind again | 02:03 | |
llnz | afk | 02:11 |
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llnz | back | 03:30 |
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llnz | later all | 07:53 |
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CIA-26 | epyon tpserver-cpp-refactor * rb80a91ccb034 / (11 files in 2 dirs): OrderQueue now handled by a shared_ptr | 08:47 |
CIA-26 | epyon tpserver-cpp-refactor * r3af3c2edfc94 / (5 files in 2 dirs): OrderQueue has now dedicated constructor, OrderManager has direct OrderQueue factory | 08:47 |
CIA-26 | epyon tpserver-cpp-refactor * r55199a23cf66 /modules/games/minisec/ (6 files): MiniSec now supports OrderQueue interface | 08:47 |
CIA-26 | epyon tpserver-cpp-refactor * rf887d496c865 /modules/games/mtsec/ (5 files): MTSec now supports OrderQueue interface | 08:47 |
CIA-26 | epyon tpserver-cpp-refactor * re62a5d4b49bc /modules/games/rfts/ (fleet.cpp rfts.cpp rftsturn.cpp): RFTS now supports OrderQueue interface | 08:47 |
CIA-26 | epyon tpserver-cpp-refactor * r2208b12cc08a /modules/games/risk/ (colonize.cpp mapimport.cpp move.cpp planet.cpp riskturn.cpp): Risk now supports OrderQueue interface | 08:47 |
CIA-26 | epyon tpserver-cpp-refactor * r916b11fc8b0d /modules/games/tae/ (fleetbuilder.cpp fleetorder.cpp tae.cpp taeturn.cpp): TAE now supports OrderQueue interface | 08:47 |
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CIA-26 | epyon tpserver-cpp-refactor * r01d68c9cf1d6 /tpserver/ (objecttype.cpp objecttype.h objecttypemanager.cpp): ObjectType now a ProtocolObject | 09:58 |
CIA-26 | epyon tpserver-cpp-refactor * r814c4e16f10f /modules/games/minisec/spaceobject.h: MiniSec updated with ObjectType update | 09:58 |
CIA-26 | epyon tpserver-cpp-refactor * rddee1efc3557 /modules/games/mtsec/ (10 files): MTSec updated with ObjectType update | 09:58 |
CIA-26 | epyon tpserver-cpp-refactor * r2442f127acfc /modules/games/rfts/ (6 files): RFTS updated with ObjectType update | 09:58 |
CIA-26 | epyon tpserver-cpp-refactor * ree27983ca832 /modules/games/risk/ (7 files): Risk updated with ObjectType update | 09:58 |
CIA-26 | epyon tpserver-cpp-refactor * rbd30330c4659 /modules/games/tae/ (11 files): TAE updated with ObjectType update | 09:58 |
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CIA-26 | epyon tpserver-cpp-refactor * rdc7b9cb67421 /tpserver/ (4 files): ObjectParameterGroupDesc major refactor | 11:22 |
CIA-26 | epyon tpserver-cpp-refactor * rc15c05b61167 / (6 files in 2 dirs): MiniSec updated to new ObjectParameterGroupDesc handling | 11:22 |
CIA-26 | epyon tpserver-cpp-refactor * r521968e23e7e /modules/games/mtsec/ (5 files): MTSec updated to new ObjectParameterGroupDesc handling | 11:22 |
CIA-26 | epyon tpserver-cpp-refactor * r86a1b751b4d9 /modules/games/risk/ (5 files): Risk updated to new ObjectParameterGroupDesc handling | 11:22 |
CIA-26 | epyon tpserver-cpp-refactor * r4c265e1f6f3b /modules/games/rfts/ (fleet.cpp planet.cpp staticobject.cpp universe.cpp): RFTS updated to new ObjectParameterGroupDesc handling | 11:22 |
CIA-26 | epyon tpserver-cpp-refactor * r6b80a27a1a31 /modules/games/tae/ (6 files): TAE updated to new ObjectParameterGroupDesc handling | 11:22 |
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llnz | morning all | 18:02 |
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mhilmi | llnz: hey ! Object tree now works http://www.marwanhilmi.com/wp-content/uploads/2009/08/snapshot1.jpg | 19:13 |
tpb | <http://ln-s.net/3qU$> (at www.marwanhilmi.com) | 19:13 |
llnz | mhilmi: cool! | 19:18 |
mhilmi | llnz: hrm could you help with something? | 19:50 |
mhilmi | pastebin.com/m6295a077 . this is some code from the procedure to populate the object model. I'm wondering if you know any mechanism that I can use to ensure reset() line 13 isn't called until all other objects have been downloaded. Any ideas? Right now I have to externally call reset afterwards because the receiveUniverse() function exits prior to receiving all objects... | 19:50 |
llnz | humm... | 19:59 |
llnz | humm... | 20:04 |
llnz | mhilmi: what is the superclass of ObjectsModel? | 20:04 |
mhilmi | it is a QAbstractItemModel | 20:04 |
mhilmi | see Im wondering if restructuring the retrieval process helps.. but same thing - the model doesn't know when it is done retrieving (atleast the way im doing it now) | 20:05 |
mhilmi | I also thought about trying to do something like wait or sleep until the last object is retrieved, but then again, the way I'm loading the data in it doesn't know which object is last... | 20:08 |
llnz | why not just all dataChanged()? | 20:09 |
llnz | or just call reset after each item | 20:10 |
mhilmi | yeah I'll try the reset after each item, that'll probably work simplest. I'll let you know if that works... | 20:12 |
mhilmi | aw yeah, that works. sweet, that was easy :) | 20:13 |
llnz | in theory, if you register watches on each object, when a new one arrives, it will be reflected in the model | 20:14 |
llnz | afk | 20:15 |
llnz | back | 20:27 |
alanp | hrmm | 20:35 |
alanp | what's the best way to match tubes to missiles/torps? | 20:35 |
alanp | IE: i'm in combat, i need to find all usable missiles/torps based on tubes | 20:35 |
* alanp thinks there is no "good" way | 20:36 | |
llnz | well... | 20:36 |
alanp | because my missiles are just a resource on a ship | 20:36 |
alanp | i need to cycle through all ships, check the design store for the names of tubes | 20:37 |
llnz | have a parameter of the tube component that specifies the tube size, and the missile/torp resource could specify the size as well | 20:37 |
alanp | hmm | 20:37 |
alanp | i think that's just as ugly? | 20:37 |
alanp | definitely doable though | 20:37 |
alanp | i still have to go through the same kind of thing though | 20:38 |
alanp | because one ship may have 1000 missiles and 2 ships may have 500 tubes each | 20:38 |
alanp | i need to match everything up to tubes | 20:39 |
alanp | i think i'll still have to reference the tubes by name in the DS too | 20:40 |
alanp | (better than by number) | 20:41 |
alanp | brb | 20:41 |
llnz | bbl | 20:59 |
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* Landon will be back home toniight, huzah | 21:38 | |
Landon | home == comampus | 21:38 |
alanp | already? | 21:39 |
alanp | when doees your semester start? | 21:39 |
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