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                     JOURNAL FOR SATURDAY 21ST MAY, 2022
______________________________________________________________________________

SUBJECT: Server downtime notification, combat branch merged
   DATE: Sat 21 May 19:20:13 BST 2022


                --==[ ADVANCE WARNING OF SERVER DOWNTIME ]==--

              22:00 — 04:00 Tuesday 24th May/Wednesday 25th May
              22:00 — 06:00 Tuesday 31st May/Wednesday  1st June

                   Due to scheduled maintenance, the server
                   will be unavailable during these times.


I know, I said… “I’m not quite ready to push everything to the public dev
branch yet. I need a few days to clean up the code and do more testing.” :(

More testing surfaced more problems lurking in the combat code. I ended up
with so many odd corner cases popping up that it needed another approach and
another rewrite. Due to real life happening, said rewrite was delayed.

The rewrite is now complete, with multiple combatants allowed per fight. This
is still basic combat with a 50/50 chance to hit and 2+(1-2) damage. Next I am
looking to add proper weapon damage, damage types and armour.

The changes include:

  • New Combat events (a combat round is currently every 3 seconds)
  • New ATTACK/KILL command
  • The existing HIT command is another alias for ATTACK/KILL
  • A new state.Log command for easier logging when processing commands
  • QUIT command switched to using state.Log
  • New MINIMAL prompt style “Hc ” [1]
  • Tweaks and bug fixes for the event system
  • MOVE command now checks if the actor is in combat
  • LOOK command now indicates any combat going on

The combat changes are out on the public dev branch :) If you try out the
changes and find any issues then please let me know: diddymus@wolfmud.org

--
Diddymus

  [1] That is stats without the prompt for my blind users who don’t want to
      keep hearing their screen reader say ‘greater than’ all the time.

______________________________________________________________________________

SUBJECT: Band-aid for QUIT nil panic
   DATE: Sat 21 May 22:55:17 BST 2022

Careful if you are using the public dev branch as the QUIT command, when the
actor is in combat, is still flaky. I’ve pushed out a quick band-aid to the
public dev branch but there is still a nil pointer bug lurking somewhere…

Deep in debugging now and hope to have a fix soon…

--
Diddymus


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