• logically weird loop

    From fir@profesor.fir@gmail.com to comp.lang.c on Wed Nov 20 16:56:56 2024
    From Newsgroup: comp.lang.c

    i coded soem roguelike game loop which gave me
    a lot of logical trouble

    imagine game has micro turns, thise micro turns are
    noted by
    int game_time = 0; //styart with microturn 0

    if you press a key on keyboard you update variable
    of chuman character: character[HUM}.action_end = game_time+300
    then the not human bits should execute in thise microturns
    until you reacg turn 300 then you need to read keyboard again

    what work is terribly weird, maybe becouse i started
    with while loop and while loops from my experience
    im not sure but imo tent do be logically heavy problematic
    form tiem to time..what work is

    void ProcessMicroturnsUntilHuman()
    {
    if( game_time < character[HUM].action_end)
    {
    while(game_time < character[HUM].action_end)
    {
    DispatchActions();
    game_time++;
    }
    if(game_time == character[HUM].action_end) //**
    DispatchActions();
    }

    }

    is there some more proper form of this loop?
    (the line nioted by ** i know is not needed but
    overally this loop is weird imo

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  • From fir@profesor.fir@gmail.com to comp.lang.c on Wed Nov 20 17:09:04 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    not human bits should execute in thise microturns
    until you reacg turn 300 then you need to read

    *bots

    im not sure if i not overcomplicate this rogualike base
    as i diviede each action as a command like 'move' 'wait'
    'cut tree' and mark the time in future where it will be ended
    - then on the second part i finalize this action (like replace
    the bot on map)

    it makes things noticably more complex but when one character meets
    other character it can reaad in what state of 'doing' something
    the first one is ant it gives possibility of better interactions

    my older experiences should tell me it is needed though im not sure
    as i dont touched roguelike koding ofr long years


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  • From Janis Papanagnou@janis_papanagnou+ng@hotmail.com to comp.lang.c on Wed Nov 20 17:34:34 2024
    From Newsgroup: comp.lang.c

    On 20.11.2024 16:56, fir wrote:
    i coded soem roguelike game loop which gave me
    a lot of logical trouble

    imagine game has micro turns, thise micro turns are
    noted by
    int game_time = 0; //styart with microturn 0

    if you press a key on keyboard you update variable
    of chuman character: character[HUM}.action_end = game_time+300
    then the not human bits should execute in thise microturns
    until you reacg turn 300 then you need to read keyboard again

    what work is terribly weird, maybe becouse i started
    with while loop and while loops from my experience
    im not sure but imo tent do be logically heavy problematic
    form tiem to time..what work is

    While loops are no more problematic than any other standard
    control structure with as simple an operational semantics.


    void ProcessMicroturnsUntilHuman()
    {
    if( game_time < character[HUM].action_end)
    {
    while(game_time < character[HUM].action_end)
    {
    DispatchActions();
    game_time++;
    }
    if(game_time == character[HUM].action_end) //**
    DispatchActions();
    }

    }

    (I recall to have seem exactly such a code pattern (i.e. the
    'if <', 'while <', 'if =') about 40 years ago in an university
    exercise, so I suppose that structure is an effect of a valid
    algorithm structure property. - But that just aside. It may
    soothe you.)

    What I really suggest - and sorry for not literally answering
    your question - is to implement (for your roguelike) an event
    queue where you schedule not only your human player's actions,
    but also the monsters, and other timed events in the game. I'm
    aware that this might mess up your plans but I think it will
    pay to have a cleaner "simulation structure", also with better
    decoupling properties.[*]


    is there some more proper form of this loop?
    (the line nioted by ** i know is not needed but
    overally this loop is weird imo

    It looks not nice, indeed. But code structure follows demands.
    And, at first glance, I see no better structural variant with
    loops and conditionals.

    Janis


    [*] A friend of mine just recently implemented the code frame
    for a roguelike and followed the suggestion of an event based
    object-oriented implementation; it worked well, he told me.

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  • From fir@profesor.fir@gmail.com to comp.lang.c on Wed Nov 20 18:18:23 2024
    From Newsgroup: comp.lang.c

    Janis Papanagnou pisze:
    On 20.11.2024 16:56, fir wrote:
    i coded soem roguelike game loop which gave me
    a lot of logical trouble

    imagine game has micro turns, thise micro turns are
    noted by
    int game_time = 0; //styart with microturn 0

    if you press a key on keyboard you update variable
    of chuman character: character[HUM}.action_end = game_time+300
    then the not human bits should execute in thise microturns
    until you reacg turn 300 then you need to read keyboard again

    what work is terribly weird, maybe becouse i started
    with while loop and while loops from my experience
    im not sure but imo tent do be logically heavy problematic
    form tiem to time..what work is

    While loops are no more problematic than any other standard
    control structure with as simple an operational semantics.


    void ProcessMicroturnsUntilHuman()
    {
    if( game_time < character[HUM].action_end)
    {
    while(game_time < character[HUM].action_end)
    {
    DispatchActions();
    game_time++;
    }
    if(game_time == character[HUM].action_end) //**
    DispatchActions();
    }

    }

    (I recall to have seem exactly such a code pattern (i.e. the
    'if <', 'while <', 'if =') about 40 years ago in an university
    exercise, so I suppose that structure is an effect of a valid
    algorithm structure property. - But that just aside. It may
    soothe you.)



    this solo looks weird imo

    while(game_time < character[HUM].action_end)
    {
    DispatchActions();
    game_time++;
    }
    DispatchActions();

    the fact that you need add a thing outside the while loop which is
    logically part of this loop.. i eman game_time after that must be character[HUM].action_end and the DispatchActions(); need to be called
    for that value too

    this looks sorta unnatural and my game not worked correctly until i find
    i must add that final DispatchActions();
    it means imo that this while loop is here not natural and being not
    natural it makes you probles when you need to debug (and even debug
    sorta hard) why this logic dont work

    also i must also add the previous if
    it is if( game_time < character[HUM].action_end) {}
    to not allow all this code to re-enter when it finally
    reaches game_time == character[HUM].action_end

    its all weird and unnatural..but is logically not easy to find better
    way (though i not thinked on this too much only noticed this is kinda
    weird imo, and i thing its baddly writen here)



    What I really suggest - and sorry for not literally answering
    your question - is to implement (for your roguelike) an event
    queue where you schedule not only your human player's actions,
    but also the monsters, and other timed events in the game. I'm
    aware that this might mess up your plans but I think it will
    pay to have a cleaner "simulation structure", also with better
    decoupling properties.[*]


    is there some more proper form of this loop?
    (the line nioted by ** i know is not needed but
    overally this loop is weird imo

    It looks not nice, indeed. But code structure follows demands.
    And, at first glance, I see no better structural variant with
    loops and conditionals.

    Janis


    [*] A friend of mine just recently implemented the code frame
    for a roguelike and followed the suggestion of an event based
    object-oriented implementation; it worked well, he told me.


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  • From fir@profesor.fir@gmail.com to comp.lang.c on Wed Nov 20 18:30:06 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    Janis Papanagnou pisze:
    On 20.11.2024 16:56, fir wrote:
    i coded soem roguelike game loop which gave me
    a lot of logical trouble

    imagine game has micro turns, thise micro turns are
    noted by
    int game_time = 0; //styart with microturn 0

    if you press a key on keyboard you update variable
    of chuman character: character[HUM}.action_end = game_time+300
    then the not human bits should execute in thise microturns
    until you reacg turn 300 then you need to read keyboard again

    what work is terribly weird, maybe becouse i started
    with while loop and while loops from my experience
    im not sure but imo tent do be logically heavy problematic
    form tiem to time..what work is

    While loops are no more problematic than any other standard
    control structure with as simple an operational semantics.


    void ProcessMicroturnsUntilHuman()
      {
         if( game_time < character[HUM].action_end)
         {
          while(game_time < character[HUM].action_end)
          {
              DispatchActions();
               game_time++;
          }
          if(game_time == character[HUM].action_end)     //**
             DispatchActions();
         }

      }

    (I recall to have seem exactly such a code pattern (i.e. the
    'if <', 'while <', 'if =') about 40 years ago in an university
    exercise, so I suppose that structure is an effect of a valid
    algorithm structure property. - But that just aside. It may
    soothe you.)



    this solo looks weird imo

      while(game_time < character[HUM].action_end)
      {
             DispatchActions();
              game_time++;
      }
      DispatchActions();

    the fact that you need add a thing outside the while loop which is
    logically part of this loop.. i eman game_time after that must be character[HUM].action_end and the DispatchActions(); need to be called
    for that value too

    this looks sorta unnatural and my game not worked correctly until i find
    i must add that final   DispatchActions();
    it means imo that this while loop is here not natural and being not
    natural it makes you probles when you need to debug (and even debug
    sorta hard) why this logic dont work

    also i must also add the previous if
    it is   if( game_time < character[HUM].action_end) {}
    to not allow all this code to re-enter when it finally
    reaches game_time == character[HUM].action_end

    its all weird and unnatural..but is logically not easy to find better
    way (though i not thinked on this too much only noticed this is kinda
    weird imo, and i thing its baddly writen here)



    if someone has a trouble understandong that loop it may substitute character[HUM].action_end by 300

    the loop need to go thru all micro turns/tures from 0 to 300
    inclusded and fire the bot 'starters' (where bts have timers on
    warious random microturns to act and than put those starters
    on some microturns in future)

    then imaginee each pressing space turns that 300 up by another 300
    and another portion of micro turns is fired/dispatched (im not sure if
    the word dispatch is fully proper here (weak english) but maybe)


    What I really suggest - and sorry for not literally answering
    your question - is to implement (for your roguelike) an event
    queue where you schedule not only your human player's actions,
    but also the monsters, and other timed events in the game. I'm
    aware that this might mess up your plans but I think it will
    pay to have a cleaner "simulation structure", also with better
    decoupling properties.[*]


    is there some more proper form of this loop?
    (the line nioted by ** i know is not needed but
    overally this loop is weird imo

    It looks not nice, indeed. But code structure follows demands.
    And, at first glance, I see no better structural variant with
    loops and conditionals.

    Janis


    [*] A friend of mine just recently implemented the code frame
    for a roguelike and followed the suggestion of an event based
    object-oriented implementation; it worked well, he told me.



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  • From fir@profesor.fir@gmail.com to comp.lang.c on Wed Nov 20 18:38:00 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    void ProcessMicroturnsUntilHuman()
      {
         if( game_time < character[HUM].action_end)
         {
          while(game_time < character[HUM].action_end)
          {
              DispatchActions();
               game_time++;
          }
          if(game_time == character[HUM].action_end)     //**
             DispatchActions();
         }

      }

    so the loop code in simplification look like

    if( game_time < 300) //this is only to not alllow re-enter the
    loop if you reach turn 300
    {
    while(game_time < 300) //game time starts form 0
    {
    DispatchActions();
    game_time++;
    }
    DispatchActions(); //this runs for turn 300
    }

    im not sure if there is no bug here as when i press space and 300
    turns into 600 then the dispatch on turn 300 would be executed
    second time (?) (though in present state of things it wouldnt spoil
    probably the things as dispatch if called on turn 300 starters would
    change the values and they woil not fiore twice

    but it all show trubles in what should be 'simple' loop
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  • From Lawrence D'Oliveiro@ldo@nz.invalid to comp.lang.c on Wed Nov 20 23:53:35 2024
    From Newsgroup: comp.lang.c

    On Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:

    [*] A friend of mine just recently implemented the code frame for a
    roguelike and followed the suggestion of an event based object-oriented implementation; it worked well, he told me.

    The next step would be to use coroutines so the logic of a longer-running task, which has to wait for other events at multiple points, can be
    written in a single linear stream without having to be fragmented into multiple callbacks.
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  • From Janis Papanagnou@janis_papanagnou+ng@hotmail.com to comp.lang.c on Thu Nov 21 07:06:43 2024
    From Newsgroup: comp.lang.c

    On 21.11.2024 00:53, Lawrence D'Oliveiro wrote:
    On Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:

    [*] A friend of mine just recently implemented the code frame for a
    roguelike and followed the suggestion of an event based object-oriented
    implementation; it worked well, he told me.

    The next step would be to use coroutines so the logic of a longer-running task, which has to wait for other events at multiple points, can be
    written in a single linear stream without having to be fragmented into multiple callbacks.

    Yes, indeed.

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented
    model on these. I find it amazing what Simula provided (in 1967!)
    to support such things. Object orientation[*], coroutines, etc.,
    all fit together, powerful, and in a neat syntactical form. - But
    "no one" is using Simula, and my friend was using C++; don't know
    what C++ supports in that respect today. I know that he implemented
    the "simulation" parts (queuing, time-model, etc.) in C++ himself.

    Janis

    [*] It was the language who invented Object Orientation - quite
    naturally a concept from the simulation perspective -, but they
    neither invented nor used the term "OO"; probably because it was
    much more than that what they provided.

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  • From fir@profesor.fir@gmail.com to comp.lang.c on Thu Nov 21 11:41:56 2024
    From Newsgroup: comp.lang.c

    Janis Papanagnou pisze:
    On 21.11.2024 00:53, Lawrence D'Oliveiro wrote:
    On Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:

    [*] A friend of mine just recently implemented the code frame for a
    roguelike and followed the suggestion of an event based object-oriented
    implementation; it worked well, he told me.

    The next step would be to use coroutines so the logic of a longer-running
    task, which has to wait for other events at multiple points, can be
    written in a single linear stream without having to be fragmented into
    multiple callbacks.

    Yes, indeed.

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented
    model on these. I find it amazing what Simula provided (in 1967!)
    to support such things. Object orientation[*], coroutines, etc.,
    all fit together, powerful, and in a neat syntactical form. - But
    "no one" is using Simula, and my friend was using C++; don't know
    what C++ supports in that respect today. I know that he implemented
    the "simulation" parts (queuing, time-model, etc.) in C++ himself.

    Janis

    [*] It was the language who invented Object Orientation - quite
    naturally a concept from the simulation perspective -, but they
    neither invented nor used the term "OO"; probably because it was
    much more than that what they provided.

    well i code things myself - no queue just a fileds

    long action, action_start, action_end;

    (where action is pseudoenum describing the action is
    doin by bot in a span of action_start to action_end)

    in simply if time raches action_end the action is finalized and new
    action is set up.. the arguments to pass i will probably try to be none
    i mean tch bot fields would store them)

    i will se how it will be going - thsoe are game design decisions and its sometimes hard to really know what is best before really coding this..so experuiance will show

    though im old and tired and i not quite devoted to coding
    anyway..only sometimes i try something to kill some time








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  • From fir@profesor.fir@gmail.com to comp.lang.c on Thu Nov 21 12:01:31 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    Janis Papanagnou pisze:
    On 21.11.2024 00:53, Lawrence D'Oliveiro wrote:
    On Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:

    [*] A friend of mine just recently implemented the code frame for a
    roguelike and followed the suggestion of an event based object-oriented >>>> implementation; it worked well, he told me.

    The next step would be to use coroutines so the logic of a
    longer-running
    task, which has to wait for other events at multiple points, can be
    written in a single linear stream without having to be fragmented into
    multiple callbacks.

    Yes, indeed.

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented
    model on these. I find it amazing what Simula provided (in 1967!)
    to support such things. Object orientation[*], coroutines, etc.,
    all fit together, powerful, and in a neat syntactical form. - But
    "no one" is using Simula, and my friend was using C++; don't know
    what C++ supports in that respect today. I know that he implemented
    the "simulation" parts (queuing, time-model, etc.) in C++ himself.

    Janis

    [*] It was the language who invented Object Orientation - quite
    naturally a concept from the simulation perspective -, but they
    neither invented nor used the term "OO"; probably because it was
    much more than that what they provided.

    well i code things myself - no queue just a fileds

    long action, action_start, action_end;

    (where action is pseudoenum describing the action is
    doin by bot in a span of action_start to action_end)

    in simply if time raches action_end the action is finalized and new
    action is set up.. the arguments to pass i will probably try to be none
    i mean tch bot fields would store them)

    i will se how it will be going - thsoe are game design decisions and its sometimes hard to really know what is best before really coding this..so experuiance will show

    though im old and tired and i not quite devoted to coding
    anyway..only sometimes i try something to kill some time




    there is a question qhat would be more logical (prone, suitable) here

    for example it is a movement and say takes 200 mikroturns then logicall
    would be to not do this as Setup() in turn 0 and finalize(0 in turn 200
    but add 1/200 of distance in each turn.. but the rogualike is in
    discrete space on tiles so i think setup() and finalize() is probably better

    more yet in things like fight ..say one character was Setuping() a hit
    which takes like 90 microturns to finalize and the defender could be
    able to setup() a shield blocking or something or decide to setup a
    hit too

    i dont tested it yet but my [previous approach without the actions that
    spans in time was much simpler and you only eventually check what last
    action of given bot waas bot not which next or current is

    some would say tehe simpel would suffice but in fact if soeme want model
    more nice system you need that spaning action time imo...sadly the
    division of myriads of this actions on setup() and finalize() is worse
    to code
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  • From fir@profesor.fir@gmail.com to comp.lang.c on Thu Nov 21 12:12:56 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    fir pisze:
    void ProcessMicroturnsUntilHuman()
       {
          if( game_time < character[HUM].action_end)
          {
           while(game_time < character[HUM].action_end)
           {
               DispatchActions();
                game_time++;
           }
           if(game_time == character[HUM].action_end)     //**
              DispatchActions();
          }

       }

    so the loop code in simplification look like

         if( game_time < 300) //this is only to not alllow re-enter the loop if you reach turn 300
         {
          while(game_time < 300) //game time starts form 0
          {
              DispatchActions();
               game_time++;
          }
             DispatchActions();  //this runs for turn 300
         }

    im not sure if there is no bug here as when i press space and 300
    turns into 600 then the dispatch on turn 300 would be executed
    second time (?) (though in present state of things it wouldnt spoil
    probably the things as dispatch if called on turn 300 starters would
    change the values and they woil not fiore twice


    after considering that bug it seem that the game_time should always be increased after this dispatch to disallow making this dispatch twice co
    i could maybe just

    while(game_time <= character[HUM].action_end)
    {
    DispatchActions();
    game_time++;
    }

    and on key handler

    void ProcessKeyDown(int key)
    {
    if(game_time>character[HUM].action_end )
    {
    if(key==VK_LEFT) AddAction(HUM, 'movl', rand2(300,300));
    }
    }

    this roughly seem to work so probbaly this is simply more proper though
    i must rethink it yet


    but it all show trubles in what should be 'simple' loop

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  • From Janis Papanagnou@janis_papanagnou+ng@hotmail.com to comp.lang.c on Thu Nov 21 13:26:18 2024
    From Newsgroup: comp.lang.c

    On 21.11.2024 12:01, fir wrote:

    there is a question qhat would be more logical (prone, suitable) here

    for example it is a movement and say takes 200 mikroturns then logicall
    would be to not do this as Setup() in turn 0 and finalize(0 in turn 200
    but add 1/200 of distance in each turn.. but the rogualike is in
    discrete space on tiles so i think setup() and finalize() is probably
    better

    more yet in things like fight ..say one character was Setuping() a hit
    which takes like 90 microturns to finalize and the defender could be
    able to setup() a shield blocking or something or decide to setup a
    hit too

    i dont tested it yet but my [previous approach without the actions that
    spans in time was much simpler and you only eventually check what last
    action of given bot waas bot not which next or current is

    some would say tehe simpel would suffice but in fact if soeme want model
    more nice system you need that spaning action time imo...sadly the
    division of myriads of this actions on setup() and finalize() is worse
    to code

    My opinion on that...

    For a roguelike, don't model it too detailed or too "realistic"; it
    happens too often that you're getting lost in unnecessary complexity.

    Keep it time-discrete (as you indicated above), define an integer of
    sufficient length, don't use numeric types with fractions, define a
    sensible base unit (that conforms probably to your 1/200 unit).

    The start of action is the primary point in time. With "elementary"
    actions (place a hit, quaff, read, loot, etc.) it's not worth to
    complicate things; just consider the actual environmental situation
    of the dungeon installations or individuals that affect your action
    in any way.

    It is an issue when _long lasting actions_ (like learning spells,
    eating, etc.) will get "interrupted". Here I suggest to inspect the
    Nethack code (obviously being still the "standard" roguelike), or
    have a look into GnollHack (which IMO may have a more sophisticated
    way to handle such interrupts). - I've not looked into the code so
    I cannot give you concrete information; it's just from observation.

    Practically I'd have, for example, an eating character put into a
    queue at the time when its eating is supposed to get finished. In
    case another actor or event pops in to affect the player (or the [user-perceivable] environment) the player object will be taken
    from the queue, its status (e.g. unfinished food consumption)
    updated, and rescheduled. The actual activation-time for that may
    be immediately (after) the triggering event source, or delayed
    (e.g. after gotten hit by sleep or paralysis) to the time it is
    required for the effect to wear off.

    I think such event-queues on a time-scale makes things more easier
    and more consistent to implement.

    (I also think that using C for such a task is not the best choice.
    C++ at least provides classes to keep things together. - But that
    just aside, to not angering the audience too much.)

    Janis

    REACTIVATE this.player DELAY meal_time (food_item.nutrition)

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  • From fir@profesor.fir@gmail.com to comp.lang.c on Thu Nov 21 14:05:58 2024
    From Newsgroup: comp.lang.c

    Janis Papanagnou pisze:
    On 21.11.2024 12:01, fir wrote:

    there is a question qhat would be more logical (prone, suitable) here

    for example it is a movement and say takes 200 mikroturns then logicall
    would be to not do this as Setup() in turn 0 and finalize(0 in turn 200
    but add 1/200 of distance in each turn.. but the rogualike is in
    discrete space on tiles so i think setup() and finalize() is probably
    better

    more yet in things like fight ..say one character was Setuping() a hit
    which takes like 90 microturns to finalize and the defender could be
    able to setup() a shield blocking or something or decide to setup a
    hit too

    i dont tested it yet but my [previous approach without the actions that
    spans in time was much simpler and you only eventually check what last
    action of given bot waas bot not which next or current is

    some would say tehe simpel would suffice but in fact if soeme want model
    more nice system you need that spaning action time imo...sadly the
    division of myriads of this actions on setup() and finalize() is worse
    to code

    My opinion on that...

    For a roguelike, don't model it too detailed or too "realistic"; it
    happens too often that you're getting lost in unnecessary complexity.

    Keep it time-discrete (as you indicated above), define an integer of sufficient length, don't use numeric types with fractions, define a
    sensible base unit (that conforms probably to your 1/200 unit).

    The start of action is the primary point in time. With "elementary"
    actions (place a hit, quaff, read, loot, etc.) it's not worth to
    complicate things; just consider the actual environmental situation
    of the dungeon installations or individuals that affect your action
    in any way.

    It is an issue when _long lasting actions_ (like learning spells,
    eating, etc.) will get "interrupted". Here I suggest to inspect the
    Nethack code (obviously being still the "standard" roguelike), or
    have a look into GnollHack (which IMO may have a more sophisticated
    way to handle such interrupts). - I've not looked into the code so
    I cannot give you concrete information; it's just from observation.

    Practically I'd have, for example, an eating character put into a
    queue at the time when its eating is supposed to get finished. In
    case another actor or event pops in to affect the player (or the [user-perceivable] environment) the player object will be taken
    from the queue, its status (e.g. unfinished food consumption)
    updated, and rescheduled. The actual activation-time for that may
    be immediately (after) the triggering event source, or delayed
    (e.g. after gotten hit by sleep or paralysis) to the time it is
    required for the effect to wear off.

    I think such event-queues on a time-scale makes things more easier
    and more consistent to implement.

    (I also think that using C for such a task is not the best choice.
    C++ at least provides classes to keep things together. - But that
    just aside, to not angering the audience too much.)

    Janis

    REACTIVATE this.player DELAY meal_time (food_item.nutrition)


    well im somewhat experienced in writing roguelike (never make some
    finished but i wrote them i dont know in sum maybe about 3-4 months day
    bay dey

    previously i used thsi simpler approach and the conclusion from
    experiecne was i need something that stores the action..

    bothering bots i dont see as a problem but it is just needed to eb able
    to bother them - not for being unable for bother them... i just need a
    lot of cases when i could combine warious states for good efects

    spells in turn if casted just live on their own loop so they not block
    a caster if are casted


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Janis Papanagnou@janis_papanagnou+ng@hotmail.com to comp.lang.c on Thu Nov 21 21:45:18 2024
    From Newsgroup: comp.lang.c

    On 21.11.2024 14:05, fir wrote:

    well im somewhat experienced in writing roguelike (never make some
    finished but i wrote them i dont know in sum maybe about 3-4 months day
    bay dey

    Yeah, I suspected so; that's why I initially wrote about my suggestion
    that "this might mess up your plans".


    previously i used thsi simpler approach and the conclusion from
    experiecne was i need something that stores the action..

    bothering bots i dont see as a problem but it is just needed to eb able
    to bother them - not for being unable for bother them... i just need a
    lot of cases when i could combine warious states for good efects

    I was tempted to suggest, for the implementation details, to (also or
    better) try a post in rec.games.roguelike.development but that group
    appears to be dead.


    spells in turn if casted just live on their own loop so they not block
    a caster if are casted

    I would have seen a spell-cast (as opposed to learning a spell) as a single-turn action, but that is of course a design decision.

    Janis

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Lawrence D'Oliveiro@ldo@nz.invalid to comp.lang.c on Fri Nov 22 00:04:32 2024
    From Newsgroup: comp.lang.c

    On Thu, 21 Nov 2024 07:06:43 +0100, Janis Papanagnou wrote:

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented model
    on these. I find it amazing what Simula provided (in 1967!) to support
    such things. Object orientation[*], coroutines, etc., all fit together, powerful, and in a neat syntactical form.

    Wirth did include coroutines in Modula-2. And a kind of object orientation
    in Oberon, I think it was.

    But these are (nowadays) called “stackful” coroutines -- because a control transfer to another coroutine can happen at any routine call, each
    coroutine context needs a full-sized stack, just like a thread.

    There is this newer concept of “stackless” coroutines -- not that they have no stack, but they need less of it, since a control transfer to
    another coroutine context can only happen at the point of an “await” construct, and these are only allowed in coroutine functions, which are declared “async”. I think Microsoft pioneered this in C♯, but it has since
    been copied into JavaScript, Python and other languages.

    Yes, Simula pioneered OO. But the concept has gone in different directions since then. For example, multiple inheritance, metaclasses and classes as objects -- all things that Python supports.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Janis Papanagnou@janis_papanagnou+ng@hotmail.com to comp.lang.c on Fri Nov 22 06:09:35 2024
    From Newsgroup: comp.lang.c

    On 22.11.2024 01:04, Lawrence D'Oliveiro wrote:
    On Thu, 21 Nov 2024 07:06:43 +0100, Janis Papanagnou wrote:

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented model
    on these. I find it amazing what Simula provided (in 1967!) to support
    such things. Object orientation[*], coroutines, etc., all fit together,
    powerful, and in a neat syntactical form.

    Wirth did include coroutines in Modula-2. And a kind of object orientation in Oberon, I think it was.

    But these are (nowadays) called “stackful” coroutines -- because a control
    transfer to another coroutine can happen at any routine call, each
    coroutine context needs a full-sized stack, just like a thread.

    Simula has also in objects own PCs (Program Counters) to enable each
    object to be interrupted and resumed. Can't tell about Modula-2 and
    Oberon, but I suppose they adopted quite some things from Simula, as
    C++ and other languages adopted Simula concepts.


    There is this newer concept of “stackless” coroutines -- not that they have no stack, but they need less of it, since a control transfer to
    another coroutine context can only happen at the point of an “await” construct, and these are only allowed in coroutine functions, which are declared “async”. I think Microsoft pioneered this in C♯, but it has since
    been copied into JavaScript, Python and other languages.

    Not surprising that good concepts were adopted in other languages,
    and expanded by own ideas. Rather it surprised me that some basic
    IMO necessities were not; e.g. that C++ had no garbage collection
    but Simula (and other languages) already had it long ago.


    Yes, Simula pioneered OO. But the concept has gone in different directions since then. For example, multiple inheritance, metaclasses and classes as objects -- all things that Python supports.

    Of course evolution will influence development of future languages,
    and they may deviate or may also take new directions. Individual
    language design decisions were arguable, though; I recall disputes
    concerning, e.g., multiple inheritance (which is not necessary but significantly complicates an OO language) or that "everything must
    be an object" to qualify as "real" OOL, and so on. I don't want to
    start or continue these discussions here. Personally I found e.g.
    C++'s multiple inheritance useful; that was a language I actually
    used professionally. I also find it not very surprising if Python,
    a quarter centenary after Simula, supports concepts (sensible or
    not) that Simula didn't have. What I find impressive [in Simula]
    is not only the new "OO" modeling concept but also how all their
    software patterns fit together (the already mentioned coroutines,
    or the prefix blocks; just for example to make clear what I mean).
    As a pioneering language, as you rightly classify it, Simula had
    no paragon for many things that it invented in an impressive way.

    Janis

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Michael S@already5chosen@yahoo.com to comp.lang.c on Fri Nov 22 16:05:40 2024
    From Newsgroup: comp.lang.c

    On Fri, 22 Nov 2024 00:04:32 -0000 (UTC)
    Lawrence D'Oliveiro <ldo@nz.invalid> wrote:
    On Thu, 21 Nov 2024 07:06:43 +0100, Janis Papanagnou wrote:

    Actually, if you know Simula, coroutines are inherent part of that language, and they based their yet more advanced process-oriented
    model on these. I find it amazing what Simula provided (in 1967!)
    to support such things. Object orientation[*], coroutines, etc.,
    all fit together, powerful, and in a neat syntactical form.

    Wirth did include coroutines in Modula-2. And a kind of object
    orientation in Oberon, I think it was.

    But these are (nowadays) called “stackful” coroutines -- because a control transfer to another coroutine can happen at any routine call,
    each coroutine context needs a full-sized stack, just like a thread.

    There is this newer concept of “stackless” coroutines -- not that
    they have no stack, but they need less of it, since a control
    transfer to another coroutine context can only happen at the point of
    an “await” construct, and these are only allowed in coroutine
    functions, which are declared “async”. I think Microsoft pioneered
    this in C♯, but it has since been copied into JavaScript, Python and
    other languages.

    By chance, few days ago I was writing a small GUI panel to present a
    status from the hardware board we just finished building. In C#,
    because despite me knowing C++ (at least "old" C++) 10 times better
    than I know C#, building simple GUI in C# still takes me less time and
    the result tends to look better. It was the first time I was doing UDP
    in .Net and going through docs I encountered UdpClient.ReceiveAsync
    method. Got excited thinking that's exactly what I need to wait for
    response from my board while still keeping GUI responsive. But it was
    not obvious what exactly this async/await business is about.
    Read several articles, including one quite long. https://devblogs.microsoft.com/dotnet/how-async-await-really-works
    More I read, less I understood how it helps me and what's the point.
    In particular, handling timeout scenario looked especially ugly.
    5-10 hours of reading were 5-12 hours wasted most unproductively.
    At the end, just did it good old way by ThreadPool.QueueUserWorkItem()
    with everything done synchronously by separate thread. Took me, may be,
    two hours, including wrapping my head around Control.BeginInvoke and Control.Invoke.
    So much for innovations.
    Yes, Simula pioneered OO. But the concept has gone in different
    directions since then. For example, multiple inheritance, metaclasses
    and classes as objects -- all things that Python supports.
    What I read seems to suggest that Smalltalk had bigger influence on
    modern twists of OOP. But then, may be Simula influenced Smalltalk?
    Anyway, I don't like OOP very much, esp. so the version of it that was
    pushed down our throats in late 80s and early 90s.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From fir@profesor.fir@gmail.com to comp.lang.c on Fri Nov 22 18:19:35 2024
    From Newsgroup: comp.lang.c

    Janis Papanagnou pisze:
    On 21.11.2024 14:05, fir wrote:

    well im somewhat experienced in writing roguelike (never make some
    finished but i wrote them i dont know in sum maybe about 3-4 months day
    bay dey

    Yeah, I suspected so; that's why I initially wrote about my suggestion
    that "this might mess up your plans".


    in fact i coded roguelikes maybe more (maybe up to 6- months day bay day
    in sum... its not so little.. as yoiu then got some experience with that

    now im fuking out of energy and my whole body makes pain (some health problems) s i dont even try to finish some but simply toy with some thoughts


    previously i used thsi simpler approach and the conclusion from
    experiecne was i need something that stores the action..

    bothering bots i dont see as a problem but it is just needed to eb able
    to bother them - not for being unable for bother them... i just need a
    lot of cases when i could combine warious states for good efects

    I was tempted to suggest, for the implementation details, to (also or
    better) try a post in rec.games.roguelike.development but that group
    appears to be dead.


    spells in turn if casted just live on their own loop so they not block
    a caster if are casted

    I would have seen a spell-cast (as opposed to learning a spell) as a single-turn action, but that is of course a design decision.

    Janis


    design is especially important as to program like rogualike..becouse the
    game is not "fluid" but lives on tiles and also time interactions need
    to be designed its maybe not primarely important if it is simpler
    scenario or more complex but the very important is the design to be "inherently coherent"

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From fir@profesor.fir@gmail.com to comp.lang.c on Fri Nov 22 18:23:40 2024
    From Newsgroup: comp.lang.c

    Michael S pisze:
    On Fri, 22 Nov 2024 00:04:32 -0000 (UTC)
    Lawrence D'Oliveiro <ldo@nz.invalid> wrote:

    On Thu, 21 Nov 2024 07:06:43 +0100, Janis Papanagnou wrote:

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented
    model on these. I find it amazing what Simula provided (in 1967!)
    to support such things. Object orientation[*], coroutines, etc.,
    all fit together, powerful, and in a neat syntactical form.

    Wirth did include coroutines in Modula-2. And a kind of object
    orientation in Oberon, I think it was.

    But these are (nowadays) called “stackful” coroutines -- because a
    control transfer to another coroutine can happen at any routine call,
    each coroutine context needs a full-sized stack, just like a thread.

    There is this newer concept of “stackless” coroutines -- not that
    they have no stack, but they need less of it, since a control
    transfer to another coroutine context can only happen at the point of
    an “await” construct, and these are only allowed in coroutine
    functions, which are declared “async”. I think Microsoft pioneered
    this in C♯, but it has since been copied into JavaScript, Python and
    other languages.


    By chance, few days ago I was writing a small GUI panel to present a
    status from the hardware board we just finished building. In C#,
    because despite me knowing C++ (at least "old" C++) 10 times better
    than I know C#, building simple GUI in C# still takes me less time and
    the result tends to look better. It was the first time I was doing UDP
    in .Net and going through docs I encountered UdpClient.ReceiveAsync
    method. Got excited thinking that's exactly what I need to wait for
    response from my board while still keeping GUI responsive. But it was
    not obvious what exactly this async/await business is about.
    Read several articles, including one quite long. https://devblogs.microsoft.com/dotnet/how-async-await-really-works
    More I read, less I understood how it helps me and what's the point.
    In particular, handling timeout scenario looked especially ugly.
    5-10 hours of reading were 5-12 hours wasted most unproductively.
    At the end, just did it good old way by ThreadPool.QueueUserWorkItem()
    with everything done synchronously by separate thread. Took me, may be,
    two hours, including wrapping my head around Control.BeginInvoke and Control.Invoke.
    So much for innovations.


    if yopu pity for 5-10 hours being unproductive tell you boss something
    is wrong with him.. maybe start be pity after reading for 2 weeks or
    month (where you more soob be bored by this reading) but not 10 hours

    such time presure kills work.. its a fact ime the more slow you code the
    more faster you code and the more faster you code the more slow you code

    Yes, Simula pioneered OO. But the concept has gone in different
    directions since then. For example, multiple inheritance, metaclasses
    and classes as objects -- all things that Python supports.

    What I read seems to suggest that Smalltalk had bigger influence on
    modern twists of OOP. But then, may be Simula influenced Smalltalk?
    Anyway, I don't like OOP very much, esp. so the version of it that was
    pushed down our throats in late 80s and early 90s.












    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From fir@profesor.fir@gmail.com to comp.lang.c on Fri Nov 22 18:27:29 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    Michael S pisze:
    On Fri, 22 Nov 2024 00:04:32 -0000 (UTC)
    Lawrence D'Oliveiro <ldo@nz.invalid> wrote:

    On Thu, 21 Nov 2024 07:06:43 +0100, Janis Papanagnou wrote:

    Actually, if you know Simula, coroutines are inherent part of that
    language, and they based their yet more advanced process-oriented
    model on these. I find it amazing what Simula provided (in 1967!)
    to support such things. Object orientation[*], coroutines, etc.,
    all fit together, powerful, and in a neat syntactical form.

    Wirth did include coroutines in Modula-2. And a kind of object
    orientation in Oberon, I think it was.

    But these are (nowadays) called “stackful” coroutines -- because a
    control transfer to another coroutine can happen at any routine call,
    each coroutine context needs a full-sized stack, just like a thread.

    There is this newer concept of “stackless” coroutines -- not that
    they have no stack, but they need less of it, since a control
    transfer to another coroutine context can only happen at the point of
    an “await” construct, and these are only allowed in coroutine
    functions, which are declared “async”. I think Microsoft pioneered
    this in C♯, but it has since been copied into JavaScript, Python and
    other languages.


    By chance, few days ago I was writing a small GUI panel to present a
    status from the hardware board we just finished building. In C#,
    because despite me knowing C++ (at least "old" C++) 10 times better
    than I know C#, building simple GUI in C# still takes me less time and
    the result tends to look better. It was the first time I was doing UDP
    in .Net and going through docs I encountered UdpClient.ReceiveAsync
    method. Got excited thinking that's exactly what I need to wait for
    response from my board while still keeping GUI responsive. But it was
    not obvious what exactly this async/await business is about.
    Read several articles, including one quite long.
    https://devblogs.microsoft.com/dotnet/how-async-await-really-works
    More I read, less I understood how it helps me and what's the point.
    In particular, handling timeout scenario looked especially ugly.
    5-10 hours of reading were 5-12 hours wasted most unproductively.
    At the end, just did it good old way by ThreadPool.QueueUserWorkItem()
    with everything done synchronously by separate thread. Took me, may be,
    two hours, including wrapping my head around Control.BeginInvoke and
    Control.Invoke.
    So much for innovations.


    if yopu pity for 5-10 hours being unproductive tell you boss something
    is wrong with him.. maybe start be pity after reading for 2 weeks or
    month (where you more soob be bored by this reading) but not 10 hours

    such time presure kills work.. its a fact ime the more slow you code the more faster you code and the more faster you code the more slow you code


    i wrotee the half of my furia compiler i got now by a month - and i
    consider it fast, only becouse i was doing it slow with no
    pressure..with pressure i could do that 2 years probably ;c (honestly i
    dont know)

    hovever the health problems are worst issue.. becouse now i totally dont
    feel like being on month so concentrated to write the second (and easier
    i think) part

    Yes, Simula pioneered OO. But the concept has gone in different
    directions since then. For example, multiple inheritance, metaclasses
    and classes as objects -- all things that Python supports.

    What I read seems to suggest that Smalltalk had bigger influence on
    modern twists of OOP. But then, may be Simula influenced Smalltalk?
    Anyway, I don't like OOP very much, esp. so the version of it that was
    pushed down our throats in late 80s and early 90s.













    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From fir@profesor.fir@gmail.com to comp.lang.c on Fri Nov 22 18:48:07 2024
    From Newsgroup: comp.lang.c

    Lawrence D'Oliveiro pisze:
    On Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:

    [*] A friend of mine just recently implemented the code frame for a
    roguelike and followed the suggestion of an event based object-oriented
    implementation; it worked well, he told me.

    The next step would be to use coroutines so the logic of a longer-running task, which has to wait for other events at multiple points, can be
    written in a single linear stream without having to be fragmented into multiple callbacks.

    i dont know to much on coroutines (what i knew i forgot as even my
    memory this year is terribly bad) or simule bot from some other
    reasoning i know thet "call queue" is veru good thing

    possibly it may be better or at least equal in thiat coroutines or
    what was in simula

    in basic call queue it gioes klike this afai

    for(int i=0; i<all; i++)
    add_queue foo(i);

    foo() are storred in queue so then can be run i pseudo parralel
    mode at some point

    add_queue stores function adress and argument on stack like queue

    here in rogualike it would use this time variable also

    DoAction(int i)
    {
    if(character[i].action_end > current_time) return;
    // do nothing until time comes

    // time has come do something
    character[i],action_end += 300;
    add_queue DoAction(i); //put yourself on queue


    }

    StartUp()
    {
    for(int i=0; i<all; i++) add_queue DoAction(i);

    }

    // in some code
    run_queue // queue may add soem alelemnts but also executed things are
    taken out of queue

    i guess it should be something like that

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From fir@profesor.fir@gmail.com to comp.lang.c on Fri Nov 22 19:14:49 2024
    From Newsgroup: comp.lang.c

    fir pisze:
    Lawrence D'Oliveiro pisze:
    On Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:

    [*] A friend of mine just recently implemented the code frame for a
    roguelike and followed the suggestion of an event based object-oriented
    implementation; it worked well, he told me.

    The next step would be to use coroutines so the logic of a longer-running
    task, which has to wait for other events at multiple points, can be
    written in a single linear stream without having to be fragmented into
    multiple callbacks.

    i dont know to much on coroutines (what i knew i forgot as even my
    memory this year is terribly bad) or simule bot from some other
    reasoning i know thet "call queue" is veru good thing

    possibly it may be better or at least equal in thiat coroutines or
    what was in simula

    in basic call queue it gioes klike this afai

    for(int i=0; i<all; i++)
       add_queue foo(i);

    foo() are storred in queue so then can be run i pseudo parralel
    mode at some point

    add_queue stores function adress and argument on stack like queue

    here in rogualike it would use this time variable also

     DoAction(int i)
     {
       if(character[i].action_end > current_time) return;
    // do nothing until time comes

    // time has come do something
      character[i],action_end += 300;
     add_queue DoAction(i); //put yourself on queue


    }

    StartUp()
    {
    for(int i=0; i<all; i++) add_queue DoAction(i);

    }

    // in some code
     run_queue // queue may add soem alelemnts but also executed things are taken out of queue

    i guess it should be something like that

    i once said probably call queues should be a god way to do
    multithreading becouse say you got a routine that calculates and draw a vertical line of mandelbrot

    for(int i=0; i<1000; i++)
    add_queue1 draw_mandelbrot(i);

    run_queue1;

    as thoise calculations are independant the run_queue may execute queue
    (which is table of 1000 pointers and 1000 ints)
    pararelly in 1000 threads and its very easy

    when items may be dependant soem could add them to queue but also
    store some tag (like group number) when eech group is independant versus
    other groups so each group could be run separatelly on threads with
    knowledge there is no conflict


    int group ;
    for(int i=0; i<1000; i++)
    {
    if(bot[i].x<300) group = 1;
    else if(bot[i].x>700) group = 2;
    else if(bot[i].x>400 && bot[i].x<600) group = 3;
    else group = 4;

    add_queue1[group] run_bot(i);


    }

    something like that but with better syntax.. it asumes bots act locally
    on map and if are distant 100 distance they will not interract..than
    those 4 groups can be run on 4 threads assumning nio collision is possible


    something like that
    --- Synchronet 3.20a-Linux NewsLink 1.114