Page 2 of 2

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 1:03 am
by Dinosawer
Yeah, easier to type too.
Edited the first post with dashes instead of lists. :)
Charley_Deallus wrote: We could use a special program called DinoDoesItAll
You message the post to Dino, who spends 18 hours a day reformatting it to fit his program, which will make Tal's life SUPER easy!
:ghost: :ghost: :ghost: :ghost: :ghost:
*Runs*
You kid, but that was literally plan B. Well, except for the 18 hours a day part. :ghost:

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 1:24 am
by Cha0zz
I agree with formatting to make tal's life easier. (how could I not agree, seriously?)

I think that human review of the program parsed output will probably still be needed though (because of stuff like players writing two actions as different actions while they actually can be done in the same layer, stuff executed by the ship AI, etc).

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 1:26 am
by Dinosawer
Yeah, obviously. I'll try to make it as smart as possible, but there's always gonna be oddities.
But it saves Tal 90% of the work, then that's already a couple hours less work. :D

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 1:28 am
by Cha0zz
Dinosawer wrote:Yeah, obviously. I'll try to make it as smart as possible, but there's always gonna be oddities.
But it saves Tal 90% of the work, then that's already a couple hours less work. :D
Yeah sure, I'm all for stuff that saves Tal some work.

Also, are this the first steps to a fully automated REKT game?
:ghost:

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 1:32 am
by Dinosawer
Yes, the next step is writing a text parser and letting it already do a roll for each action :ghost:
(that most probably wouldn't work since things are more complicated than that, but eh, a man can dream)

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 6:55 am
by Cornflakes_91
Maybe parse a link to the respective post into the csv as well, for easier referencing (like for the map snippets outlander and i like to use) and in-context-reading

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 8:26 am
by Dinosawer
Aye, that's not hard to do.

The hard part is intelligently reducing sentences to a format that fits in a small textbox :ghost:

Re: REKT Turns: The Formatting

Posted: Wed May 25, 2016 2:41 pm
by Dinosawer
Progress was made today:

Code: Select all

Squidhead
COMMANDS:
ACTIONS
-------
Dinosawer
COMMANDS:
"Kai'isha, it seems the Doctor is...asleep? Eh? Can you give him anti-shock meds from your medkit? He might not be the nicest, but I'm not planning on leaving anyone behind. After that you can patch up people and help them to their ship if needed. And if you think it's safe, maybe you can try to recover Taepilus?"
"Aliss, can you help her with that? You can put his head in one of our cargo pods. "
ACTIONS
crawl towards exosuitguy
cut of interesting / weapony
stuff them in backpack.
throw hema's sword (turned off)
crawl back to objective,
take crossbow out of backpack,
if plasma streamer is kaput
-ake electrorifle too.
fire explosive bolt for crossbow,
fire plasma streamer/plasma rifle,
fire plasma rifle/electrorifle at mimir
when shieldmaiden is arrived and shield
-take beacon from hip and enable
-limp towards end of hangar,
-scoop up plasma bomb launcher
-jump from edge to shieldmaiden,
-let squidhead fix suit and leg.
while in a vacuum/lowered pressure,
-use hands to try and keep
go to spac
pudding there.
-------
Our Allmighty Overlord
COMMANDS:
ACTIONS
remove mighty missile launcher from back.
fire missile launcher at cluster
put mighty missile launcher back
if some enemies survived:
-charge at enemies that survived.
-decapitate one of enemies with
-yell at another enemy to intimidate
-run at intimidated enemy.
-slice him in face (filthy
if enemies are dead now:
-sheathe goodman blad
-turn and bow to comrades
-promote peace, justice, and equality
-begin telling story of how
if enemies are not dead
-begin telling story of how
-------
Dr. Cha0zz
COMMANDS:
"Jimmy open the pod bay doors"
ACTIONS
if jimmy opens pod bay
-say thank you to jimmy
-close pod bay doors behind
lse:
-if jimmy calls me dave:
--call jimmy hal
--die from fear
sing daisy bell
clean boots
-------
Next steps:
0. Fix whatever bug is eating letters
1. Parse ifs
2. Output to spreadsheet
3. Make some additions to inventory manager (to keep track of which weapon people are holding and if they have quickdraws)
5. Make weapon database file for names and default ammo and stuff
6. Hook up to Inventory manager
7. Put in weapon switching that way
8. Put in ammo tracking and automatic reload layers
9. Profit

Won't get done before mission 3 at all, but should be worth it. Also, if you do your posts formatted already I'll have something to test on. :)

Re: REKT Turns: The Formatting

Posted: Sun May 29, 2016 3:40 am
by Dinosawer
I made some additions to the first post:
(important note about it the GM has to see about an action)
eg
Jump to the shieldmaiden (using crossbow + cable reel if needed)

Including the name of your weapon in your attack action would be very helpful
As would including clear keywords:
if for conditions
when or while for things that could happen at any point (kindly don't use if for this, because I can not parse the difference between the two if you do)
else/otherwise/if not for else conditions
shoot/fire/attack/slash/... for attacks
take/switch/drop/pick up for taking and switching gear
get in+ship/get out+ship/... for dismounting and getting back in
reload/load x with for reloading (duh)
etc.
(just examples, I'll add more I see you use, as long as they're clear and unambiguous)

Also, I strongly prefer
Do A
and B

over
Do A and do B
I can make it split on "and" (and probably will) but and is not always used for 2 actions, so that's still ambiguous.
This is gonna be a very large project that will take weeks, and I won't have time to code until the end of June so it won't be done for the start of the mission, but it would help a lot if everyone already used it in the mission - so I have stuff to test on and can tune it to how people use the new formatting.
I already have an extensive design document, so I already know what I need to code, but there's bound to be stuff I forgot.

Re: REKT Turns: The Formatting

Posted: Thu Jun 02, 2016 4:34 pm
by Dinosawer
So, I got kind of burrowed in questions about it on IRC after the mission post, so prepare for

Dino's expanded guide to writing a formatted post
Step 1: write your post like you would without formatting. Make sure :
* actions are underlined and
* commands are underlined and between ""
* things that are not actions are not underlined. Formatting should not restrict roleplay. Play all the roles. Everything that isn't underlined is simply ignored by the program.
Spoiler:      SHOW
"I think I'm fine. Payback, Francis, Andrew, you guys okay?
Francis, THIS IS NOT THE TIME TO NAP.
And yes Cha0zz, we might as well check them out now we're here."
Well, that went worse than expected.
I'll land my ship on its new treads, give my casket a quick lookover to check for damage, drive to the entrance of the canyon and have a peek towards the wrecks there.
When enemies are spotted, I'll get in cover, shoot one with my electrolaser and shoot one with my quantum cannon. If there's a group of them, fire a flechette bomb at them.
If I'm hungry, eat a battery.
Step 2: put a return after each action. An action is a thing you do. shooting, getting out of your ship, scanning, whatever.
Also put a return after each condition. Conditions in my example are "when enemies are spotted", "if there"s a group of them", "if I'm hungry".
Spoiler:      SHOW
"I think I'm fine. Payback, Francis, Andrew, you guys okay?
Francis, THIS IS NOT THE TIME TO NAP.
And yes Cha0zz, we might as well check them out now we're here."
Well, that went worse than expected.
I'll land my ship on its new treads,
give my casket a quick lookover to check for damage,
drive to the entrance of the canyon
and have a peek towards the wrecks there.
When enemies are spotted,
I'll get in cover,
shoot one with my electrolaser
and shoot one with my quantum cannon.
If there's a group of them,
fire a flechette bomb at them.
If I'm hungry,
eat a battery.
Step 3: Everything that depends on our first condition gets a dash.
Spoiler:      SHOW
"I think I'm fine. Payback, Francis, Andrew, you guys okay?
Francis, THIS IS NOT THE TIME TO NAP.
And yes Cha0zz, we might as well check them out now we're here."
Well, that went worse than expected.
I'll land my ship on its new treads,
give my casket a quick lookover to check for damage,
drive to the entrance of the canyon
and have a peek towards the wrecks there.
When enemies are spotted,
-I'll get in cover,
-shoot one with my electrolaser
-and shoot one with my quantum cannon.
-If there's a group of them,
-fire a flechette bomb at them.
If I'm hungry,
eat a battery
Step 4: Everything that depends on our second condition also gets a dash. In this case, the second condition depended on the first, so that means two dashes.
Spoiler:      SHOW
"I think I'm fine. Payback, Francis, Andrew, you guys okay?
Francis, THIS IS NOT THE TIME TO NAP.
And yes Cha0zz, we might as well check them out now we're here."
Well, that went worse than expected.
I'll land my ship on its new treads,
give my casket a quick lookover to check for damage,
drive to the entrance of the canyon
and have a peek towards the wrecks there.
When enemies are spotted,
-I'll get in cover,
-shoot one with my electrolaser
-and shoot one with my quantum cannon.
-If there's a group of them,
--fire a flechette bomb at them.
If I'm hungry,
eat a battery
Step 5: repeat for the next action, etc.
Spoiler:      SHOW
"I think I'm fine. Payback, Francis, Andrew, you guys okay?
Francis, THIS IS NOT THE TIME TO NAP.
And yes Cha0zz, we might as well check them out now we're here."
Well, that went worse than expected.
I'll land my ship on its new treads,
give my casket a quick lookover to check for damage,
drive to the entrance of the canyon
and have a peek towards the wrecks there.
When enemies are spotted,
-I'll get in cover,
-shoot one with my electrolaser
-and shoot one with my quantum cannon.
-If there's a group of them,
--fire a flechette bomb at them.
If I'm hungry,
-eat a battery
Congratulations, you now have a properly formatted post!

Re: REKT Turns: The Formatting

Posted: Sun Oct 16, 2016 1:09 am
by BFett
Bumping.

Please pin this thread as it is fairly important.

Re: REKT Turns: The Formatting

Posted: Sun Oct 16, 2016 8:00 am
by Talvieno
I wouldn't consider this thread "extremely important". While it's helpful for people to lay out their actions in a line (extremely so), the actual project got called off. Technical difficulties and a lack of time, you see. The parser never got written.

Re: REKT Turns: The Formatting

Posted: Sun Oct 16, 2016 8:59 am
by Dinosawer
Well, not called off, but reduced in scope and put on indefinite hold for now :think:
(sorry for that btw, but I didn't have the energy to do it last summer do to aformentioned RL stuff :oops: )

Re: REKT Turns: The Formatting

Posted: Sun Oct 16, 2016 1:52 pm
by BFett
Oh I thought it had been made and was currently in use. My mistake.

Re: REKT Turns: The Formatting

Posted: Mon Oct 17, 2016 3:44 pm
by vector67
Wait, is there a possibility of actually writing this formatter, because I'd love to help. Maybe we should start a thread about it if there isn't one already (I'm not particularly observant on this forum)