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IRC log for #minetest, 2018-08-13

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All times shown according to UTC.

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15:47 deltasquared another daft question time: how do I make it so that an entity does not have a selection hitbox, but still has a collision box?
15:48 deltasquared would that be the physical attribute (but I still need it to collide with other entities)
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15:51 deltasquared essentially a player is attached to it and the collision box has to include their head, but I wish for players to be able to point at things outside of it in any direction
15:51 deltasquared in other words, it shouldn't really be selectable
15:52 deltasquared I'm not sure from the manual's wording which attribute this would be
15:52 deltasquared physical = false seems like it would do it, but apparently then other objects don't collide with it from the comment on collide_with_objects
15:55 deltasquared wait scratch that, physical isn't what I'm after
15:55 deltasquared hmmm
15:56 deltasquared ... ah, is_visible does it
15:56 deltasquared but then one will not know it's there. guess I'll have to use a nametag instead
15:58 deltasquared oh great, but then the player becomes invisible as well
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16:06 paramat maybe a selectionbox of size 0,0,0?
16:07 deltasquared paramat: you can set cbox and sbox independently?
16:07 deltasquared if you can, it's not documented
16:07 paramat i think so
16:08 deltasquared ok, where do I go in the source code to see where it reads the object property table
16:08 deltasquared actually, let's try grep -FR collisionbox and see what comes up
16:08 paramat https://github.com/minetest/minetest/blob/6bd4cb9f7e83afaf16c11a1b5451753144c6521c/doc/lua_api.txt#L5214
16:09 paramat the 2 boxes have been independent for years
16:09 deltasquared paramat: oh, I see it there, is that in stable though
16:09 deltasquared hmmm
16:09 deltasquared pointable = false, that looks handy
16:09 paramat oh, maybe 'pointable = false'?
16:10 paramat in stable yes
16:12 deltasquared paramat: I've just tried both properties on 0.4.17. no dice
16:16 deltasquared ah, there is a feature flag, let's have a look at that... minetest.features.object_independent_selectionbox
16:17 deltasquared nope, flag not there on .17
16:17 deltasquared welp, that's going to be annoying
16:18 deltasquared why do such useful core features always seem out of reach...
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16:20 Krock deltasquared: update to 5.0-dev
16:21 deltasquared Krock: kinda hard to tell a server to do that ;)
16:21 Krock yes, because the server won't listen to anyone
16:21 deltasquared besides, it's called -dev for a reason surely
16:23 deltasquared Krock: alas, try persuading BillyS to do that. I think that argument would be shot down with two words: android users
16:24 Krock I know that argument. Servers would be empty without android players because they seem unable to install a development apk
16:24 deltasquared too much of a hassle to ask the average user, apparently...
16:25 deltasquared if the majority of clients won't do it, the servers won't do it, and that leaves me without a target audience for mods, at which point there's no cause for me to do anything at all
16:25 deltasquared so I have to stick to stable >_>
16:25 Krock brb
16:26 paramat hm ok i thought pointable = false for entities wasn't a new feature
16:27 deltasquared paramat: I would have thought that for many things which would seem obvious to have from the very beginning, but alas no.
16:29 deltasquared huh, there was one thing that came to mind... I've forgotten it now. I retract that statement until I can recall the example
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16:48 paramat well :) all good ideas seem obvious to have from the beginning, it just takes time to add them
16:49 deltasquared it's not like the entity is cripplingly broken without it, just that players won't be able to interact with things while attached
16:50 deltasquared for reference, it's a physics entity of sorts, meant to allow players to be thrown about
16:50 deltasquared anyway afk dinner
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17:37 Krock paramat: right, "pointable" is also a 5.0-dev feature, but was added quite early after 0.4.16
17:38 Krock deltasquared: if it's just about making them not pointable, then attach the object to another
17:38 Krock and also add pointable = false to make it work with 5.0-dev
17:39 deltasquared Krock: but then, the other entity would have to possess an appropriate cbox. back to square one
17:39 deltasquared due to what I'm doing, I can't use offsets and such
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19:35 Alexand{er|ra} The people in #Lua aren't very helpful, so I guess I'll ask here too. Is there an easy way to find the intersection of two patterns?
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19:35 Alexand{er|ra} I'm trying to find what drop combinations are possible using the tool-dependent pattern matching.
19:41 sfan5 what is a "pattern" in this case
19:43 Krock string.find/match probably
19:47 Alexand{er|ra} sfan5: It's used by string.find(). Specifically, it's this feature: <https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L219>.
19:58 deltasquared Alexand{er|ra}: intersection... is that which matches both patterns?
19:59 deltasquared or specifically the subset of a string matching both... that would be beyond my knowledge of regexes
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20:04 Alexand{er|ra} deltasquared: Yes and no. I only need to know if there *is* an intersection, as well as if there is a diversion between the two. I don't neen to know the exact intersection. But yeah, it seems rather complicated.
20:09 deltasquared Alexand{er|ra}: if there is only one match in the string, it would be easy, test both patterns, then see if the ranges overlap
20:10 deltasquared I think
20:10 deltasquared not too sure
20:10 deltasquared if there are multiple matches, you'd potentially have to test each range of one with every other range in the other
20:10 deltasquared O(m*n). oof
20:11 deltasquared Alexand{er|ra}: at this point I have to enquire what it is you're trying to achieve to wind up with such an arcane task heh
20:13 Alexand{er|ra} deltasquared: I'm trying to predict what drops are possible, then use those drops for gathering digging stats. I recently found out about this tool-specific matching in Minetest, so now I need to update my minestats mod to account for it.
20:14 deltasquared hmm, beyond my head right now then
20:15 Alexand{er|ra} Yeah, unfortunately beyond mine as well.
20:16 deltasquared I wouldn't mind investigating further but currently my head is full of haskell
20:16 Krock maybe try finding an easier/KISS approach?
20:17 Alexand{er|ra} Krock: What easier approach will result in the correct answer every time?
20:17 Alexand{er|ra} I've got a simpler solution, but it gets the wrong answer at times.
20:28 Alexand{er|ra} Hmm. Maybe I need to break complex patterns into multiple simpler patterns, such that if something matches any of the simpler patterns, it necessarily matches the original pattern, and if something does not match the original pattern, it necessarily doesn't match any of the simpler patterns.
20:29 Alexand{er|ra} If I do that in such a way that I eliminate certain regexp characters, it might make finding pattern overlap easier.
20:35 Alexand{er|ra} Oh, lovely. Lua has locale-dependant modifiers in its regexp syntax. I don't think I have any way to account for that.
20:38 Alexand{er|ra} Actually ... I think Minetest would protect me from most questionable characters. Only certain characters are even allowed in item names. Unless the ":
20:38 Alexand{er|ra} Actually ... I think Minetest would protect me from most questionable characters. Only certain characters are even allowed in item names. Unless the ":" syntax overrides the check. I think it might.
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20:54 Alexand{er|ra} Actually, breaking patterns up won't work either, now that I think about it. I'd hoped to eliminate things such as character classes, but with the "*" modifier, I can't break character classes down into something finite.
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23:30 MinetestBot [git] paramat -> minetest/minetest: texture_packs.txt: Add information for leaves texturing (#7637) 03f89e8 https://git.io/fNb39 (2018-08-13T23:30:13Z)

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