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-   -   SE4 Scripting in Python (templatizer again) (http://forum.shrapnelgames.com/showthread.php?t=12459)

narf poit chez BOOM July 14th, 2004 09:14 PM

Re: SE4 Templatizer Ready for Download!
 
Negate: 1. To render ineffective or void; nullify. 2. To deny; contradict; rule out.

Well, I suppose it fits under contradict. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron July 14th, 2004 10:03 PM

Re: SE4 Templatizer Ready for Download!
 
The negative of a number nullifies it. To negate a number, to nullify it. The null number is 0.

[ July 14, 2004, 21:05: Message edited by: Imperator Fyron ]

narf poit chez BOOM July 15th, 2004 01:51 AM

Re: SE4 Templatizer Ready for Download!
 
True, but the described operation is 0 - n, where n is the number. The operation you describe is n + (0 - n).

Kamog July 15th, 2004 02:18 AM

Re: SE4 Templatizer Ready for Download!
 
This works too. How about the operation -1*n where n is the number

Ed Kolis July 17th, 2004 02:25 AM

Re: SE4 Templatizer Ready for Download!
 
Time for a progress report! http://forum.shrapnelgames.com/images/icons/icon10.gif

The calculator part of the application is coming along great; currently, it can negate, add, subtract, multiply, divide, exponentiate, and take modulos, exponents, percentages, and factorials! http://forum.shrapnelgames.com/images/icons/shock.gif

What's left to do:
-Add in variables
-Add in mathematical functions (sin, log, sqrt, and stuff like that)
-Add in user defined functions (if I can - Fyron wants 'em and it shouldn't be TOO hard, just string replacement http://forum.shrapnelgames.com/images/icons/icon12.gif )
-Add in functions that return strings, not just numbers (if I can - would be useful for generating Roman numerals for components)
-Finally, write the application that parses the SE4 data file templates and generates the actual data files! http://forum.shrapnelgames.com/images/icons/shock.gif

Ed Kolis July 19th, 2004 03:30 AM

Re: SE4 Templatizer Ready for Download!
 
Oops, forgot to mention that I needed to add parentheses... Well, I just finished adding those! http://forum.shrapnelgames.com/images/icons/icon10.gif

BTW, will anyone be needing functions that take multiple parameters? I could easily implement single-parameter functions as unary operators and not write proper functions, and that would save me a bit of time with the parsing of parameters, but if you really want them... http://forum.shrapnelgames.com/images/icons/icon12.gif

Aiken July 19th, 2004 04:08 AM

Re: SE4 Templatizer Ready for Download!
 
Quote:

Originally posted by Ed Kolis:
BTW, will anyone be needing functions that take multiple parameters? I could easily implement single-parameter functions as unary operators and not write proper functions, and that would save me a bit of time with the parsing of parameters, but if you really want them... http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Well, why not. The more - the better http://forum.shrapnelgames.com/images/icons/icon12.gif
But if it's too time consiming (multiparam functions)...don't bother with it now. Save it for future Versions http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis July 19th, 2004 04:52 AM

Re: SE4 Templatizer Ready for Download!
 
I'll see what I can do then http://forum.shrapnelgames.com/images/icons/icon12.gif

BTW, I just added 4 more operators:

The "to" operator generates random numbers in a specified range, so 1to6 simulates rolling a normal six-sided die.

The "d" operator acts like in many roleplaying games, rolling multiple dice; 3d6 rolls up a number from 3 to 18 with most values in the 8 to 12 range. http://forum.shrapnelgames.com/images/icons/icon6.gif

Note that these random generators will NOT allow you to generate random damage for weapons in SE4; it will just generate random numbers in the data files. Which might at least be good for a surprise game if you can keep yourself from peeking at the tech tree http://forum.shrapnelgames.com/images/icons/icon12.gif

The other two are really statistical operators, but I figured I'd throw them in because I'd already done factorials - the "P" operator calculates permutations while the "C" operator calculates combinations, if you happen to know (or care) what those are... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Ed Kolis July 20th, 2004 01:28 AM

Re: SE4 Templatizer Ready for Download!
 
Time for another progress report! http://forum.shrapnelgames.com/images/icons/icon10.gif

I added variables today - actually, they're really just named constants, as the program can't perform symbolic manipulations on them. (Though I wonder how hard that would be given what I've set up so far... http://forum.shrapnelgames.com/images/icons/icon12.gif ) I added 3 built-in variables: pi, e, and c (the speed of light). Any more you might want?

I also added the "E" operator, which does scientific notation, e.g. 3E6 means 3 million.

All that's left now is those pesky functions (and those aren't really even crucial, as long as I can do the single-parameter ones as unary operators) and then I can start incorporating the SE4 files into a client program for this app! http://forum.shrapnelgames.com/images/icons/icon6.gif

Ed Kolis July 23rd, 2004 02:11 AM

Re: SE4 Templatizer Ready for Download!
 
Almost there... these functions are just getting annoying because I have to basically copy and paste my wrapper classes for one standard math library function to the next... http://forum.shrapnelgames.com/image...s/rolleyes.gif


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