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<GlassYuri>
SilverFox, you won't believe how stupid I am
<GlassYuri>
I'm working on loading the trains from the layout file but had an issue where the list stayed empty
<GlassYuri>
turns out I had written two. fucking. implementations. of it and kept adding trains to one then reading from the other
<GlassYuri>
I did that in the same session without noticing
<GlassYuri>
...should I store rolling stock and consists separately
<GlassYuri>
I probably should
<GlassYuri>
consists are recursive and can contain other consists instead of rolling stock directly, but that is probably the only place where they should be considered equal
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<SilverFox>
GlassFragments, the fuck is a consist?
<GlassFragments>
multiple train cars coupled together
<GlassFragments>
because we're programmers, 'multiple' is zero or more
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<SilverFox>
so tell me how a train can consist of other trains
<SilverFox>
because really that's just one bigger train
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<GlassFragments>
SilverFox, because there are many situations in which parts of a train could be divided into smaller groups
<SilverFox>
k but why
<SilverFox>
"parts of a train" is just unnecessarily segmenting a whole train
<SilverFox>
just save the whole train
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<SilverFox>
otherwise you'll inevitably run into issues where things interact only with a part of the train, or only part of the train loads
<GlassFragments>
when it comes to coupling and uncoupling I want to be able to split the train into meaningful pieces
<SilverFox>
if you decouple, you just remove the karts from the point on the list, down
<SilverFox>
whether they become their own new train is up to you, but you definitely don't just segment the whole train because of whatever reason you have
<GlassFragments>
there still is a 'whole train'
<GlassFragments>
it just can contain another whole train if it wants to
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<BenjaminK>
GlassFragments: Vessel made of parts -> train made of cars
<BenjaminK>
do it like ksp :V
<SilverFox>
that's what I'm suggesting
<SilverFox>
but it sounds like he's suggesting that multiple vessels can be stored inside a single vessel instance
<GlassFragments>
I mean, it's not like ksp tries to to keep track of which vessel was which during undocking
<GlassFragments>
but AFAIK in the dumbest way possible, just saving the original name and flag of each part, and when undocking taking these values from the highest priority part
<GlassFragments>
the advantage of that way however that it works regardles of how and where you split the vessel
<SilverFox>
so why not just store the name of the train in the engine itself
<SilverFox>
what's the data type that's only 2B?
<SilverFox>
so uh
<SilverFox>
I set the console window height and width to be like, 88, 232
<SilverFox>
it filled my 1080p screen
<SilverFox>
why
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<SilverFox>
huh, it seems I've forgotten how to dwarves fortress this shit
<SilverFox>
I can write the layout to console, but I can't move the cursor back over the stuff I wrote
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<SilverFox>
naw I got it, gotta go older more manual style
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<SilverFox>
I am very bad at console shenanigans
<SilverFox>
doesn't help that I'm suddenly not feeling well
<r4m0n>
DF uses OpenGL :-P
<SilverFox>
is DF that console game?
<r4m0n>
you cited dwarf fortress one hour ago and forgot it already? XD
<r4m0n>
and no, DF LOOKS like a text-based game, it isn't
<SilverFox>
text-based being with the console chars and stuff right?
<SilverFox>
yeah that one
<SilverFox>
it's all just entirely console chars
<SilverFox>
this shit is a mess
<SilverFox>
I can't seem to work out an elegant method of taking in inputs and procesing them
<r4m0n>
what do you need to do and why? input generally is a trivial problem
<SilverFox>
I need to process arrow keys
<SilverFox>
and map that to the movement, which I can do
<SilverFox>
however, there comes problems whereas it's either stupid laggy or not registering taps
<SilverFox>
it requires holding it for excessive periods of time
<r4m0n>
what are you making this on, and what are you using to check the keys?
<SilverFox>
C#, console app obvs, using Console.ReadKey().Key which seems to be the problem
<SilverFox>
however i dunno how to read keys otherwise