There's some stuff left to do, like properly do the functools.partial
stuff, and check that the uuidcache is actually working. But hey,
player markers work at least, and so does --skip-scan.
Still needs a port to argparse though.
Many things work, some don't. Notably, genPOI doesn't work, and
there's some signedness comparison stuff going on in the C extension.
This also completely drops support for Python 2, as maintaining a C
extension for both Python 2 and 3 is a pain and not worth it for the
9 months that Python 2 is still going to be supported upstream.
The documentation needs to be adjusted as well.
All of the few tests we have pass, and rendering a map works, both
with a configuration file and without. We can also use optimizeimages.
Concerns #1528.
In the process, we can clean up some of the command line argument
handling. Sadly, argparse's mutually exclusive groups are too
primitive to get rid of the autocrop/manual crop conflict checking,
but we'll have to live with those two lines I guess.
This script apparently also works with Python 3 now, which is neat.
dtt-c has been a thing for 8 years now, I think it's safe to say
people have deleted their old caches in the meantime.
findSigns has also been superseded by genPOI ever since genPOI
has been a thing, which has probably been since anvil.
One code style error can't really be fixed because despite
has_key being deprecated, "in" doesn't work on "super" for objects
that derive from dict, at least not in Python 2.7. Thanks Guido.
Also, I don't know which one of you it is that keeps putting semicolons
at the end of your statements but you seriously need to stop.
optparse is deprecated, and switching to argparse is mostly but not
entirely trivial. Nicely telling the user about shell quoting had
to be removed because I didn't see an easy way to do that with
argparse.
Apparently that comma had its reasons for being there because
Python2's print works in weird ways. We can do this better though
by using string concatenation.
A good sprinkling of PEP8 fixes. We're also getting rid of some
odd manual linebreaks in the output messages, and making sure to
end sentences with a period where appropriate. Help messages have
also been made more consistent, e.g. "Tries" -> "Try" and so forth.
Since Firefox 65 added support for WebP, users may be interested
in having maps that use WebP images. Support for this is added in
this commit, along with documentation for it.
A new option, "imglossless", controls whether we write out lossless
or lossy WebP images. The generic name "imglossless" as opposed to
a more specific "webplossless" was chosen in case future image
formats we also implement also support lossless/lossy modes in the
same format (JPEG-XL? AV1 image format?).
It's an okay meme but lossy mode really falls apart on our sorts
of images on the more zoomed out composite tiles, resulting in
pretty blurry messes. Might be due to a PSNR bias in the encoder,
which is to be expected from Google.
We've also added a setup.cfg to specify what rules we want for
pycodestyle. We'll be ignoring some dumb ones that make no sense
and probably shouldn't exist, like both W503 and W504 being an
issue somehow???????
We're using a line length limit of 100. If you're on an 80 character
terminal and incredibly upset about this, then that's the nursing
home staff's problem, not ours.
We're ignoring E221 and E741 since I disagree with them; I think extra
whitespace around operators to align repeated operations can aid
readability and help spot bugs.
This was mostly whitespace issues, e.g. trailing whitespace and
a single space on blank lines.
I've used pycodestyle to find pep8 violations, and isort to fix import
sorting.
Currently we're looking at a max line length of 80, but I think we may
want to raise this to 100 because 80 is a pain in the butt.
A young software tinkerer from Switzerland noticed an issue with
an application he was working on one day. The progress bar it
was rendering only updated very rarely. This perplexed the teenager,
but never bugged him enough to investigate further. Nobody else seemed
to notice this, so maybe it was his system?
Fast forward a few years. The young man is now a 24 year old fully
grown manchild. The progress bar was still updating only very rarely.
On this rainy afternoon, the tinkerer had nothing else to do than
finally get to the bottom of this perplexing behaviour.
Much investigating was done. Did the Observer have a logic bug? No,
if we check in the update function by appending a line to a file,
we can see that it works properly. Besides, the logic of this piece
of code surely hasn't been changed for years.
Did maxvalue get set to 100 instead of the number of tiles? No, it
correctly overrode the right method to not just set max_value but
also maxvalue. (Great naming there, aheadley.)
Was it the polymorphic inheritance causing issues then? No, even the
parent class correctly behaved in its update function. Well, almost.
That is when the developer came upon a shocking revelation. His hands
trempled as his fingers moved across the laptop's keyboard, nearly
accidentally entering the "nuclear missile launch" mode in Kate's
Vi-Input editing. The developer added one line to the file.
self.fd.flush()
The progress bar finally worked as intended.
With the changes to things being indexed by path instead of name,
old hashes would stop working. To make this a bit less jarring, we
can fall back to the default tileset of a world, which means the
map would still load.