CanAdv -- check whether you can adventure at a given location

Theraze

Active member
Should be recreated and updated with the three tweaked zones. You will probably need to delete and re-add the script because with SourceForge nuking the repository, it regenerated all of the repo ids.
 

Veracity

Developer
Staff member
Just to be clear: You are back to your original paths, with the "/code/" at the end?
I.e. our svnrepo.json script directory with your four scripts is still functional?

Code:
https://svn.code.sf.net/p/therazekolmafia/eatdrink/code/
https://svn.code.sf.net/p/therazekolmafia/getskill/code/
https://svn.code.sf.net/p/therazekolmafia/thesea/code/
https://svn.code.sf.net/p/therazekolmafia/canadv/code/

Ah. I just checked out CanAdv and The Sea. Peachy!
 

Theraze

Active member
Yes, thanks. The original paths are all the same, despite SourceForge doing their best work to try to make it all fail. They all checked out fine through the SVN GUI for me yesterday. Please let me know if you run into any issues and I'll try to show up more often here than annually. :)
 

zarqon

Well-known member
Tried to commit a fix for the Barrels and PastEvents here and it says 'permission denied'. Any way you can add me to the new/old project again Theraze? Thanks.
 

Rinn

Developer
Is there still any significant difference in canadv that can_adventure \ pre_validate_adventure \ prepare_for_adventure don't cover? Maybe it's about time to deprecate it?
 

fronobulax

Developer
Staff member
Is there still any significant difference in canadv that can_adventure \ pre_validate_adventure \ prepare_for_adventure don't cover? Maybe it's about time to deprecate it?

I've got at least five scripts that use it installed and two of them aren't really being maintained. I suspect if zarqon chooses to deprecate it then that will happen. But when veracity started the work there was a hope that canadv as a script could be deprecated (or drastically rewritten to rely on mafia) of I think it is a matter of when it is deprecated, not if.
 

zarqon

Well-known member
Is there still any significant difference in canadv that can_adventure \ pre_validate_adventure \ prepare_for_adventure don't cover? Maybe it's about time to deprecate it?
Yes, the significant difference at this point is that all my scripts use it and not the new functions, which I haven't had time to look at. I suspect CanAdv will shrink in size drastically. For locations that require(d) server hits to check, CanAdv uses a lot of time-saving tricks which may still give it an edge in certain applications (I spent a lot of time in making CanAdv fast because the main script I use to play checks many locations each time it is loaded), but even those could be reduced to simply caching mafia's results.
 

Theraze

Active member
As a note, the subprojects didn't actually have the proper user groups assigned, only the base ones. So fronobulax could probably have committed to any of the projects, but zarqon was locked out of CanAdv. Also somehow GetSkill hadn't been regenerated, so that script is back and hosted again. <deep sigh>
 

Theraze

Active member
I've removed the barrels from the script and it validates now. Not sure what past events need fixing, but @zarqon should be able to commit that change now.
 

zarqon

Well-known member
Not past events, but rather PastEvents, a relatively new zone which I have just committed without any hiccups as being always unavailable. Thanks Theraze!
 

Theraze

Active member
Lovely. As a general note, if anyone else needs commit rights, just pass along the SourceForge username. Thanks.
 
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