Battle Master / Polearm Master / Pushing maneuver / Trip / Goading [closed]

This is a comment more than a question:

I built my first fighter in 5e. My approach is to make the player interesting more than it is to max out his capability. Battlemaster has the most options with maneuvers. I took Push, Goad and Trip maneuvers. I took the Polearm Master, Shield Master and Sentinal feats. I took Magic Initiate (Druid) with the Shillelagh. The 1 handed quarterstaff does a d8 (even on a bonus attack). Dueling gives +2 to hit. Here is how it works out: 1) Character enters threat range and provokes opportunity attack 2) Push the character 15 feet away – Sentinel makes his movement zero 3) Fifteen feet is enough to push people all over the place – including into pits or over cliffs 4) On attack, close the distance, trip, and attack with advantage 5) For good measure, push another 15 feet while prone 6) Quarterstaff (and spear) have no disadvantage at 5 feet – unlike reach weapons

Alternatively, if opponent is within 5 feet when your turn begins 1) Hit with Trip attack 2) Hit with Goad attack 3) Hit with Push attack (while prone) and they are 15 feet away 4) When they return – hit them with a reaction – cutting their speed to zero

For good measure, a shield master can push opponent 5 ft as a bonus action – so yet again another way to move opponents, and allow a chance to use your reaction if they approach again.

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Contour pushing algorithm

I’m implementing push contour feature for web application. It is an ability to change the contour by touching it. Mouse pointer becomes a circle that bumps contour (like in Photoshop). Contour is polyline object and pushing circle is some point with defined radius.

Sequence of actions on mousemove is following:

  1. Detect points in polyline that are closer to pushing point than defined radius
  2. push those points or just draw circle segment in the defined area.

Questions:

  1. How to determine points that are need to be pushed? I can iterate all segments in polyline (300-600 segments) and calculate distance for each like here: https://gist.github.com/mattdesl/47412d930dcd8cd765c871a65532ffac . But in this case full iteration 60 times per second is quite performance hard. May by some algorithm can do it more afficient?
  2. How to push the point? we can’t just change it position. As 1 point finally can become 2 points. It is more like drawing circle segment.

Is duplicating, deleting, pushing, and/or an object to/between lists a code smell?

I’m thinking about a structure like this.

cardGame:     players:         - john:             hand:                 - card:                     id: 1                     suit: diamond                     number: 7     deck:         - id: 32           suit: spade           number: 3 

And then, to draw a card there would be a drawCard(cardGame, john) that pops the card from the deck and appends it to to john.hand. And then say, if John were to place the card at the bottom of the deck, there would be a sequence of object manipulations, array deletions, etc.

But looking at this, I see risk of accidentally duplicating a card object or running into deep vs. shallow copy issues… is it better to maintain a “flat” structure that is almost like a normalized database table? Ex:

cardGame:     deck:         - id: 1           suit: diamond           number: 7           heldPlayer: john         - id: 32           suit: spade           number: 3           heldPlayer: null 

And in this case, it would be easy for players to swap cards or remove from hands without making any structural changes, though it may be harder to deal with deck positionality? (This could be a failure of imagination on my part)

Intuitively I’d go with the first structure… but I’m not sure what would be better from a stability perspective.

Signalr(websocket) grouped pushing vs not grouped

We currently push all data to 1K clients through websocket (signalr) and data is filtered in client side.

// write to sockets 1K times clients.All.Push(data); 

We are considering to push the data that client needs, not all the data to reduce I/O and bandwidth, by filtering it in server side using signalR spesific feature called groups.

// write to socket 1K * data.length times for(var d in data)      clients.Groups(d.identifier).Push(d); 

One of the potential problem is: client only subscribes to certain identifier of objects that it wants to listen, which can be change often like every 10 seconds.

Other one is that writing to socket too many times, which can create bottleneck in server.

What do you suggest with this kind of problem? We don’t have enough knowledge about websocket programming and would like to get some information. We are currently having a debate with this problem in the team.

Pushing to TWRP, adb shows “adb: error: connect failed: no devices/emulators found”

When I try to push my rom to /sdcard/ with TWRP, I get

adb push myRom.zip /sdcard/ * daemon not running. starting it now on port 5037 * * daemon started successfully * adb: error: connect failed: no devices/emulators found 

How do I resolve this error. Things seem to work with adb sideload but the rom doesn’t boot. The LineageOS install instructions say specifically to use with adb push.

Question on Rules for Pushing an enemy

So, to summarize I have a Battlemaster Fighter and with the Pushing Attack it states you can push someone 15 feet away from you.

Would that include also behind you as well since you would be pushing them away from you but also re positioning them behind you to be ambushed by your group? Or does pushing away mean at no time can they be pulled towards me and has to be completely away from me.

Pushing commit (even in a dirty state) daily to remote git repository without polluting it with many work in progress commits


Context

We have a team of one active developer and two occasional ones. We are setting up a new project and after reading https://nvie.com/posts/a-successful-git-branching-model I was seduced by the idea of keeping only master and develop branches in the remote git repository and all feature-* branches locally to keep a clean remote.

The manager wants developers to push commits in the remote daily to not lose code even if the state of the code is dirty or in work in progress. It looks incompatible with the previous link flow.

Problem

Pushing commits daily in the remote will certainly pollute it with meaningless commits. After some days, we will have several commits with more or less the same title which will just be some sort of backup of the code.

I thought about a way to amend remote commits to keep only one remote work in progress commit but it does not look possible or not advised. I also thought about pushing with force option the branch so I can amend locally and push my branch to the remote. I am not sure if it is something advised.

Question

Is there a proper way to push the code to the remote daily without creating several commits and potentially pollute the remote repository?