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View Code? Open in Web Editor NEWHome Page: https://gitlab.com/prologin/concours/jeux/2014
License: GNU General Public License v2.0
Home Page: https://gitlab.com/prologin/concours/jeux/2014
License: GNU General Public License v2.0
Originally posted 2014-05-07 15:12 by Shaac on Bitbucket
What is happening in the dump in turn 14 for player 4?
It is not intended but mostly it should be not possible: some unit here move faster than they should.
Originally posted 2014-05-07 18:44 by ejls on Bitbucket
Qui gagne MAGIE_TOURELLE ?
Originally posted 2014-05-08 04:23 by pmderodat on Bitbucket
It would be quite useful to display in the state panel which players lost the game, for instance rendering their statistics with grey.
Originally posted 2014-05-06 22:43 by pmderodat on Bitbucket
It would be helpful to display (with an option) the limit of cells on the map, for instance using a black grid on top of the existing map.
Originally posted 2014-05-06 16:09 by pmderodat on Bitbucket
When clicking on a cell that contains wizards, these are not displayed in the detailed panel. Only “Simple” is there.
Originally posted 2014-05-06 19:47 by ejls on Bitbucket
Avec 3 bots ne bougeant pas et 1 bots qui rush les 3 bases j'obtiens ces scores :
#!
Player 1 4 0
Player 4 4 0
Player 2 0 0
Player 3 0 0
(player 2,3,4 sont les dummy, player 1 le bot qui bouge juste ses unités au 4 coins de la map)
Originally posted 2014-05-07 18:09 by ejls on Bitbucket
ca devrait etre une quadratique, c'est une exponentielle actuellement
En plus le double est convertie en int, resultat, il est possible de set la portee tel que le cout est negatif (on gagne de l'argent) et la portee est toute la map.
Originally posted 2014-05-07 01:32 by ejls on Bitbucket
adversaires() devrait retourner seulement les joueurs en vie.
Originally posted 2014-05-07 15:06 by Shaac on Bitbucket
I have a game where the artifact is controlled, but yet no additionnal magic is generated.
Originally posted 2014-05-08 01:41 by bakablue on Bitbucket
We have to test the cancel action.
Originally posted 2014-05-06 16:14 by pmderodat on Bitbucket
It would be great to display tourelle's range on the map when some tourelle appears in the detailed view. We could display cells out of range using dark tiles, for instance.
Originally posted 2014-05-07 14:47 by Shaac on Bitbucket
When one clicks on a case and see its position, the second coordinate is always 15.
Originally posted 2014-05-07 20:38 by bakablue on Bitbucket
A wizard should be able to attack only one tower every turn.
Originally posted 2014-05-07 01:07 by ejls on Bitbucket
la magie est gagne en fin de tour, donc magie=0 au tour 0, ce qui rend le tour inutile.
Originally posted 2014-05-06 17:02 by bakablue on Bitbucket
When a player takes an opponent's base, it segfault (we can't find the winner so we can't set his score).
Originally posted 2014-05-06 16:12 by pmderodat on Bitbucket
The GUI map currently does not display which player some object (base/tourelle/artefact/fontaine) belongs to. It would be great to add player-specific colors to their tiles.
Originally posted 2014-05-06 17:22 by bakablue on Bitbucket
From a spectator's point of view, the move phase is the first one.
Originally posted 2014-05-08 03:36 by pmderodat on Bitbucket
Currently, the dumper (and thus the GUI) associated only on player per cell: if the object on the cell belongs to some player, thus wizards must belong to the same player. This cannot represent wizards lying on a player-less base, which is a valid state.
The dumper must be enhanced to carry such information, and the GUI must then be able to process it.
Originally posted 2014-05-08 04:22 by pmderodat on Bitbucket
Have a look at the first player with the attached IA (used for all four players): it looses its base quite soon, but still continue to create wizards and to move them.
Players are not supposed to be able to do anything when their base is lost.
Originally posted 2014-05-08 01:37 by pmderodat on Bitbucket
With the attached champion, stechec (even the server!) crashes. Just run a match with all four players using the same IA. Here is the stack trace:
#0 0x7ffff60600d6 in GameState::check_losers (this=0x1f3ae20)
at ../games/prologin2014/src/game-state.cc:176
#1 0x7ffff607305f in Rules::resolve_losers (this=0x61aa60)
at ../games/prologin2014/src/rules.cc:163
#2 0x7ffff6073474 in Rules::end_of_turn (this=0x61aa60)
at ../games/prologin2014/src/rules.cc:247
#3 0x7ffff7bcd58a in rules::SynchronousRules::server_loop (this=0x61aa60, msgr=...)
at ../src/lib/rules/rules.cc:142
#4 0x7ffff60758cb in server_loop (msgr=...)
at ../games/prologin2014/src/entry.cc:49
#5 0x406b9d in Server::run (this=...)
at ../src/server/server.cc:64
#6 0x406079 in main (argc=1, argv=...)
at ../src/server/main.cc:11
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