[Kde-games-devel] Review Request 114620: [knavalbattle] Show not shunk ships when the game finishes

Albert Astals Cid aacid at kde.org
Sun Dec 29 17:33:34 UTC 2013


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>From my "I know almost nothing about knavalbattle" point of view, the code looks ok, I'd prefer someone else to have a look and approve, so let's wait for that someone to show up :-)

If not I'll give it a deeper go in a few weeks/months.


src/sea.cpp
<https://git.reviewboard.kde.org/r/114620/#comment33078>

    Bad indentation, and also you don't really need to do this, the list will be cleared on destruction, no?


- Albert Astals Cid


On Dec. 29, 2013, 9:40 a.m., Jaime Torres Amate wrote:
> 
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> This is an automatically generated e-mail. To reply, visit:
> https://git.reviewboard.kde.org/r/114620/
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> 
> (Updated Dec. 29, 2013, 9:40 a.m.)
> 
> 
> Review request for KDE Games and Roney Gomes.
> 
> 
> Bugs: 168657
>     http://bugs.kde.org/show_bug.cgi?id=168657
> 
> 
> Repository: knavalbattle
> 
> 
> Description
> -------
> 
> This patch includes the work done by Roney in the show-ships branch (my work is only the two phase end of game and the network part).
> 
> How does it accomplishes its purpose?
> * The end game has now two phases, first send/receive the ships in the GameOverMessage, then the end game part.
> * All the entities include a reference to the SeaView to be able to show the ships (included in the parent class Entity)
> * The shoots are drawn over the ships
> * Instead of a parameter, the flag of adjacent ships is now a member (grabbed from the multiple ships patch, to be released soon).
> * The ships have now the coordinates where they are.
> * The GameOverMessage was already ready to send/receive ships (with a little bug fixed).
> * Grid now has a copy constructor
> * Changed the name of a variable from a confusing name m_sea to a more clear m_seaview
> * There are now two lists of ships (for both entities to be able to interchange the ships)
> 
> * It does not include configuration for this functionality, I think everybody expects this behavior from this kind of game. 
> 
> 
> Diffs
> -----
> 
>   src/ai/dummyai.cpp 2cae8d5 
>   src/ai/smartai.cpp 121d2de 
>   src/aientity.h d8d3ade 
>   src/aientity.cpp a7f9bca 
>   src/battlefield.h 83d8f5f 
>   src/battlefield.cpp 690bf93 
>   src/battlefieldview.h aaec342 
>   src/battlefieldview.cpp 233f1e4 
>   src/controller.h e87ba48 
>   src/controller.cpp 23b8153 
>   src/coord.h 32dd8c0 
>   src/entity.h 4955a81 
>   src/entity.cpp 067e384 
>   src/networkentity.h ae97522 
>   src/networkentity.cpp 9f252ca 
>   src/playerentity.cpp 9c32b25 
>   src/playfield.h 6a24657 
>   src/playfield.cpp f1d774b 
>   src/protocol.cpp 152c9cd 
>   src/sea.h e9e7333 
>   src/sea.cpp 51f4f0c 
>   src/seaview.h df22a21 
>   src/seaview.cpp 92d6e4e 
>   src/ship.h f52fa95 
>   src/ship.cpp cf78535 
>   src/simplemenu.cpp cf5684d 
>   src/uientity.h fa92a90 
>   src/uientity.cpp bca8ac9 
> 
> Diff: https://git.reviewboard.kde.org/r/114620/diff/
> 
> 
> Testing
> -------
> 
> It works with the several ships patch (in every possible combination) and as it is, tested several times in local and remote games.
> 
> 
> Thanks,
> 
> Jaime Torres Amate
> 
>

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