[Kde-games-devel] Review Request 114620: [knavalbattle] Show not shunk ships when the game finishes
Jaime Torres Amate
jtamate at gmail.com
Sun Dec 29 20:37:40 UTC 2013
> On Dec. 29, 2013, 5:33 p.m., Albert Astals Cid wrote:
> > src/sea.cpp, line 26
> > <https://git.reviewboard.kde.org/r/114620/diff/3/?file=227833#file227833line26>
> >
> > Bad indentation, and also you don't really need to do this, the list will be cleared on destruction, no?
Yes, it is not needed here. Removed. It is a reminiscence of the several ships patch. I'm blocked figuring how to restart to place ships without notifying the opposite or abort the game notifying the opposite.
I hope to be able to finish the other patch before the ship it for this one.
- Jaime Torres
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On Dec. 29, 2013, 9:40 a.m., Jaime Torres Amate wrote:
>
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> https://git.reviewboard.kde.org/r/114620/
> -----------------------------------------------------------
>
> (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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