[Kde-games-devel] Review Request 113854: avoid the game lock up
Albert Astals Cid
aacid at kde.org
Wed Nov 20 23:26:21 UTC 2013
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http://git.reviewboard.kde.org/r/113854/#review44074
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src/ai/ai.cpp
<http://git.reviewboard.kde.org/r/113854/#comment31593>
Why m_set->at and not m_sea->canHit like in the dummyAI getMove?
- Albert Astals Cid
On Nov. 14, 2013, 12:11 p.m., Jaime Torres Amate wrote:
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> http://git.reviewboard.kde.org/r/113854/
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> (Updated Nov. 14, 2013, 12:11 p.m.)
>
>
> Review request for KDE Games and Roney Gomes.
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> Bugs: 246382
> http://bugs.kde.org/show_bug.cgi?id=246382
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> Repository: knavalbattle
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> Description
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> Always return a valid move if there is still one.
> desperateMove does that, it checks one bye one the sea and returns the first free coord or invalid if finally there are no free coords.
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> Diffs
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> src/ai/smartai.cpp 261cf01
> src/ai/ai.h 738c465
> src/ai/ai.cpp 384090f
> src/ai/dummyai.cpp 15544e2
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> Diff: http://git.reviewboard.kde.org/r/113854/diff/
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> Testing
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> As I said in the bug, it happens when illegal move ( -1 , -1 ) for player x is reached in Controller::finalizeShot.
> There are no more illegal moves (because the AI never shoots first), and I've seen this new method called several times (when it had kWarnings).
> Also, in more than 50 matches (implementing the several ships feature), no more lockups.
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>
> Thanks,
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> Jaime Torres Amate
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>
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