[Kde-games-devel] Review Request 113854: avoid the game lock up

Jaime Torres Amate jtamate at gmail.com
Thu Nov 21 09:26:32 UTC 2013



> On Nov. 20, 2013, 11:26 p.m., Albert Astals Cid wrote:
> > src/ai/ai.cpp, line 23
> > <http://git.reviewboard.kde.org/r/113854/diff/1/?file=214042#file214042line23>
> >
> >     Why m_set->at and not m_sea->canHit like in the dummyAI getMove?

Because canHit() get the opponent field everytime, and I already have it outside the loop. 
Because there is no need to check the position, because it is generated valid with Coord(i,j) (it is always inside the board in the loop).


- Jaime Torres


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On Nov. 14, 2013, 12:11 p.m., Jaime Torres Amate wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://git.reviewboard.kde.org/r/113854/
> -----------------------------------------------------------
> 
> (Updated Nov. 14, 2013, 12:11 p.m.)
> 
> 
> Review request for KDE Games and Roney Gomes.
> 
> 
> Bugs: 246382
>     http://bugs.kde.org/show_bug.cgi?id=246382
> 
> 
> Repository: knavalbattle
> 
> 
> Description
> -------
> 
> 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.
> 
> 
> Diffs
> -----
> 
>   src/ai/smartai.cpp 261cf01 
>   src/ai/ai.h 738c465 
>   src/ai/ai.cpp 384090f 
>   src/ai/dummyai.cpp 15544e2 
> 
> Diff: http://git.reviewboard.kde.org/r/113854/diff/
> 
> 
> Testing
> -------
> 
> 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.
> 
> 
> Thanks,
> 
> Jaime Torres Amate
> 
>

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