[Kde-games-devel] Review Request 113899: Enable multiple ships game the style I played in paper
Roney Gomes
roney477 at gmail.com
Fri Jan 3 22:57:06 UTC 2014
> On Jan. 3, 2014, 8:19 p.m., Roney Gomes wrote:
> > Are you still working on this?
>
> Jaime Torres Amate wrote:
> Yes, I was blocked on how to enable a way to restart placing ships in case of a blocked board. I have something working for local games and I'm working on the remote games now, and then remove all the debugging code and publish.
>
> Roney Gomes wrote:
> Good.
>
> From the player perspective, how this new feature is going to work? Is it just a predefined set of ships or the player can decide how much of each ship can be placed?
>
> In the case of the first affirmation being true, can we predefine other sets as well? e.g.: zero of one, two of four etc.
>
> Jaime Torres Amate wrote:
> At this moment, it is just a predefined set of ships (4 of size 1, 3 of size 2, 2 of size 3 and 1 of size 4), like I played in paper.
>
> The game is ready to work with any configuration of ships in local games, because the set of ships is created when they are placed (in the AI) or to be placed (for the user).
> For the network game, it will need a new message to specify the ships set if you want different ships set. Do you think this new message should be part of this patch?
> Right now, for me, the hardest part has been (and continue to be) to make the two phase start (placing ships with several possible restarts and then start shooting) work for the local games and the network games.
Great.
If the game is ready to work with any set of ships than we can provide the player the chance he needs to play with the configuration he finds the best. We should only care about the space available in the grid (don't know how complex that would be).
Regarding the message stuff, I think you should implement whatever you need to make this work. Review Board may not be the best place to work when the changes are a little big, so I think you should set up a branch for this and commit your changes as you progress.
- Roney
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This is an automatically generated e-mail. To reply, visit:
https://git.reviewboard.kde.org/r/113899/#review46726
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On Nov. 16, 2013, 12:50 p.m., Jaime Torres Amate wrote:
>
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> https://git.reviewboard.kde.org/r/113899/
> -----------------------------------------------------------
>
> (Updated Nov. 16, 2013, 12:50 p.m.)
>
>
> Review request for KDE Games and Roney Gomes.
>
>
> Bugs: 181114 and 308214
> http://bugs.kde.org/show_bug.cgi?id=181114
> http://bugs.kde.org/show_bug.cgi?id=308214
>
>
> Repository: knavalbattle
>
>
> Description
> -------
>
> The biggest change is the ship insertion order for the human players. It starts now by the biggest ship. This way it is impossible to reach a board where is not possible to place the remaining ships (it is possible starting with the smallest ones if there must be an space between them).
> If this change is too big, then I'll try to find a solution to detect the "impossible to place more ships" situation and enable a fresh placing restart.
> A kWarning() and a TODO in spanish are now gone.
>
>
> Diffs
> -----
>
> src/ai/ai.h 738c465
> src/ai/dummyai.cpp 15544e2
> src/ai/smartai.h fcf7dba
> src/ai/smartai.cpp 261cf01
> src/controller.h e87ba48
> src/controller.cpp 23b8153
> src/knavalbattle.kcfg 4d78556
> src/knavalbattleui.rc bd38ad8
> src/mainwindow.cpp e3f2a35
> src/networkentity.cpp 9f252ca
> src/playerentity.h aae134e
> src/playerentity.cpp 9c32b25
> src/playfield.h 6a24657
> src/playfield.cpp f1d774b
> src/sea.h e9e7333
> src/sea.cpp 51f4f0c
>
> Diff: https://git.reviewboard.kde.org/r/113899/diff/
>
>
> Testing
> -------
>
> A lot of games with and without several ships, in local against the AI or in remote against myself.
>
>
> Thanks,
>
> Jaime Torres Amate
>
>
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