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License: MIT License
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License: MIT License
Behavior: When queen left move to position to checkmate bottom king , it doesn't message that "Player1 is currently being checkedMate! " (just it messages until it is bottom team to turn)
Re-create: as image
Originally posted by @haibuinam in #24 (comment)
Left bishop takes in the index of Bottom king despite being blocked..
5-7 then 6-8 indices are added gradually?
Change the name and the mechanism of movablehashkeys -> eatablehashkeys, as we are only getting the 'eating' moves to check for checkMate
Probably when announcing checkMate that ends game, we highlight the moves and pieces that make the King going to be eaten next turn?
I think of doing this by: when getting movables in the checkMateToThisTeam, we also check (while iterating through attacker pieces):
// PSEUDO CODE
if Contains(our Team King) : highlight the moves
Keep iterating and highlight all the moves possible.
Probably highlight them in different colors (indicating that's hypothetical moves/future moves)
Don't have to think of un-highlighting as at this stage the game is ended
Behavior: Lag on Blue Team Pawn Move turn
Suspect: checkMateToThisTeam() when call to GetMovablesIndicesPawn()
Re-Create: Move Pawn on Blue Team turn
Add the announcement of Normal checkMate at the beginning of the player Turn that's being checked.
Currently only being implemented in player 1 Turn
as title
as title
Behavior: Lag at Move
Suspect error at GetMovablesIndicesPawn() when calling to Hash
Re-create: move pawn at first turn
Current piece models are not being smooth shaded (tweak this in Blender > Edit Mode > Face > Shade Smooth or in Edit Mode > Mesh > Shading > Smooth Faces
Behavior: SEGFAULT whenever playerTurn == - 2 || playerTurn == - 4
functions called: OnLeftMouseClick->checkMateToThisTeam-> GetMovableIndicesPawn-> IndexInPieceVectorFromBoardIndex
Re-create: after move bottom knight eat right pawn -> when next playerTurn move left pawn error
Originally posted by @haibuinam in #10 (comment)
as title
Behavior: Moving Bottom Queen on Turn X (X > 1, X could be one of 2,3,4.., it's unknown at which turn this occurs) causing a lag
Suspect: Memory allocator of Unreal Engine's TArray causing pointer issues
Re-create: move until player bottom reach turn >= 2, then keep moving queen whenever Team bottom is on turn
as title
As title
Behavior: Lag after click the 2nd click
functions called: CheckMateToThisTeam() -> MovableHashKeys
Re-create: move bottom knight eat right pawn
using '* playerTurn' to check the movables will not work correctly with both checkMateToThisTeam() function, as we are checking from our Turn into other team's value. This might be the cause for bug, but nontheless we have to fix it
Add Castling for King and Rook
Organize pieces to proper places in the graveyard (currently set to FVector(0,0,0))
As title said
Behavior: SEGFAULT whenever playerTurn == - 2 || playerTurn == - 4
functions called: CheckMateToThisTeam()
Re-create: after move bottom queen to checkmate right king, Team Left 's turn is error. While Right king is still many turns
Originally posted by @haibuinam in #10 (comment)
Behavior: When queen bottom move to position to checkmate right king , it doesn't message that team has lose (while the right king has no turn)
Suspect: checkMateToEnemyTeam-> EatableHashKeys
Re-create: as image
Originally posted by @haibuinam in #24 (comment)
As title said
Behavior: Lag after click the 2nd click
functions called: CheckMateToThisTeam() -> GetMovableIndicesBishop
Re-create: move left bishop eat bottom Bishop
Behavior: Lag on getting movables
as title
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