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Home Page: https://gitlab.com/prologin/concours/jeux/2014

License: GNU General Public License v2.0

Shell 0.59% Makefile 2.71% C++ 55.24% Python 21.55% TeX 15.23% CSS 2.39% JavaScript 2.28%

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artifere avatar audebert avatar bakablue avatar cynapium avatar ejls avatar jilljenn avatar pmderodat avatar seirl avatar seirll avatar shaac avatar

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prologin2014's Issues

Cancel

Originally posted 2014-05-08 01:41 by bakablue on Bitbucket

We have to test the cancel action.

Teleportation

Originally posted 2014-05-07 15:12 by Shaac on Bitbucket

What is happening in the dump in turn 14 for player 4?
It is not intended but mostly it should be not possible: some unit here move faster than they should.

Players can still play when their base is lost

Originally posted 2014-05-08 04:22 by pmderodat on Bitbucket

Have a look at the first player with the attached IA (used for all four players): it looses its base quite soon, but still continue to create wizards and to move them.

Players are not supposed to be able to do anything when their base is lost.

gui/dumper: handle wizards on a player-less base

Originally posted 2014-05-08 03:36 by pmderodat on Bitbucket

Currently, the dumper (and thus the GUI) associated only on player per cell: if the object on the cell belongs to some player, thus wizards must belong to the same player. This cannot represent wizards lying on a player-less base, which is a valid state.

The dumper must be enhanced to carry such information, and the GUI must then be able to process it.

No magic generation

Originally posted 2014-05-07 15:06 by Shaac on Bitbucket

I have a game where the artifact is controlled, but yet no additionnal magic is generated.

Crash in GameState::check_losers

Originally posted 2014-05-08 01:37 by pmderodat on Bitbucket

With the attached champion, stechec (even the server!) crashes. Just run a match with all four players using the same IA. Here is the stack trace:

#0  0x7ffff60600d6 in GameState::check_losers (this=0x1f3ae20)
    at ../games/prologin2014/src/game-state.cc:176
#1  0x7ffff607305f in Rules::resolve_losers (this=0x61aa60)
    at ../games/prologin2014/src/rules.cc:163
#2  0x7ffff6073474 in Rules::end_of_turn (this=0x61aa60)
    at ../games/prologin2014/src/rules.cc:247
#3  0x7ffff7bcd58a in rules::SynchronousRules::server_loop (this=0x61aa60, msgr=...)
    at ../src/lib/rules/rules.cc:142
#4  0x7ffff60758cb in server_loop (msgr=...)
    at ../games/prologin2014/src/entry.cc:49
#5  0x406b9d in Server::run (this=...)
    at ../src/server/server.cc:64
#6  0x406079 in main (argc=1, argv=...)
    at ../src/server/main.cc:11

magie=0 @turn0

Originally posted 2014-05-07 01:07 by ejls on Bitbucket

la magie est gagne en fin de tour, donc magie=0 au tour 0, ce qui rend le tour inutile.

End score calucalion error

Originally posted 2014-05-06 19:47 by ejls on Bitbucket

Avec 3 bots ne bougeant pas et 1 bots qui rush les 3 bases j'obtiens ces scores :

#!

Player 1 4 0
Player 4 4 0
Player 2 0 0
Player 3 0 0

(player 2,3,4 sont les dummy, player 1 le bot qui bouge juste ses unités au 4 coins de la map)

Overflow cout portee

Originally posted 2014-05-07 18:09 by ejls on Bitbucket

ca devrait etre une quadratique, c'est une exponentielle actuellement
En plus le double est convertie en int, resultat, il est possible de set la portee tel que le cout est negatif (on gagne de l'argent) et la portee est toute la map.

gui: display the cell grid

Originally posted 2014-05-06 22:43 by pmderodat on Bitbucket

It would be helpful to display (with an option) the limit of cells on the map, for instance using a black grid on top of the existing map.

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