Closed GoogleCodeExporter closed 9 years ago
Oh snap. You're all over the place. I will add this patch into the some branch
as the client-side engine fix, so that we can review them both at once.
Original comment by cameron.jp@gmail.com
on 6 Sep 2010 at 11:10
The patch is not correct. It increments the current_attacker index without
checking the array bounds.
Original comment by jklan...@gmail.com
on 6 Sep 2010 at 11:49
Shoot, you're right. Still, that's only for the first two occurrences, which
were trying to guard against infinite looping.
Should be fixed here.
Original comment by jokeserver
on 7 Sep 2010 at 12:14
Attachments:
Good catch, jklandis. I manually went in and made the tweaks suggested by
jokeserver's second patch. The changes are now live.
Can somebody verify that the new behavior is as it should be? You might have to
wait a bit until we start to get game replays on the site of games that have
happened since this change has gone live.
I will hold off on declaring this issue fixed until people have had a chance to
weigh in.
Original comment by cameron.jp@gmail.com
on 7 Sep 2010 at 12:31
I noticed a similar issue in the client. When two different planets are
attacked in the same turn, one fleet also disappears.
If you run
java -jar tools/PlayGame.jar maps/map30.txt 1000 1000 log.txt "java -jar
example_bots/RageBot.jar" "java -jar example_bots/Ragebot.jar" | java -jar
tools/ShowGame.jar
Both players send a fleet of 100 to each other. One of the fleets disappears...
Original comment by mesuerebart
on 8 Sep 2010 at 9:14
That is a different bug, see Issue 72.
Original comment by jokeserver
on 9 Sep 2010 at 4:04
Issue 64 supersedes this issue. Whatever patch is eventually accepted for 64
will almost certainly rewrite all the battle resolution code in both the Python
and Java engines.
Original comment by jklan...@gmail.com
on 9 Sep 2010 at 6:24
Original comment by jokeserver
on 18 Sep 2010 at 1:33
Original issue reported on code.google.com by
jokeserver
on 6 Sep 2010 at 10:29Attachments: