google-code-export / game-golem

Automatically exported from code.google.com/p/game-golem
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Guild Battle stuck on first tower #353

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. normal battle

What version of Golem are you using? Beta or release? On what browser?
31.6.1147

I fixed it in some raw and fast way, first time I see your code...
Before ...
                    $('#'+APPID_+'enemy_guild_member_list_1 > div, #'+APPID_+'enemy_guild_member_list_2 > div, #'+APPID_+'enemy_guild_member_list_3 > div, #'+APPID_+'enemy_guild_member_list_4 > div').each(function(i,el){
......
});

After ....                  

$('#'+APPID_+'enemy_guild_tab_1 > div, #'+APPID_+'enemy_guild_tab_2 > div, 
#'+APPID_+'enemy_guild_tab_3 > div, #'+APPID_+'enemy_guild_tab_4 > 
div').each(function(i,el){
Page.click($(el));
                    $('#'+APPID_+'enemy_guild_member_list_1 > div, #'+APPID_+'enemy_guild_member_list_2 > div, #'+APPID_+'enemy_guild_member_list_3 > div, #'+APPID_+'enemy_guild_member_list_4 > div').each(function(i,el){
......
});
});

Original issue reported on code.google.com by stefano....@gmail.com on 8 Aug 2011 at 6:58

GoogleCodeExporter commented 9 years ago
This is due to a Castle Age change that no longer lists all 4 gates on a page. 
Now each of the 8 gates is an individual page fetch. The code currently still 
expects that one visit is required per side, not 4 per side. The additional 
complication here is that attacks must also visit the correct gate before 
executing the attack.

Original comment by lur...@hotmail.com on 4 Sep 2011 at 8:08

GoogleCodeExporter commented 9 years ago
If it's too hard to make an auto gate selector, maybe make a menu item where 
the user can select which gate would be the default.  At least that way the 
user could select which gate would be used for all attacks rather than being 
stuck dead in the water on the first gate.

Original comment by g.stock...@gmail.com on 1 Oct 2011 at 7:11

GoogleCodeExporter commented 9 years ago
I've tried using this fix in the latest version 1169 but it doesn't seem to 
work anymore.  If the first tower has 0 targets it never moves to the next 
tower.  I only wish I was smart enough to figure this out.

Original comment by daed...@hotmail.com on 12 Nov 2011 at 11:19

GoogleCodeExporter commented 9 years ago
Any ideas on ways to fix this / work around this or is it a dead issue?  

Original comment by wow.t...@gmail.com on 24 Jan 2012 at 9:03