--===============2815867731688695093== Content-Type: multipart/alternative; boundary="===============2362437396736679162==" --===============2362437396736679162== Content-Type: text/plain; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit ----------------------------------------------------------- This is an automatically generated e-mail. To reply, visit: http://git.reviewboard.kde.org/r/113854/ ----------------------------------------------------------- (Updated Nov. 28, 2013, 7:20 p.m.) Status ------ This change has been marked as submitted. Review request for KDE Games and Roney Gomes. Bugs: 246382 http://bugs.kde.org/show_bug.cgi?id=246382 Repository: knavalbattle Description ------- Always return a valid move if there is still one. desperateMove does that, it checks one bye one the sea and returns the first free coord or invalid if finally there are no free coords. Diffs ----- src/ai/smartai.cpp 261cf01 src/ai/ai.h 738c465 src/ai/ai.cpp 384090f src/ai/dummyai.cpp 15544e2 Diff: http://git.reviewboard.kde.org/r/113854/diff/ Testing ------- As I said in the bug, it happens when illegal move ( -1 , -1 ) for player x is reached in Controller::finalizeShot. There are no more illegal moves (because the AI never shoots first), and I've seen this new method called several times (when it had kWarnings). Also, in more than 50 matches (implementing the several ships feature), no more lockups. Thanks, Jaime Torres Amate --===============2362437396736679162== Content-Type: text/html; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit
This is an automatically generated e-mail. To reply, visit: http://git.reviewboard.kde.org/r/113854/

This change has been marked as submitted.


Review request for KDE Games and Roney Gomes.
By Jaime Torres Amate.

Updated Nov. 28, 2013, 7:20 p.m.

Bugs: 246382
Repository: knavalbattle

Description

Always return a valid move if there is still one.
desperateMove does that, it checks one bye one the sea and returns the first free coord or invalid if finally there are no free coords.

Testing

As I said in the bug, it happens when illegal move ( -1 , -1 ) for player x is reached in Controller::finalizeShot.
There are no more illegal moves (because the AI never shoots first), and I've seen this new method called several times (when it had kWarnings).
Also, in more than 50 matches (implementing the several ships feature), no more lockups.

Diffs

  • src/ai/smartai.cpp (261cf01)
  • src/ai/ai.h (738c465)
  • src/ai/ai.cpp (384090f)
  • src/ai/dummyai.cpp (15544e2)

View Diff

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