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List:       kde-games-devel
Subject:    Re: [Kde-games-devel] Review Request 114871: [knavalbattle] To enable two phase place ships,
From:       "Roney Gomes" <roney477 () gmail ! com>
Date:       2014-01-16 0:29:27
Message-ID: 20140116002927.14108.61081 () probe ! kde ! org
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This is an automatically generated e-mail. To reply, visit:
https://git.reviewboard.kde.org/r/114871/#review47479
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Ship it!


I believe you can close this request already. I'll be reviewing your next changes as you commit \
to the new branch.

Thank you.

- Roney Gomes


On Jan. 5, 2014, 1 p.m., Jaime Torres Amate wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> https://git.reviewboard.kde.org/r/114871/
> -----------------------------------------------------------
> 
> (Updated Jan. 5, 2014, 1 p.m.)
> 
> 
> Review request for KDE Games and Roney Gomes.
> 
> 
> Repository: knavalbattle
> 
> 
> Description
> -------
> 
> This patch depends on the utilities for multiple ships patch (only because of the \
> canAddShipsOfShize(size) method). There are now two phases in the game, also used in the \
> seaview status, placing and playing. Placing can be restarted several times without \
> disturbing the other player. Before:
> controller called entity start and waited for 2 answers.
> Now: 
> controller calls entity startPlacing and waits for 2 ready() signals, then it calls start and \
> waits for 2 more answers. if a player can not finish placing its ships, a \
> restartPlacingShips() signal is emited (and not the ready() signal). It reaches playfield \
> where a messagebox is displayed to restart or abort the game (missing, I'm not sure about \
> this option).  This patch only affects the human player (the AI, so fast, will retry \
> automatically until a good placement is reached). For the network player, it assumes the \
> other player has finished placing its ships, but still needs another message (received when \
> the other player finishes placing ships) to start shooting. 
> 
> Another possibility is to make use of an Undo function (but I always played in paper with \
> pen, not pencil) 
> 
> Diffs
> -----
> 
> src/aientity.h d8fc057 
> src/aientity.cpp b085786 
> src/controller.h 0165b02 
> src/controller.cpp df44ff4 
> src/entity.h fa45a35 
> src/mainwindow.cpp 42e04b4 
> src/networkentity.h bfcfdf4 
> src/networkentity.cpp 6609022 
> src/playerentity.h aae134e 
> src/playerentity.cpp 230f1ec 
> src/playfield.h 431b740 
> src/playfield.cpp 1ea0955 
> src/seaview.h b3099be 
> src/seaview.cpp 34d44c3 
> src/uientity.h 952003b 
> src/uientity.cpp e629879 
> 
> Diff: https://git.reviewboard.kde.org/r/114871/diff/
> 
> 
> Testing
> -------
> 
> Finally, it works in local and remote games.
> The normal game workflow can be tested without any modification.
> The restart workflow can be tested with a little modification in the canAddShipsOfShize(size) \
> to return false sometimes. I'm reworking the multiple ships patch to make it much more \
> flexible in the number of ships, their size and the board size for network games. 
> 
> Thanks,
> 
> Jaime Torres Amate
> 
> 


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      This is an automatically generated e-mail. To reply, visit:
      <a href="https://git.reviewboard.kde.org/r/114871/">https://git.reviewboard.kde.org/r/114871/</a>
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 <p>Ship it!</p>



 <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; \
white-space: -o-pre-wrap; word-wrap: break-word;">I believe you can close this request already. \
I&#39;ll be reviewing your next changes as you commit to the new branch.

Thank you.</pre>
 <br />









<p>- Roney Gomes</p>


<br />
<p>On January 5th, 2014, 1 p.m. UTC, Jaime Torres Amate wrote:</p>








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url('https://git.reviewboard.kde.org/static/rb/images/review_request_box_top_bg.ab6f3b1072c9.png'); \
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<div>Review request for KDE Games and Roney Gomes.</div>
<div>By Jaime Torres Amate.</div>


<p style="color: grey;"><i>Updated Jan. 5, 2014, 1 p.m.</i></p>









<div style="margin-top: 1.5em;">
 <b style="color: #575012; font-size: 10pt;">Repository: </b>
knavalbattle
</div>


<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
 <table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" style="border: 1px \
solid #b8b5a0">  <tr>
  <td>
   <pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; \
white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">This patch depends on \
the utilities for multiple ships patch (only because of the canAddShipsOfShize(size) method). \
There are now two phases in the game, also used in the seaview status, placing and playing. \
Placing can be restarted several times without disturbing the other player. Before:
  controller called entity start and waited for 2 answers.
Now: 
  controller calls entity startPlacing and waits for 2 ready() signals, then it calls start and \
waits for 2 more answers.  if a player can not finish placing its ships, a \
restartPlacingShips() signal is emited (and not the ready() signal). It reaches playfield where \
a messagebox is displayed to restart or abort the game (missing, I&#39;m not sure about this \
option).   This patch only affects the human player (the AI, so fast, will retry automatically \
until a good placement is reached).  For the network player, it assumes the other player has \
finished placing its ships, but still needs another message (received when the other player \
finishes placing ships) to start shooting.


Another possibility is to make use of an Undo function (but I always played in paper with pen, \
not pencil)</pre>  </td>
 </tr>
</table>


<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
<table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" style="border: 1px solid \
#b8b5a0">  <tr>
  <td>
   <pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; \
white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Finally, it works in \
local and remote games. The normal game workflow can be tested without any modification.
The restart workflow can be tested with a little modification in the canAddShipsOfShize(size) \
to return false sometimes. I&#39;m reworking the multiple ships patch to make it much more \
flexible in the number of ships, their size and the board size for network games. </pre>
  </td>
 </tr>
</table>


<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
<ul style="margin-left: 3em; padding-left: 0;">

 <li>src/aientity.h <span style="color: grey">(d8fc057)</span></li>

 <li>src/aientity.cpp <span style="color: grey">(b085786)</span></li>

 <li>src/controller.h <span style="color: grey">(0165b02)</span></li>

 <li>src/controller.cpp <span style="color: grey">(df44ff4)</span></li>

 <li>src/entity.h <span style="color: grey">(fa45a35)</span></li>

 <li>src/mainwindow.cpp <span style="color: grey">(42e04b4)</span></li>

 <li>src/networkentity.h <span style="color: grey">(bfcfdf4)</span></li>

 <li>src/networkentity.cpp <span style="color: grey">(6609022)</span></li>

 <li>src/playerentity.h <span style="color: grey">(aae134e)</span></li>

 <li>src/playerentity.cpp <span style="color: grey">(230f1ec)</span></li>

 <li>src/playfield.h <span style="color: grey">(431b740)</span></li>

 <li>src/playfield.cpp <span style="color: grey">(1ea0955)</span></li>

 <li>src/seaview.h <span style="color: grey">(b3099be)</span></li>

 <li>src/seaview.cpp <span style="color: grey">(34d44c3)</span></li>

 <li>src/uientity.h <span style="color: grey">(952003b)</span></li>

 <li>src/uientity.cpp <span style="color: grey">(e629879)</span></li>

</ul>

<p><a href="https://git.reviewboard.kde.org/r/114871/diff/" style="margin-left: 3em;">View \
Diff</a></p>







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