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Re: [glob2-devel] patch with improvements: brushes (6), fix AI cheating


From: Leo Wandersleb
Subject: Re: [glob2-devel] patch with improvements: brushes (6), fix AI cheating (2), explorers (4), other GUI (7)
Date: Tue, 01 May 2007 02:34:35 +0200
User-agent: Icedove 1.5.0.10 (X11/20070328)

Joe Wells wrote:
patch aplied locally. i will push it to the server tomorrow so others can test from hg.
comments:

1. Changes in the effect of area brushes:

   A. This patch changes the shapes of the 3rd and 4th brushes to:

        X               X
         X     and     X
          X           X

      I never used the previous shapes of the 3rd and 4th brushes, but
      I now use the new shapes all the time for farming.

      (The .png images used for the button to select these shapes have
      not been updated and still show the old shapes.  It would be
      nice if these were calculated at game startup instead of being
      static .png files.)

i see no need for that shape although i see the need for bigger brushes.
your changes on the speed, painting gets aplied maybe smaller brushes are fine, 
too.

   B. This patch changes things so that when drawing areas with a
      brush of size 1 by 1 (there is only one such brush), if an
      attempt is made to use the brush which would have no effect, we
      first toggle the state of whether we are adding or removing the
      area, so the use of the brush will have an effect.  This allows
      quickly repairing errors without having to explicitly change the
      mode by hand.  We don't do this when dragging, so only explicit
      mouse clicks can change the mode.

i took you wrong. i understood this good feature would work on all brushes. no effect -> inverse action temporarly.

   C. This patch fixes bugs in drawing areas while dragging.  It is
      now far more likely that if you quickly draw a path with the
      mouse that all of the map cells the mouse goes through will be
      correctly handled.  Two separate changes needed to be made.
      First, it was necessary to stop discarding as many mouse motion
      events (but only when dragging).  Second, it was necessary to
      change to using the mouse position and button state at the time
      of each event rather than using SDL_GetMouseState (which can
      return the mouse position and button state after many events
      that have not yet been processed).

      (If SDL doesn't supply enough mouse motion events, then it is
      still possible to skip over some cells, even after this patch.
      This potential problem seems not to happen in practice.)

works perfect here.

2. Changes to the visual appearance of area brushes:

   A. This patch makes the area brushes show the exact cells that will
      be turned on or off, instead of just a square or circle.  (This
      change is needed by the new brush shapes.)

i don't like the borders touching each other and would prefere to see it like it will look when painted.

   B. This patch draws the area brush in a color (red, blue, or
      yellow) corresponding to the kind of area (forbidden, guard, or
      clearing) that is being added or removed.  The actual colors
      that are used were obtained by inspecting the .png files for the
      area animations.

good.

   C. The area brushes were dimmer to indicate area removal.  However,
      the brushes for removal were still bright enough that it was
      hard to notice the difference.  (I never realized there was a
      difference until I saw the code.)  This patch makes them even
      more dim, so that the difference is more likely to be noticed.

ok.

3. Changes to AI behavior:

   A. There was code in AIEcho.cpp that allows AIs to cheat by telling
      them where each player's starting buildings are located.  This
      allows AIs to launch attacks with war flags against enemies they
      have never even seen.  This patch disables this “feature”.

known "feature". I'm curious how nico performs now and if Bradley likes it.
Nicowar is still strong as before i'd say. his explorers find me faster now so i guess the "feature" is not needed anymore.

   B. This patch adds code to ensure that Nicowar does not commit to
      defeating a particular enemy until it has seen at least one
      building of that enemy.  (This is a necessary adjustment to the
      removal of the feature that the AIs know the location of all
      other players' starting buildings.)

again :)

4. Changes to explorer behavior:

   A. This patch greatly increases the likelihood that explorers will
      explore unknown areas on large maps.  Explorers now effectively
      explore 128 by 128 and 256 by 256 maps.  (This has not been
      tested on 512 by 512 maps, due to the memory use bug since glob2
      version 0.8.22 (bug #19601).)

testing on 4squares i am impressed.

   B. This patch makes explorers prefer to try to heal immediately
      after feeding and to feed immediately after healing.  This is
      necessary for explorers to have enough range to explore large
      maps.

hmm... not convinced.

   C. This patch works around the problem where exploredArea is not
      included in saved games by assuming on game reloading that all
      discovered cells are explored.  (This avoids all explorers going
      completely haywire when saving and reloading a game.)

i believe what you say ;)

   D. This patch improves decisions about whether a direction is
      diagonal or not which affect explorer behavior.

???

4. Other changes to visual displays:

   A. The units working for a building are always shown with white
      circles while the building is selected, instead of just when the
      mouse button is held down.

great

   B. This patch reduces the amount of dimness from the fog of war,
      because the old amount of dimness made it painful to view the
      screen.  The .png files used for the borders of the fog of war
      have been correspondingly adjusted.

now you barely see the diff between fog and no fog -> change is too much in my opinion.

   C. This patch reduces the amount of screen dimming due to pausing
      the game.

same.

5. Other changes to user interface controls:

   A. This patch adds new keyboard commands for selecting all of the
      building construction tools, the flag tools, and the area tools,
      and for setting the area adding/removing mode, and for setting
      the area brush.  These commands can be bound to any of the keys
      from “a” to “z”.  Also, there are 3 prefix commands which group
      together all of the building tools, the flag tools, and the area
      tools.  For example, if you bind the prefix command for
      buildings to “b”, then “b” followed by “i” selects the “inn”
      tool.  You can also bind “i” directly to the command for
      selecting the “inn” tool if you want.  The default binding of
      the prefix command for area tools is “a”, for building tools is
      “b”, and for flag tools is “f”.  (The default for the team
      marking command (which shows the team numbers for each globule)
      has been moved from “a” to “h”.)

great. i added some default:break; to the switches to get rid of the warnings on every possible key.

      (The language translations of the new commands have not yet been
      added (not even English).)

ok. not so bad. someone will do it. you see the keys now i guess.

   B. This patch enables holding the Control key while pressing the
      arrow keys to move the viewport by half-screens instead of by
      single cells.  At the same time, some bugs are solved where
      window manager controls involving arrow keys and other modifiers
      could sometimes accidentally be interpreted by glob2.

nice. but half screen is too fast for my taste.

   C. This patch enables using the Tab key to cycle through all of
      your globules of a given kind (worker, explorer, or warrior).
      (This was vital for debugging explorer behavior.)

good

   D. This patch allows the user to require the Control key to be held
      down before the scrollwheel changes the number of requested
      workers.  This solves a problem (bug #19600) where the number of
      workers keeps getting accidentally messed up.  (With this patch,
      the user requests this by setting the GLOB2_NO_RAW_MOUSEWHEEL
      environment variable; this should be done with a user option
      instead.)

???? please clearify





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