Opened 8 years ago
Closed 8 years ago
#3804 closed enhancement (fixed)
[PATCH] Gamesetup - swapping players should also swap the civs
Reported by: | elexis | Owned by: | Vladislav Belov |
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Priority: | Nice to Have | Milestone: | Alpha 21 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description
When the host swaps two players in the player-assignments of the gamesetup, their civs (but not team-numbers) should be swapped too.
Use-case:
- Multiplayergames are typically played with two teams, i.e. team numbers are usually fixed to
1*2*
throughout the gamesetup. - Typcially the gamesetup occurs iteratively. Repeatedly playerslots and civilizations are changed until every player is satisfied with the assignments. (Therefore we can't assume a linear gamesetup with only 16 dropdown interactions for 8 players).
- With every team-change, the host has two recall the two players that changed slots and which civilizaitons they had before.
- Implementing the task would eliminate that issue, thus ease the repetetive and stressful massively-multiplayer-online-strategy-gamesetup.
Attachments (3)
Change History (12)
by , 8 years ago
Attachment: | gamesetup.js.patch added |
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comment:1 by , 8 years ago
comment:2 by , 8 years ago
Keywords: | patch review added |
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Milestone: | Backlog → Alpha 21 |
Owner: | set to |
Status: | new → assigned |
Summary: | Gamesetup - swapping players should also swap the civs → [PATCH] Gamesetup - swapping players should also swap the civs |
by , 8 years ago
Attachment: | gamesetup.js.2.patch added |
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comment:3 by , 8 years ago
Keywords: | review removed |
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This patch exposes a bug in the gamesetup, so putting it out of the queue while Vladislav works on it.
by , 8 years ago
Attachment: | gamesetup.js.3.patch added |
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comment:5 by , 8 years ago
The persistmatchsettings bug mentioned by Itms and addressed in the patch seems to be #2982.
follow-up: 7 comment:6 by , 8 years ago
Really sorry for the late review. Why do you add this outdatedAttributes
boolean? Wouldn't it be possible to just call updateGameAttributes()
at the end to be sure everything is correctly updated?
comment:7 by , 8 years ago
Replying to Itms:
Really sorry for the late review. Why do you add this
outdatedAttributes
boolean? Wouldn't it be possible to just callupdateGameAttributes()
at the end to be sure everything is correctly updated?
You can try the previous patch. And it has the bug (that you noticed): bot is empty. So it's necessary to have this bool.
comment:8 by , 8 years ago
Keywords: | simple review removed |
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Priority: | Must Have → Nice to Have |
- The persistmatchsettings part is wrong as it shouldn't write something to that file that wasn't actually set. If it was really the same bug as #2982, then it should be addressed differently.
- The
outdatedAttributes
is not only weird but also wrong. For singleplayergames it is sufficient to change theg_GameAttributes
. For multiplayer, the new attributes are sent via network right after the call toswapPlayers
, rtfm. (The only difference betweenSetNetworkGameAttributes
andupdateGameAttributes
is that the latter also callssendRegisterGameStanza
, which is not relevant with the current code. - One trailing whitespace after the equal character
We could swap not only civs, but colors/team too, is it needed?