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Re: More Testing |
Mon, 28 May 2012 21:06 |
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Aeglos | | | Messages: 142
Registered: May 2011 Location: Chile | |
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Alright, issue *should* be fixed. I haven't been able to test it very well, but I did the following:
Introduced a new Stack class which inherits from Fleet and to be used only on the Battle engine and Battle viewer; A Stack is a Fleet which holds a single ShipToken and holds battle-specific things like target and battle speed (not relevant for fleets anywhere) and also keeps a copy of it's originating Fleet's Key in Stack.ParentKey, while Stack.Key is unique to the battle. This way we don't delete wrong fleets.
I reworked some firing methods that were redundant; We had like FireWeapon, ShootWeapon, DischargeWeapon, Attack, Fire... it was confusing.
All BattleEvents are now indexed by Stack Key and not Name. This allowed me to restore some of the Battle Viwer displays and future proofs the system for further improvements.
AllBattles is gone from ServerData; they are now directly reported to each Empire (Battles moved from Intel to EmpireData).
I think that's it, might have forgotten minor related changes.
I'm going to keep refining the Waypoint Tasks system now, and continue improving the server's turn processing: splitting w0 and w1 resolution is related and important.
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Re: More Testing |
Wed, 30 May 2012 19:53 |
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Aeglos | | | Messages: 142
Registered: May 2011 Location: Chile | |
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One thing I forgot to mention is that the weapon firing order *should* also be fixed; a ship could fire all of it's weapons at once, they are now fired in initiative order.
I'll probably make Waypoints hold a list of Tasks instead of a single one. That will clear up the waypoints list on the GUI and allow the base for ZipOrds or similar in the future.
I'll then revise the fleet update routines in the server and finally change them to TurnSteps.
[Updated on: Wed, 30 May 2012 19:55] Report message to a moderator
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