#87310: "Burgle Bros - Loitering check"
Čo sa stalo? Prosím vyber z nasledujúcich
Čo sa stalo? Prosím vyber z nasledujúcich
Prosím skontroluj, či už existuje hlásenie na rovnakú tému
Ak je to tak, prosím HLASUJTE za toto hlásenie. Hlásenia s najviac hlasmi majú PRIORITU!
# | Status | Votes | Game | Type | Title | Last update |
---|
Podrobný popis
• Prosím skopíruj a vlož chybové hlásenie, ktoré si videl na obrazovke, ak sa nejaké vyskytlo.
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Prosím vysvetli, čo si chcel/a spraviť, čo si spravil/a a čo sa stalo
• Aký prehliadač používaš?
Google Chrome v112
• Skopíruj/vlož text zobrazený v angličtine namiesto tvojho jazyka. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Je tento text dostupný v prekladovom systéme? Ak áno, bol preložený po dlhšie ako 24 hodín?
• Aký prehliadač používaš?
Google Chrome v112
• Prosím presne a stručne vysvetli svoj podnet, aby bolo čo najjednoduchšie pochopiť, ako to myslíš.
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Aký prehliadač používaš?
Google Chrome v112
• Čo sa objavilo na obrazovke, keď si bol zablokovaný (Prázdna obrazovka? Časť herného rozhrania? Chybové hlásenie?)?
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Aký prehliadač používaš?
Google Chrome v112
• Ktorá časť pravidiel nebola dodržaná v BGA adaptácii?
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Je možné vidieť porušenie pravidiel na zázname z hry? Ak áno, aké je číslo ťahu?
• Aký prehliadač používaš?
Google Chrome v112
• Aký herný ťah si chcel urobiť?
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Čo si skúsil aby si vyvolal túto akciu?
• Čo sa stalo keď si spravil túto hernú akciu (chybové hlásenie, hlásenie v stavovom pruhu, ...)?
• Aký prehliadač používaš?
Google Chrome v112
• Kedy v priebehu hry sa problém vyskytol (aká bola prebiehajúca herná inštrukcia)?
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Čo sa stalo keď si spravil túto hernú akciu (chybové hlásenie, hlásenie v stavovom pruhu, ...)?
• Aký prehliadač používaš?
Google Chrome v112
• Prosím popíš viditeľný problém. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Aký prehliadač používaš?
Google Chrome v112
• Skopíruj/vlož text zobrazený v angličtine namiesto tvojho jazyka. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Je tento text dostupný v prekladovom systéme? Ak áno, bol preložený po dlhšie ako 24 hodín?
• Aký prehliadač používaš?
Google Chrome v112
• Prosím presne a stručne vysvetli svoj podnet, aby bolo čo najjednoduchšie pochopiť, ako to myslíš.
Currently in Burgle Bros, the rules state you're not allowed to move "back and forth" in order to avoid drawing an event. However, it has been stated that this would be too difficult to code, and would result in false positives, and so (understandably), the devs focused on more productive things.
As a programmer myself, I spent some time analyzing the problem, as I knew I could tackle this, and I have the time to (unlike your devs :) ) and believe I have a draft solution which is a viable option as it:
1) doesn't result in false positives.
2) Simple coding logic changes to implement - nothing major, no redesign needed - you have all the info already, it's just a matter of gathering it up and using it properly.
3) flexible - so we can focus on the "simple"/obvious checks first .. and consider expanding to trickier ones later (if we want).
The logic is simple:
1) capture the current board "state" (everything, including tiles, hidden tiles, walls, player/guard positions, tools/loot positions, hack tokens .. alarms .. etc.) store it as a simple string (1 character per "item", ie Safe = "S", Walkway = "W", etc.)
2) boolean flag to indicate dice were rolled (ie safe, keypad, etc.) This provides a marker, as we won't compare board states beyond a dice roll. (think 1 move into a keypad, and failing the roll)
3) Compare latest board state with al previous ones up to a die roll event.
4) if any match, reject the move as "loitering" ..
• Aký prehliadač používaš?
Google Chrome v112
História hlásenia
boardgamearena.com/forum/viewtopic.php?t=30165
In the linked .zip is a flowchart showing the logic, and it should be reasonable easy to fit into, and after some additionally games. and review, I think it should be reasonable robust.
Pridať niečo k tomuto hláseniu
- Iné ID stola / ID ťahu
- Vyriešil sa problém pomocou F5?
- Objavil sa problém viackrát? Zakaždým? Náhodne?
- Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.