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Re: [werewolf] Options: recruiting and simultaneous nights



That reminds me, can one of the experienced developers explain how to
set up your local machine to test?  I commented out the user check to
create a board, but I would like to avoid that work around in the
future.

On 9/12/05, Gregory Krohne <krohne@gmail.com> wrote:
> I tried to post the code to the group, but it's too big. So, I emailed
> the code to Mark Ballinger. Here's my original summary message:
> 
> On 9/12/05, Gregory Krohne <krohne@gmail.com> wrote:
> > This is my attempt to add simultaneous night attacks (werewolf &
> > mafia) and recruiting for werewolves/mafia. I think I don't quite have
> > the placement correct for when the turn number changes. Also, I
> > haven't successfully tested what happens with these options. You may
> > notice a few other... ah... changes as I tried to rationalize the code
> > to the way I think it's supposed to work. I hope that you see them as
> > improvements.
> 
> Lee Griffin added the code to number the turns.
> 
> I added some hash tables to do lookups that were done with cascading if-then's.
> The night-time processing has been heaviliy reworked to accomodate the
> simultaneous mafia/werewolf attacks and recruiting. I think I
> defaulted everything to work the same as before these options, but I
> haven't run a complete game cycle to test it, yet. I added a couple of
> options at the top to make the script easier to run under Windows. For
> example, you can now override the mail program (sendmail) with an
> environment variable, so you can just dump the mail messages to
> standard output.
> 
> Regards,
> Gregory Krohne
> 
> 
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>