#87310: "Burgle Bros - Loitering check"
Co się stało? Wybierz z poniższych opcji
Co się stało? Wybierz z poniższych opcji
Sprawdź, czy istnieje już zgłoszenie na ten sam temat
Jeśli tak, ZAGŁOSUJ na to zgłoszenie. Zgłoszenia z największą liczbą głosów mają najwyższy PRIORYTET!
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Szczegółowy opis
• Proszę skopiować i wkleić treść błędu wyświetloną na ekranie, o ile jakaś się pojawia.
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" ..
• Proszę opisać co chciałeś zrobić, co zrobiłeś i co się stało
• Jaką masz przeglądarkę?
Google Chrome v112
• Proszę skopiować i wkleić tekst wyświetlany w języku angielskim zamiast w twoim języku. Jeżeli masz zrzut ekranu z tym błędem (dobry zwyczaj) możesz użyć Imgur.com, żeby wrzucić go do Internetu i potem skopiować łącze do niego tutaj.
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" ..
• Czy ten tekst jest dostępny w systemie tłumaczeń? Jeśli tak, to czy został przetłumaczony więcej niż 24 godziny temu?
• Jaką masz przeglądarkę?
Google Chrome v112
• Wyjaśnij swoją propozycję precyzyjnie i zwięźle, tak aby jak najłatwiej zrozumieć, co masz na myśli.
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" ..
• Jaką masz przeglądarkę?
Google Chrome v112
• Co wyświetlało się na ekranie kiedy zostałeś zablokowany (Pusty ekran? Część interfejsu gry? Komunikat o błędzie?)
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" ..
• Jaką masz przeglądarkę?
Google Chrome v112
• Która z zasad gry nie była przestrzegana w adaptacji BGA
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" ..
• Czy naruszenie zasad gry jest widoczne w powtórce rozgrywki? Jeżeli tak, to w ruchu o jakim numerze?
• Jaką masz przeglądarkę?
Google Chrome v112
• Jaką akcję w grze chciałeś wykonać?
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" ..
• Co starasz się zrobić by uruchomić tę akcję w grze?
• Co się stało kiedy próbowałeś to zrobić (komunikat o błędzie, komunikat na pasku stanu gry, ...)?
• Jaką masz przeglądarkę?
Google Chrome v112
• W którym momencie gry pojawił się problem (jakie było aktualne polecenie w grze)?
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" ..
• Co się stało kiedy próbowałeś wykonać akcję w grze (komunikat o błędzie, komunikat na pasku stanu gry, ...)?
• Jaką masz przeglądarkę?
Google Chrome v112
• Proszę opisać problem z wyświetlaniem. Jeżeli masz zrzut ekranu z tym błędem (dobry zwyczaj) możesz użyć Imgur.com, żeby wrzucić go do Internetu i potem skopiować łącze do niego tutaj.
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" ..
• Jaką masz przeglądarkę?
Google Chrome v112
• Proszę skopiować i wkleić tekst wyświetlany w języku angielskim zamiast w twoim języku. Jeżeli masz zrzut ekranu z tym błędem (dobry zwyczaj) możesz użyć Imgur.com, żeby wrzucić go do Internetu i potem skopiować łącze do niego tutaj.
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" ..
• Czy ten tekst jest dostępny w systemie tłumaczeń? Jeśli tak, to czy został przetłumaczony więcej niż 24 godziny temu?
• Jaką masz przeglądarkę?
Google Chrome v112
• Wyjaśnij swoją propozycję precyzyjnie i zwięźle, tak aby jak najłatwiej zrozumieć, co masz na myśli.
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" ..
• Jaką masz przeglądarkę?
Google Chrome v112
Historia zgłoszeń
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.
Dodaj coś do tego zgłoszenia
- Kolejne ID stołu / ID ruchu
- Czy F5 rozwiązało problem?
- Czy problem zdarzył się kilka razy? Za każdym razem? Losowo?
- Jeżeli masz zrzut ekranu z tym błędem (dobry zwyczaj) możesz użyć Imgur.com, żeby wrzucić go do Internetu i potem skopiować łącze do niego tutaj.