#87310: "Burgle Bros - Loitering check"
Τι συνέβη; Επιλέξτε από τα παρακάτω
Τι συνέβη; Επιλέξτε από τα παρακάτω
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# | Status | Votes | Game | Type | Title | Last update |
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Λεπτομερής περιγραφή
• Παρακαλούμε κάντε αντιγραφή/επικόλληση του μηνύματος που βλέπετε στην οθόνη σας, αν υπάρχει.
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" ..
• Παρακαλώ εξηγήστε τι θέλατε να κάνατε, τι κάνατε και τι συνέβη
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Παρακαλώ κάνε αντιγραφή/επικόλληση του κειμένου που απεικονίζεται στα αγγλικά αντί για αυτό που είναι στη γλώσσα σου.. Αν έχεις απόσπασμα οθόνης από αυτό το σφάλμα (είναι καλή αυτή η πρακτική), μπορείς να χρησιμοποιήσεις το Imgur.com για να το ανεβάσεις και να κάνεις αντιγραφή/επικόλληση του συνδέσμου εδώ.
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" ..
• είναι αυτό το κείμενο διαθέσιμο στο σύστημα μετάφρασης; Αν ναι, έχει μεταφραστεί για παραπάνω από 24 ώρες;
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Παρακάλώ εξηγήστε την πρότασή σας με ακρίβεια και περιεκτικότητα, ώστε να είναι όσο το δυνατόν πιο εύκολο να γίνει αντιληπτό τι εννοείτε.
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" ..
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Τι εμφανιζόταν στην οθόνη όταν σταμάτησε (Κενή οθόνη; Μέρος του περιβάλλοντος του παιχνιδιού; Μήνυμα σφάλματος;)
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" ..
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Ποιο μέρος των κανόνων δεν έγινε σεβαστό από την μετατροπή του παιχνιδιού για την 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" ..
• Είναι η παραβίαση των κανόνων ορατή στην αναπαραγωγή του παιχνιδιού; Αν ναι, σε ποια κίνηση;
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Ποια ήταν η δράση του παιχνιδιού που ήθελες να κάνεις;
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" ..
• Τι προσπαθείτε να κάνετε για να ενεργοποιείσετε αυτήν την ενέργεια του παιχνιδιου;
• Τι συνέβη όταν προσπαθήσατε να το κάνετε αυτό (μνμ σφάλματος, μνμ στην μπάρα κατάστασης, ...);
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Σε ποια φάση του παιχνιδιού προέκυψε το πρόβλημα (ποιά ήταν η τρέχουσα οδηγία στο παιχνίδι);
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" ..
• Τι συνέβη όταν προσπαθήσατε να κάνετε κάποια ενέργεια στο παιχνίδι (μνμ σφάλματος, μνμ στην μπάρα κατάστασης, ...);
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Παρακαλούμε περιγράψτε το πρόβλημα απεικόνισης που έχετε. Αν έχεις απόσπασμα οθόνης από αυτό το σφάλμα (είναι καλή αυτή η πρακτική), μπορείς να χρησιμοποιήσεις το Imgur.com για να το ανεβάσεις και να κάνεις αντιγραφή/επικόλληση του συνδέσμου εδώ.
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" ..
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Παρακαλώ κάνε αντιγραφή/επικόλληση του κειμένου που απεικονίζεται στα αγγλικά αντί για αυτό που είναι στη γλώσσα σου.. Αν έχεις απόσπασμα οθόνης από αυτό το σφάλμα (είναι καλή αυτή η πρακτική), μπορείς να χρησιμοποιήσεις το Imgur.com για να το ανεβάσεις και να κάνεις αντιγραφή/επικόλληση του συνδέσμου εδώ.
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" ..
• είναι αυτό το κείμενο διαθέσιμο στο σύστημα μετάφρασης; Αν ναι, έχει μεταφραστεί για παραπάνω από 24 ώρες;
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
• Παρακάλώ εξηγήστε την πρότασή σας με ακρίβεια και περιεκτικότητα, ώστε να είναι όσο το δυνατόν πιο εύκολο να γίνει αντιληπτό τι εννοείτε.
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" ..
• Ποιο είναι το πρόγραμμα περιήγησής σου;
Google Chrome v112
Ιστορικό αναφορών
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.
Πρόσθεσε κάτι σε αυτήν την αναφορά
- Άλλο ID τραπεζιού/ ID κίνησης
- Το F5 έλυσε το πρόβλημα;
- Το πρόβλημα εμφανιζόταν αρκετές φορες;Παντού ; Τυχαία;
- Αν έχεις απόσπασμα οθόνης από αυτό το σφάλμα (είναι καλή αυτή η πρακτική), μπορείς να χρησιμοποιήσεις το Imgur.com για να το ανεβάσεις και να κάνεις αντιγραφή/επικόλληση του συνδέσμου εδώ.