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View Code? Open in Web Editor NEWTrekwar turn based strategy game
Home Page: http://trekwar.org
License: Apache License 2.0
Trekwar turn based strategy game
Home Page: http://trekwar.org
License: Apache License 2.0
If telling fleet with 1 ship to move, then moving the ship into another fleet, then clicking on the map will crash the client in a bad way
use this example to improve client crash handling:
Client keeps trying to reload server (flashing white "loading" overlay) if server has an exception/error.
Allow user to click allied ships that are in the users system, there should be a "refuel" button that allows the user to donate X amount of fuel to the allied fleet.
Use design from google docs (show planets + individual planet stats).
No more wiki, instead have documentation sub page which has:
old jspwiki textfiles should be in old backup.
Web.archive: http://web.archive.org/web/20120817084415/http://www.trekwar.org/"
Add more logging for next round of testing. Mostly in client session and turn executor + submodules
save current map position when exiting client. use autoscroll function that minimap -> main map uses
planets that has deuterium plant destroyed can have 70/0 deuterium.. fixit!
Implement self destruct.needed because upkeep was added.
NOTE: might be implemented server side?
Notify user if a new private message arrives.
highlight/animate chat icon in main UI on new private messages..
Make sure clientside JS has username for salt when hashing password.
Add reset password link to user homepage.
Add reset password to "forgotten password" link at login template.
Is there a standalone hsqldb instance running on Clausius?
Is this needed? could possibly be retired and move aakretech.org stuff to github or whatnot...
adds 5% to farms... 0.5% to fertility for every planet.
clicking a tech lvl "button" in the research view once displays what components/hulls it will give you
but if you click the same one twice or more it will no longer show components/hulls
TransferTroopDialog says "Transfer X to systemname" when transfering from system to fleet
Check that there is no memory leaks with the Animation threads, (especially the fleet movement animation creates several threads)
Allow for different animations in same tile, and allow for them to have different speeds.
Ships only update sensor map while stopped in a tile during each tick.
If a ship is very fast it can travel over many tiles which don't get scanned.
When executing tick, do LOS from each position the ship moves trough
Make industry output + research output dependent on population.
Cut factory output in half, and make ""the other half"" require 800 million population to work.
example: 1 factory = 100 industry output.
System with 5B pop and 5 factories get 500 industry (from structures) + 500 extra because (5 factories = 800m x 5 = 4b people, so factories are fully staffed). total industry = 1000.
example: The same system with 5 factories but 1 billion people would give 500 industry by default (from structures) and an additional 100 (1 structure is fully staffed by 800m people). So in total: 600 industry.
Gives combat bonus against smaller ships, implement in ship to ship combat
Go through map and exclude systems in fog of war
BUG: users can see what is happening in systems (stats change, new ships) in systems they have explored but are not in the fog of war.
When a ship is on first place in build queue, structure in second place will have a wrench icon
implement the authentication service as designed: http://trekwar.org/devblog/view/02082012
if you add too many components to the shipdesigner making the ship too slow, removing a component does not call the validate method so the "save" button remains disabled despite the design actually being valid
"While in the beginning ships where added to existing fleets on build, by now each on simply gets a number and is in it's own fleet"
check code that tries to locate existing fleet when build order for ships completes.
Confirmed during last MP alpha test.
Add simple service to keep track of latest client/server version.. used for checking for upgrades.
This is almost definitely caused by the same effect that happened while fixing chat user list (event dispatch thread calls to ClientCommunication while data being downloaded at end of turn == EDT hangs (in clientCommunication before thread locking).
If it can't be fixed by prevention, make a queue system for the ClientCommunication class.
export and show structure information on website
"- nebula/asteroid = difficult terrain
- X % chance to reduce fleet speed, influenced by crew experience + sensor tech"
Server became unresponsive twice during alpha testing. Saved the server snapshot at the time.
Restarting it made stuff work again.
Server did not crash, it's still running but won't accept incoming connections. ??Think it will even reject invalid passwords??
Probably a thread deadlock problem, might have something to do with ground combat or orbital bombardment.
Add more detailed logging to those subsystems
Add experience points to starships when appropriate (winning battle).
Take experience into consideration when doing combat resolution
not as intended, instead just prevent planet from getting more and ships from refueling?
Low resolutions (netbooks) can not see the "save" button. See if this can be fixed.
Nebulas look very blocky, add the nebula_fade_x.png to tiles with nebula.. Beware of out of bounds with map when checking adjacent tiles
Authenticate user credentials against online web service
make graphs of player number of systems/fleets over time.. Number of ships built/lost/etc..
Show some server stats: number of systems/nebula/asteroid, number of planets, number of accounts in game, number of users connected (total + per faction), numbers of ships built, number of ships active, number of ships destroyed, total military power?, military power per faction? User research points used, galaxy average user points, etc..
Federation + Romulan only?
Make server authenticate users using TrekwarOnline.
Tie local user object to TrekwarOnline user ID.
Stat: Cloak value
Klingon/Romulan only, requires a lot of energy
two non-armed ships can be in the same tile at once (for example unarmed colony ships), but then their fleet icons are shown over each other.
especially the fleet icon background color will mess things up.
Figure out how to display this another way. Combine symbols and use different color?
When user logs in to game, a list of all games the user is participating in is shown.
User can then click a game to connect to that server.
Handle connecting servers and which users are playing on them in the web service
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