to enable it for a game yet). In common code, break pick tile utils
method in two, one for blank and the other for tray tiles. In java,
implement dialog for picking the tiles. Works, though is a bit clumsy
to have the dialog come and go after every pick. Better would be a
dialog that stays up and accumulates picks -- but it'd have to know to
reduce the set of tile choices as letters are chosen. This'll do for
now.
forward only) but disabled at compile time. Idea's to have a dict
browser. There was some simple refactoring in common code Android
uses, and that tests fine.
played that include that tile and pass to new util_cellSquareHeld()
method. In java implementation of that method, use existing lookup
activity code to display list of words. Enabled on the C side by a
compile-time flag in case it has problems. Right now the time spent
saving a game before launching the lookup activity, and reloading it
after, is pretty apparent, but that's in emulator which is slow.
I had to pass the score into draw_trayBegin since
draw_drawPendingScore() isn't called until the first tile's placed.
Note: as long as I'm messinng with this menuitem it should be disabled
when it's not the player's turn.
util_userQuery(QUERY_ROBOT_MOVE) with new util_informMove(), into
which the number of words formed and the words themselves are passed.
The process of consing up the score explanation was already passing
over the model, so storing the words is very little effort, and will
save a call back into the model where the user actually wants to do
the lookup.
uses existing stack and undo features to run a WordNotifierInfo over
some number of scoring passes to gather the words seen. Seems to work
as tested from gtk version. Now need to try from android....
'commit exchange' button when there's nothing to commit, and get rid
of error message used when committing nothing since it's now
impossible (on Android).
one and changing the site that used it to use the other. Not visible
outside of common, but should make it easier to harvest a list of all
words for one move or the entire game.
error message on Android); don't block trade if pending tiles are on
board; instead undo them. There's redo now so there's no need to
confirm, no data loss.
that implies a connection) is sent and received by no-conn code. Use
flags to determine if comms can support no-conn sending without making
up the message only to have it fail to send.
without user having to open the game, which will e.g. allow a host to
assign tiles, or a robot to move, without the phone's owner noticing
there's a message. This is on a branch because it may never work.
awkwardly, the case in a networked game where a player runs out of
tiles in his turn but the server hasn't responded yet to kill the
game. It remains the player's turn and he can make lots of 0-point
moves while waiting. (Making it the next player's turn would be the
right thing to do if that player were always on a different device.)
where games with more than two devices would hang because server.c
code was dropping messages that comms.c code thought were good and so
ACK'd preventing them from being sent again. They were being dropped
because the game was in the wrong state after displaying a move-made
dialog because the state it was to move to after doing that display
had not been saved.
passing a 0-length array of bad words. That in turn suggests a
screwup where a move's rejected for some reason other that a word not
being in the dictionary. This is all supposition, and all stuff
that'd be caught by asserts in a debug build, but: when there are no
bad words don't report them -- even if the move's rejected.
not yet received on device. Meant to be included in summary. I'm not
happy with how much code it took to figure this. I don't know
server.c all that well any more.
will likely only get set on Linux. Uses lower-case to designate
blanks. For that and maybe string size assumptions is very broken for
non-ascii languages, including Spanish.
player. Works for gtk client. Compiles for Android but there's no UI
yet to specify more than one dict. Management of dupicate dicts
without duplicating memory -- refcounting -- will be up to the
platforms.
show them and another group depending on whether trading at the time.
To make that work, replace the individual calls made to dis/enable
toolbar buttons with a single jin call that takes a struct full of
booleans and make that struct available in BoardActivity where menus
are hidden/shown. Remove the individual calls from the jin interface.
swapping to view of the current player's board if the current player
is remote -- because then won't be able to swap back to own view until
it's your turn. Fixes annoyance in multi-device game on Android.
than as part of an exchange) and to remove feature where tapping empty
cell moves selected tile there. This is to address user confusion on
Android, and I'll ask for testing before putting this in the main
branch. This leaves only place-arrow-then-tap as an alternative to
drag-and-drop, and may annoy people. Worth trying: disable only the
automatic selection of another tile after the selected one is dropped.
implemented (when not smart) as trying to match the human's score to a
per-robot value between 1 and 100 that gives the percentage of best
moves to store before picking randomly from among them. So a 1 means
save only the best move and always pick it; 100 means save all the
best moves (how many are saved is compile-time configurable) and pick
one of them. Because it's settable per-robot a smarter robot can be
played against a dumber one (though I may choose not to make it
settable per-robot on shipping versions.)
number of words can be included. Changed to build dicts and linux to
open them. Android still needs to learn. Also, some of the tools in
dawg/ need to be fixed to read old-format (pre-utf8) .xwd files.
into the java world by making it a util_ctxt function. Do same on
linux to test. We'll see how it is -- and can back this commit out if
there's no improvement.
to send a message from a client immediately after its initial message
but init-message dupe-detection in comms will drop that because only
one channel-0 message is expected -- the initial connection message.
So don't encourage platform code to enable the feature before common
code can deliver the message.