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Re: NEW Map XML Wizard

Postby chipv on Sat Jan 09, 2010 1:44 pm

ender516 wrote:I think it would be useful for this tool (or some other) to allow the user to test the XML by assigning territories to players and showing the bonuses achieved. Objectives could be tested in this way as well. This could avoid problems like the one in the Jamaica map where the sugar/slave combinations were carefully planned out, but a small slip made them too generous.


Oh that's good, that's good. I need to get you on MSN or Skype.
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Re: NEW Map XML Wizard

Postby yeti_c on Sat Jan 09, 2010 3:58 pm

chipv wrote:
ender516 wrote:I think it would be useful for this tool (or some other) to allow the user to test the XML by assigning territories to players and showing the bonuses achieved. Objectives could be tested in this way as well. This could avoid problems like the one in the Jamaica map where the sugar/slave combinations were carefully planned out, but a small slip made them too generous.


Oh that's good, that's good. I need to get you on MSN or Skype.


Yeah - I always wanted Lack's tester to be able to allow you to allocate starting neutrals too...

The ability to parse the XML - show neutrals/starts/dropping bonuses etc would be great...

Of course - you need to be able to chose the number of players too... 2->8

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Re: NEW Map XML Wizard

Postby chipv on Sat Jan 09, 2010 4:08 pm

Yeah already on it.

I'm looking at adding a button "Test Drop" and allow choice of number of players.

Then I calculate random drop and colour each 88 accordingly leaving white for neutrals - how's that?
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Re: NEW Map XML Wizard

Postby yeti_c on Sat Jan 09, 2010 4:11 pm

chipv wrote:Yeah already on it.

I'm looking at adding a button "Test Drop" and allow choice of number of players.

Then I calculate random drop and colour each 88 accordingly leaving white for neutrals - how's that?


Sweetness...

(How are you generating the 88's? - Raw HTML doesn't allow us to create the exact numbers? - Or are you using 9 images and overlaying them?!)

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Re: NEW Map XML Wizard

Postby chipv on Sat Jan 09, 2010 4:18 pm

yeti_c wrote:
chipv wrote:Yeah already on it.

I'm looking at adding a button "Test Drop" and allow choice of number of players.

Then I calculate random drop and colour each 88 accordingly leaving white for neutrals - how's that?


Sweetness...

(How are you generating the 88's? - Raw HTML doesn't allow us to create the exact numbers? - Or are you using 9 images and overlaying them?!)

C.


No, I'm proposing to show coloured 88's using a single image and background position for speed.
(The white and yellow 88s are from same image, I also have the rest of the colours)

Army numbers is a whole different ball game, I would have to do what lack does and go through a server to generate a png overlay.

I am thinking that by colouring the territories correctly (taking into account neutrals and maybe showing bonuses calculated) would be good enough.
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Re: NEW Map XML Wizard

Postby ender516 on Sun Jan 10, 2010 9:46 am

chipv wrote:Yeah already on it.

I'm looking at adding a button "Test Drop" and allow choice of number of players.

Then I calculate random drop and colour each 88 accordingly leaving white for neutrals - how's that?

Not a bad idea, but it would be also good to be able to press a button which gives the whole board to one player and spells out all the objectives and bonuses (with their values). Then add a way of changing the ownership of a region/territory so the user can break zones and objectives and rebuild them for some other player, so you can check progressive bonuses, like hold two of four for +1, three of four for +2, and so on. As far as display goes, I'm thinking of stuff like BOB's Continent Overview and Objective Summary. The ability to hover over these things and highlight the pertinent areas on the map would be excellent.
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Re: NEW Map XML Wizard

Postby chipv on Sun Jan 10, 2010 10:21 am

ender516 wrote:
chipv wrote:Yeah already on it.

I'm looking at adding a button "Test Drop" and allow choice of number of players.

Then I calculate random drop and colour each 88 accordingly leaving white for neutrals - how's that?

Not a bad idea, but it would be also good to be able to press a button which gives the whole board to one player and spells out all the objectives and bonuses (with their values). Then add a way of changing the ownership of a region/territory so the user can break zones and objectives and rebuild them for some other player, so you can check progressive bonuses, like hold two of four for +1, three of four for +2, and so on. As far as display goes, I'm thinking of stuff like BOB's Continent Overview and Objective Summary. The ability to hover over these things and highlight the pertinent areas on the map would be excellent.


You can already hover on continents/objectives/start positions to see the territories highlighted.
Do you mean after the test drop? Yes I'm doing that. (Actually done, just testing now).

I can add what you want simply by allowing 1 player to the test drop and do a special case.

I think If I publish what I've done then might be easier, as I'm not sure what you are gunning for regarding method of changing ownership.
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Re: NEW Map XML Wizard

Postby chipv on Sun Jan 10, 2010 8:13 pm

Ok published. You can now test initial automatic troop drop. I have modified head post to include detail but it is straightforward.

Basically choose number of players, press Test Drop and the whole map lights up in player colours.
The drop is random so you can keep pressing Test drop to see what could happen in a real game.
All calculations are automatically done including starting positions, starting neutrals, required and overrides.
(Those last 2 are for the map inspect colouring)
Map inspect is coloured accordingly as you would expect to see. Hover over territory names or continent names or objective names too.
In the continents tab all territories are coloured. In addition if continents are held by one player the left cell is highlighted in that
colour to make it easy to see.

Added new error check

Error: Reinforcements defined with no Minimum Reinforcements

This is the first stage for drop testing, plenty more to come, but this will help for sure.

Let me know feedback and requests for additions to drop testing please.

Thanks again to WidowMakers for sorting a problem out with a .png
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Re: NEW Map XML Wizard

Postby yeti_c on Mon Jan 11, 2010 8:09 am

chipv wrote:Error: Reinforcements defined with no Minimum Reinforcements


Not an error - could be a warning... without the minimum you get the default 3.

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Re: NEW Map XML Wizard

Postby chipv on Mon Jan 11, 2010 9:17 am

yeti_c wrote:
chipv wrote:Error: Reinforcements defined with no Minimum Reinforcements


Not an error - could be a warning... without the minimum you get the default 3.

C.


Yeah realised when I was coding some new stuff for the tool.

The XML Tutorial says

"The minimum reinforcement must be a number greater than zero."

but it perhaps should say it is not mandatory with reinforcement tags because both examples have it together with reinforcement tags.
This makes it look like you need minimum reinforcement if you are using reinforcement tags.
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Re: NEW Map XML Wizard

Postby chipv on Tue Jan 12, 2010 11:42 pm

Game Simulation Added

Too much info to type all over again, I have modified head post so please read.

Basically you can play a game simulation on your map following your xml rules so you can better test the XML.
I have outlined some ideas for how to use it to test a selection of xml tags.

If you want to try everything out straight away, load an existing CC map (input both images or even one and the xml)

I will try and do something about maps with large widths next as per natty_dread's request.
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Re: NEW Map XML Wizard

Postby ender516 on Wed Jan 13, 2010 10:41 am

chipv wrote:Game Simulation Added

Too much info to type all over again, I have modified head post so please read.

Basically you can play a game simulation on your map following your xml rules so you can better test the XML.
I have outlined some ideas for how to use it to test a selection of xml tags.

If you want to try everything out straight away, load an existing CC map (input both images or even one and the xml)

I will try and do something about maps with large widths next as per natty_dread's request.

Oh, chipv, you are rocking the house! This is a tremendous upgrade, making XML checks a breeze. My only quibble is gaining an objective ends the game immediately, rather than at the start of the turn of the player holding the objective. The only way I see this being much of a problem would be if one wanted to check if holding the objective had the appropriate effect of limiting bonuses received by other players taking their turns before the play came back to the one holding the objective.
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Re: NEW Map XML Wizard

Postby chipv on Wed Jan 13, 2010 11:02 am

ender516 wrote:
chipv wrote:Game Simulation Added

Too much info to type all over again, I have modified head post so please read.

Basically you can play a game simulation on your map following your xml rules so you can better test the XML.
I have outlined some ideas for how to use it to test a selection of xml tags.

If you want to try everything out straight away, load an existing CC map (input both images or even one and the xml)

I will try and do something about maps with large widths next as per natty_dread's request.

Oh, chipv, you are rocking the house! This is a tremendous upgrade, making XML checks a breeze. My only quibble is gaining an objective ends the game immediately, rather than at the start of the turn of the player holding the objective. The only way I see this being much of a problem would be if one wanted to check if holding the objective had the appropriate effect of limiting bonuses received by other players taking their turns before the play came back to the one holding the objective.


Ah good spot, bug there will fix shortly, thanks very much for feedback again!
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Re: NEW Map XML Wizard

Postby chipv on Wed Jan 13, 2010 12:01 pm

ender516 wrote:
chipv wrote:Game Simulation Added

Too much info to type all over again, I have modified head post so please read.

Basically you can play a game simulation on your map following your xml rules so you can better test the XML.
I have outlined some ideas for how to use it to test a selection of xml tags.

If you want to try everything out straight away, load an existing CC map (input both images or even one and the xml)

I will try and do something about maps with large widths next as per natty_dread's request.

Oh, chipv, you are rocking the house! This is a tremendous upgrade, making XML checks a breeze. My only quibble is gaining an objective ends the game immediately, rather than at the start of the turn of the player holding the objective. The only way I see this being much of a problem would be if one wanted to check if holding the objective had the appropriate effect of limiting bonuses received by other players taking their turns before the play came back to the one holding the objective.


This is fixed now, thanks again.
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Re: NEW Map XML Wizard

Postby chipv on Sat Jan 16, 2010 12:29 pm

You can right click to show/hide editing window or drag it if the the image is too wide.

natty, can you let me know if this works for you, please?
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