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12:06 AM
How are players identified in a game? By int id, by instance, or by something else?
 
12:30 AM
@NathanMerrill I'm writing the data type for points, and am unsure of how to say which player a point is affiliated with. Is there an id associated with each player somehow, or is everything reference based?
 
1:15 AM
So, that's a slightly complicated question
If you want the type (like the submission the bot came from), you call get Type
If you want to distinguish between multiple bots of the same type, then it's reference based
@JAtkin
Oh! FYI, your game class (and player classes too) has a Random passed to it (right before your setup method). This is so games can be determistically replicated.
 
Ok. Since I now think that only one instance of a bot will be on a board at a time, I think I'll go with Type. I should have this worked out soon and will push it to github if you want to critique it.
And that is pretty nice :)
 
If you do want to pursue that goal, you need to make sure that submissions use it as well. (I've even passed a seed number to submissions of other languages as well)
But that's something you'd need to implement.
I've tried to make cross language as easy as possible, but there is still some work on your end
 
By type do you mean the method on Player, or the classpath type?
 
On player
 
K
 
1:27 AM
It should return a Submission<>
 
1:41 AM
Ok, now on github
 
1:52 AM
I'm glad you're following the readonly pattern :)
 
Well, if users could change the values, they could take over the whole board ;)
 
yeah, there are lots of ways to prevent access, but I rather like the readonly pattern
 
I'm a bit stuck on how to implement the getSubset function. I don't see how to make it work efficiently with bounds as an argument.
Which probably means that I need to use another argument...
 
ah, you're running into the problem I was running into before!
the problem is that bounds doesn't have a starting point
@JAtkin ok, I think I can make this much easier on you
if I add getters to my SquareBounds, then it should be much easier to start in one of the corners
 
That would be perfect. I can just add that to the KoTHComm version of the codebase in my repo.
 
2:04 AM
pushed
 
2:14 AM
I knew I should of just forked it...
This is turning out harder than I anticipated to pull your commit into my repo.
@NathanMerrill BTW, do you use IntelliJ?
 
yep
I actually layout my projects differently than you right now, but I'm not a huge fan of it
the ideal solution is I get KoTHComm into Maven
that way, its just a dependency you can use
 
Yep. But that would make bug fixes slower to push out, right?
 
yep
and I'd want to make sure that all bugs are squashed, which I'm positive is not the case
every time I have a new challenge, I find more bugs
In case you are interested, I actually make KoTHComm a git submodule of my project repo
 
I saw that on your friends repo, but was unsure of how to replicate that.
 
the biggest problem with the solution is that people who pull your project down have to do the --recursive flag
which nobody does, and so you have to help them get things setup
just git submodule add kothcomm.url
you'll want it to be in your root directory, to make it easy on Java
 
2:27 AM
Huh, cool new features that I didn't even know I wanted seem to appear everywhere ;)
 
but I've found that the more "standard" I use java (which means gradle, git submodules, etc), the harder time people have had getting started
 
2:47 AM
How do tournaments and games interact?
And is IteratedGame the correct choice?
 
tournaments and games used to be very tightly coupled
but now, all you do is pass a tournament the set of players, the current scoreboard, and request N players
so, they don't actually have anything to do with each other
 
Ok, That makes sense.
 
I've got a TournamentRunner (I think that's the name I settled on) that actually takes those players and passes them in to the game
as to IteratedGame being the right choice: IteratedGame is when you have a fixed number of turns
 
3:09 AM
I'm working on a function getPlayerPositions
But, if I do a naive search of all blocks looking for the one with a matching submission and isPlayerOnPoint it will take forever.
How can I attach the player position to a player without allowing the player to modify its position?
 
keep a Map<Submission<SplixPlayer>, Point2D> locations
 
Ah, thanks. I must be tired :)
 
3:23 AM
Time for me to head out for the night. Thank you again for all the help!
 
night
 

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