While testing the new code I discovered that redistribution of large data sets
that approximate a normal curve can cause some funny quantization because the
redistribution algorithm assumes all values in a single bucket are flatly
distributed, but if they actually skew substantially toward the high or low end
of the bucket, then the redistribution generates a choppy curve. Fortunately
this has almost no impact on the percentile curve, which is what's actually
important, it just makes the graph of the contents of the buckets look less
smooth and sexy. Alas.
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that was stupid. Now they're called players. Next I added a list of watchers
rather than simply a count. If we're going to go to all the trouble to update
the table when the watchers change, let's have the goods.
This will probably break Bang and/or Yohoho. I'll fix them toot sweet.
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won't be able to use clusters but you'll still be able to use locations and
portals.
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some of the access checking while I was in there since the only thing that
required the turn-holder was endTurn().
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default non-fucking-obtuse dictionary has been replaced by a scrabble
dictionary that contains fucked-up wordfreak words.
You know, if you're playing a normal game "abys" is wrong, and "abyss"
is right.
So I at least added the parameter for selecting a dictionary.
Implementation pending.
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EZGame has finished it doesn't think that it's still pre-game and that it
should actually cancel the game.
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in the wild, we'll deprecate the old constructors rather than remove them. Yay
cruft!
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messages if they put bogus shit in their game definition.
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own method, so that subclasses can get that behavior without assuming
their their superclass implementation of setFirstTurnHolder does that.
- Use that in EZ's code, and also fall back to it if there's some problem
with the user-specified next-turn value and it's nobody's turn.
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- If the turn ends when it's nobody's turn and the user didn't specify
who goes next, pick a random player to go next.
- Fixed ancient bug that caused a NPE, every time. Nobody tickled it
by having a game where turns progress in a custom order.
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manager finish the startup process and then call startGame().
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game without quitting it). This also ensures they will get a fresh RoundStarted event at the
beginning of each new game.
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potential weirdness if someone got into the room but never reported ready.
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would start the game as soon as everyone had arrived and *one* person called playerReady(). Now
we do the right thing and only start the game once everyone has arrived and everyone has called
playerReady().
As with the old code, this only affects clients that use the playerInRoom() method.
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have to do some things on the server as well which blindly ejects the user from
their current place, but now the worst case is that a player ends up nowhere in
the event of extreme lag and clicks the button to go somewhere again rather
than having a move half-completed get aborted and the code ending up confused
and not properly able to clean up after itself.
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