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bench's Issues

Hyperwave Comm Scanner not working

Hi,
Hyperwave Comm Scanner is not working properly, at least when added to the Upsilon Shuttle. The match won't proceed to Turn 1.
Thanks

Boost and Barrel Roll no long working - suspect failure in obstacle range detection

New problem as of ea7f319.
Actions that can be prevented by obstacle proximity (barrel roll, boost) never become available.
However actions that ignore obstacles (Dash) or are not prevented by obstacles (almost all others) still work. Attacks are not affected. Possible bug in obstacle/position overlap prediction (but not overlap detection, which seems to use a template overlap check).

Possibly related: all predicted moves appear as Yellow or Red; no Green moves are shown. Seems to support erroneous Obstacle proximity prediction.

Further evidence: turning off all obstacles (unselecting all asteroids for both players) and removing all obstacle templates from the field turns Boost and Barrel Roll back on.

Working actions:

  • JM5000
    -- Target Lock
    --- Action
    --- K4 Security Droid
    -- Focus
    -- Inertial Dampeners
  • YT-2400 (Dash Rendar -> ignores obstacles for actions)
    -- Leebo boost
    -- Barrel Roll
  • K-wing:
    -- SLAM/Advanced SLAM
    -- Action Bombs
    -- Seismic Torpedoes
  • A-Wing (Jake Farrel)
    -- Focus
    -- Evade
    -- Target Lock

Conspicuously not working, unless obstacles are first removed:

  • Jake Farrel (free Boost or Barrel Roll after being assigned Focus token)
    -- free Boost
    -- free Barrel Roll
  • JM5000
    -- Barrel Roll
    -- Boost (Engine Upgrade)

Can't add any new ships

Sorry to keep reporting bugs, but it looks like we can't add any new ships to a build or configure them

Placement error on setup

If I wanted to benchmark two random squad, I got the attached setup screen.
For example:
Zeb Orrelios(Attack Shuttle) + Chopper + Phantom
Biggs Darklighter + M9-G8 + Integrated Astromech
Kanan Jarrus + Fire-Control System + Twin Laser Turret + Rey + Finn + Tactical Jammer + Ghost
VS.
Captain Yorr + Collision Detector + Kylo Ren + Darth Vader
Lieutenant Dormitz + Fire-Control System + Tactical Jammer
Major Stridan + Fire-Control System + Inspiring Recruit + Tactical Jammer
sb_error

Bug

When i creat a squad in french, all is fine until i return on the combat screen where you see 2 windows 1 et 2. At this moment the squad built previously appears with the wrong amount point. If i make a copy and past it works....

https://xws-bench.github.io/bench/main.html#selectphase

Storing replays

So far, replays are not stored, but the short url is created (and is permanent).
Possible ways to go:

  • store completed combats in the local store of each user,
  • or store in on the web, for all to see.

Dengar

When Dengar gets shot in his front arc he is supposed to get an additional shot but this isn't working currently. Is this able to be fixed? Or am I doing something wrong?

Integrated Astromech

When playing with an x-wing equipped with integrated astromech, using the integrated astromech cancels all hit/crit results.

Missiles/Torpedoes + Guidance Chip

Hi,

There seem to be a problem with Missiles and Torpedoes with Guidance Chip.

A ship equipped with both get stuck in the top-left corner with the game kinda freezing.
I tried it with Scum Z's and Rebel E's
It seems ok if the ship(s) are only equipped with one or the other upgrade.

Keep up the good work, thanks!

AI improvements

What I would love to see is the ability to choose between AIs for ships, so example, when I fight against palp aces, the shuttle always tries to approach to attack, but it would be nice if there was an option to assert that the strategy for that ship should be to stay out of arc, and as far from heavy hitters as it can.

Some specific AI's I could see:

  1. Arc dodger who will choose to get out of arc as primary goal, with getting a shot at range one as send most important (ex list: any imperial ace)
  2. Ordinance, with an aim to drop a single ship (ex list: Jumpmaster 15K)
  3. Stay close to ally, bump states (ex usage: HWK with kyle or jan)
  4. Flee (Ex usage: palpatine shuttle)
  5. Joust (B-Wing, T70)

Could be interesting to make these into modules so people can hack on the AIs independent of the rest of the code to try and make stronger opponents

Operations Specialist

Maybe I'm just terribly blind, but it looks like the AI doesn't know what to do with the focus generated when it trigger the operational specialist card.

Computer Player secondary weapons

I also noticed that Jumpmasters equipped with torpedoes and missiles don't acquire target locks, nor do they fire them when they are computer opponents.]

Thanks!

This list exists and shouldn't.

image

I have no idea where this list came from, but its an imperial list with a rebel icon at 0 points. I did not build this list. I somewhat suspect this is related to a bug involving creating an empty list and leaving it. In the past this would create an empty rebel list (because that was the default faction), but now its populating the textbox with the last list in the starred lists.

image

Benchmark bugs - Aggressor Cannons and Biggs Darklighter

Hi, Great program, I really enjoy using it, but I wanted to report a bug in the newest version - when building squads with the Scum Ship Aggressor, if a cannon is selected, once entering the battle screen, the app will hang, and no further happens.

This also happens when squads are selected with Biggs Darklighter, this is less of a problem, because in the squad builder program, he can't even be selected, but if you import a squad, the problem happens as described above.

Cheers, and keep up the good work!

Found a couple of issues:

  1. It seems when using Dash Rendar, if he lands upon an obstacle but boosts or barrel rolls off, the game thinks he is still on said obstacle and won't allow him to fire.
  2. If a ship has used Countermeasures, the agility change is not reflected if said ship uses Proton Rockets in the same turn (again, used Dash, activated Countermeasures, Proton Rockets only rolled four dice.)

Squads not showing up

I have created a number of squads that are all 100 points or less, but only about half of them will work when I press "GO."

Faceup/facedown and dealt damage card

There is no difference between dealing a damage card and giving it faceup or facedown. As a consequence, it is not possible just to discard a dealt card.

Allow Importing of Lists

It's very time-consuming having to rebuild my lists using the app when they already exist on my phone and/or in other apps. We should add an option to import via XWS format or another text-based format. I've tried editing the squad text area but I'm unable to proceed once I've done this.

TIE Adv Pro - Inquisitor pilot unselectable

The TIE Adv Prototype pilot "Inquisitor" does not pop up a pilot card in the list builder. Valen Rudor works fine. Attempted in Safari and Chrome on OSX. ... but it's awesome anyway.

Y-Wing Title/R3-A2 Firing Issue

Using a Y-Wing with the BTLA4 title and R3-A2--the option to use the droid comes up, but doesn't give an actual option to shoot. Then it gives you the option to keep doing this endlessly. Have to hit "next" to end turn in order to continue.

Bossk

Anytime I include Bossk in either list, the list does not appear and the ships are scattered around the board.

No fire button

There is no fire button anymore. Can't attack/play.

Thanks!

Biggs Darklighter

I'm having trouble using Biggs in a list. If he is in any list, even one where is is alone, the list won't load for setup. I have been using Chrome, but I tried this in IE and Edge as well.

It looks like I can't select Biggs on the build screen either.

BiggsDarklighter

Any time I try to add Biggs Darklighter to a list, It messes up by:

Biggs and all the other ships start off the board and the game freezes.

Thanks!

Wrapped capacities and putting inactive some upgrades

When an upgrade (such as Elite or Crew) is turned face down, it is inactive. Handling inactive abilities is done separately for each card.
A more general way to go would be to register wrapped and modified capacities due to the upgrade, and automatically unwrap them when the upgrade is inactive.

IG-88A/B/C/D need to clean up their pilot abilities when they die

Currently, if one of IG-88 ships with the IG-2000 title is destroyed, the other ship keeps the destroyed ship's pilot ability as well as its own.

See this graphic showing IG-88C using the destroyed IG-88B's 2nd attack ability.

Expected: IG-2000 should not grant the pilot skill of a destroyed IG-88 pilot to remaining pilot(s).

Actual: Dat mutafukah!

Note: If XWS-bench supports / will later support Epic or > 100-point games, the cleanup method should remove the relevant pilot ability from all other IG-88s, not just one other, in case there are more than 2 total.

Fire button not always coming up

I did a battle where squad 2 was a set of 3 jumpmaster 5ks. most of the time their attacks failed to operate, because it was rolling the dice, but not giving me a fire button to press. The only way to move forward was then to hit next, which meant most of their attacks failed to go off.

Computer-controlled opponents perform actions after bumping

Noticed a few times in the past few weeks:

  1. Opponent craft moves, bumping another craft.
  2. Console registers that the craft has collided.
  3. Opponent craft nevertheless performs one or more actions.

Expected: Opponent craft has to sit there like a moron, just like when I bump. Preferably while also crying.
Actual: Cheating cheater computer cheats like a cheater. Only I cry.

Pictorial evidence. Omega Squadron Pilot bumped Blue Squadron Pilot, then performed a barrel roll. I often see Ace Interceptors bump, barrel roll, and then boost.

Bombs and rigged cargo that are dropped directly onto ships have no effect

Conner Nets and Clustermines that are land onto a ship (as oppose to a ship moving through/on top of them) will detonate, create a log message saying that the appropriate mine has been detonated, but the ship will suffer none of the appropriate consequences.

The same is also happening with rigged cargo chutes. In the case of rigged cargo, their debris should trigger the moment it hits the table, stressing ships caught beneath it, and other such exciting debris could effects.

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