[Commits] [wesnoth/wesnoth] d808b7: Update check_victory

GitHub noreply at github.com
Wed May 28 21:58:39 UTC 2014


  Branch: refs/heads/master
  Home:   https://github.com/wesnoth/wesnoth
  Commit: d808b7c7874465e314c433029d709236bea4fab9
      https://github.com/wesnoth/wesnoth/commit/d808b7c7874465e314c433029d709236bea4fab9
  Author: gfgtdf <tischpapier at gmail.com>
  Date:   2014-05-28 (Wed, 28 May 2014)

  Changed paths:
    M src/play_controller.cpp

  Log Message:
  -----------
  Update check_victory

Now the game ends on all client at the same time even with victory_when_enemies_defeated_= no.

previously in mp the attribute victory_when_enemies_defeated only prevents victory for human sides but doesn't prevent defeats. This means in a simple 1vs1 Mp game with victory_when_enemies_defeated=no when side 1 gets defeated, Player 1 will get the "You have been defeated" message and for client 2 the game continues. I tested with adding victory_when_enemies_defeated =no in 2p_Arcanclave_Citadel.cfg.
When side 1 looses (leader killed) (during side 2' turn) the following happens:
[list=1]
[*]side 1 gets a "you get defeated", side 2 continues
[*]when side 1 checks "end scenario" side 2 gets a "side 1 has left the game... reassign controll to ai/human/idle/..."
[*]I clicked "controll by human" on client 2
[*]I ended side 2's turn and continued playing side 1 on client 2 and didnt get defeated
[/list]
I am sure that this is not the intended behaviour.

this commits also effects when "enemies defeated" is fired accodignly so it is fired on all clients at the same time like any synced event.





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