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Sam Moore authored
The "outcome" of a move is now listed as: TYPE [ATTACKER_RANK] [DEFENDER_RANK] Where ATTACKER_RANK and DEFENDER_RANK will be present if TYPE is one of: KILLS, DIES, BOTHDIE, and indicate the ranks of the pieces involved. This involved adding a class MovementResult, which stores the ranks of pieces in addition to an enum, replacing the enum Board::MovementResult The sample agent "forfax" was causing broken pipes, which caused the manager program to exit. I added a handler for SIGPIPE in manager/main.cpp to ensure that the manager program reports a DEFAULT victory to the other AI, and exits gracefully. However, I still don't know WHY forfax causes broken pipes, but hopefully its a problem with forfax and not with the manager program. I edited the images used by the graphical display to show the ordered ranks of the pieces, rather than some obscure characters. Unfortunately I have just realised that the enum used for Piece::Type stores ranks in the wrong order. In the actual game, LOWER numbers are better, in my enum, HIGHER numbers are better. To make things more confusing, I made the printed ATTACKER_RANK and DEFENDER_RANK correspond to the traditional numbering, not the enum numbering...
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