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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”Auto-translated
and what did you use to write it? give me the code to look at, maybe I can help too ps groovy, java, php
Added after 10 hours and 5 minutes In general, I looked at Ihromanta's code. It's well-written and easy to understand, but the approach of parsing the website... it will never work quickly, and I'm surprised it doesn't crash the site. Anyway, if anything, my ICQ is in my signature. I'm ready to help as much as I can.
Играю SOD с ОХ --------------- Усложнять просто - упрощать сложно... ------------------ 293807030 -----------
For almost all players, the rating is displayed incorrectly when viewed through their profile. Look at mine: 1604, if you look at the banner under the avatar in the chat. But if you click on the nickname, it shows 1632 (it was like that as of January 10, 2019).
For comparison, Piramidex. Current rating: 1598, and in the profile: 1493 (it was like that in the game history on January 14, 2019).
It seems that the rating indicator in the profile is updated with a delay of a couple of months. And in the chat and in the game history itself, it is updated instantly.
"There's no need to execute me,sir Davos . I'll be dead before dawn." ICQ 716748479
The rating started calculating incorrectly.
For two games in a row, against Sup and Piramidex, it shows 1443 points.
Yesterday, there were issues with point calculation in other games.
Today, it's happening in these games.
Question for the administration: when will the rules for playing with Online Hotseat (OH) be published? Personally, I don't understand under what conditions OH should be interrupted. Criteria are needed so that it can be understood whether OH is working correctly or not. Today, I played and couldn't attack an opponent because of OH. If there were no OH, I could have made a rest move. Also, I don't understand how to behave when OH is interrupted. Do I need to repeat the moves exactly as they were, or do I have the right to move completely differently? For example, if I merged units and then OH is interrupted. Or, as today, an opponent ran around me, but OH didn't interrupt, but it interrupted when I attacked the opponent (I was blue). If the moves don't have to be repeated, then I could, for example, move other heroes around, maybe even attack some guards to understand their size, and only then attack the opponent and interrupt OH.
Question for the AK, when will the rules for playing with OH be available? Personally, I don't understand under what conditions OH should be interrupted? Criteria are needed so that it can be understood whether OH is working correctly or not.
Personally, I still don't understand how OH is interrupted in some situations; sometimes it is interrupted even on those maps where it cannot be. Dima Surmay
Today I was playing and couldn't attack my opponent because of OH; if there was no OH, I could have made a rest move.
The rules of HotA state that interrupting OH is considered a restart of the move. I don't see any reason to think otherwise. Perhaps in some cases this is not entirely fair, but it is much simpler than all the discussions and reloads, etc. Dima Surmay
Also, I don't understand how to behave when OH is interrupted; do I need to repeat the moves exactly as they were, or do I have the right to move completely differently?
For the sake of simplicity of the rules, we assume that blue can replay the move at his discretion. Dima Surmay
Let's say I lost, and then OH is interrupted. Or, as today, my opponent was running around near me, but OH didn't interrupt, but it interrupted when I attacked my opponent (I am blue). If the moves don't have to be repeated, then I could, for example, move other heroes around, maybe even attack some guard, to understand its size, and only then attack my opponent and interrupt OH.
Yes, you can. But after the reload, the game continues without OH.
P.S.: If there are no particular objections, I will simply copy a rule from HotA.
3.8 In the event of an OH interruption, the blue player will need to redo the last move. At the same time, it is not necessary to repeat the actions that were performed before the interruption.
3.9. In the event of a crash or disconnection during OH, the following should be done: — If red has saved games from the current turn, he should load the last one. After that, red continues the turn and completes it. Blue will be forced to replay the current turn. The simultaneous turn will resume on the next day. — If red does not have saved games from the current turn, then blue should load the last autosave. In this case, both players will have to replay the last turn. The simultaneous turn will start immediately after loading the autosave and passing the turn to blue. — In any case, when loading a save, players should repeat their moves as accurately as possible up to the moment of disconnection. — Note: during a simultaneous turn, blue cannot save the game. The only saved games that appear for blue are autosaves created each turn after the results of the players' turns are combined. Red can save the game as usual, but the position of blue in his saves will always correspond to the beginning of the turn. Thus, blue's actions are saved only after the turn is completed by both players, before the start of the next turn.
Regarding the interruption of Opportunity Attack (OA), it's clear, but it's unclear when the opposite happens, i.e., when the OA should logically interrupt, but it doesn't. For example, in this situation, the OA doesn't interrupt when the red unit ends its turn next to the blue hero, but the blue unit doesn't see this during the OA, whereas without the OA, it would see it and could attack. Does the blue unit have the right to say that this is an OA bug and demand that it be able to take its turn? If it has that right, then that's where the criteria are needed to determine in which situations it's possible and in which it's not.
Dima Surmay It's important to know which template and which overlay were used. If the overlay is larger than recommended, then, as I was told, you automatically agree to such things.
I understand the point about interrupting the turn order, but I don't understand when it doesn't happen, i.e., the turn order should be interrupted, but it isn't. For example, in this situation, the turn order isn't interrupted when the red player ends their turn next to the blue player's hero, but the blue player doesn't see this during the turn order, whereas without the turn order, they would see it and could attack. Does the blue player have the right to say that this is a turn order bug and demand that they be allowed to end their turn? If they have that right, then that's where the criteria are needed to determine in which situations they can, and in which they can't.
I have never encountered a situation where heroes are running around next to each other, but the turn order continues.
And yet, for some reason, it does happen. I can confirm.
What does it mean when they "run nearby"? During Online play, you don't see how the opponent's hero moves; you only see their path after the turn ends. And what happens is that the heroes' movements during Online play sometimes intersect, and the Online play doesn't get interrupted, or are we talking about something else? I personally had a situation where, playing as red, I ran to the blue player's castle during Online play, and the blue player only saw me when I took the empty castle, at which point the Online play was interrupted. But when I ran to his castle, the Online play didn't get interrupted because the heroes' movements didn't intersect, even though, in theory, our heroes were "running nearby."
This is exactly what kamikaze describes happening quite often now.
Moreover, the reason isn't even clear in theory. Ideally, the turn order should be interrupted if, at the end of the turn, any two opposing heroes are within a distance of each other that is less than or equal to the sum of their movement points for the next turn (or a hero and an object belonging to the opponent – in this case, only the hero's movement points are considered).
At the very least, this should happen in such a situation. But it doesn't, even if the path is a straight line (and there are no teleports on the road). And there is no information that this was implemented in the code in this way. That is, it is unclear whether we are talking about a small bug that can be found and fixed, or whether the algorithm for determining the need for an early interruption of the turn order was simply conceived incorrectly, and we have to live with it, without even hoping to change it.
Therefore, we need to calculate based on the worst-case scenario – set some reasonable limits for the turn order when the chance of reaching each other is negligible. Anything later is an unjustified risk that can disrupt the normal flow of the game.
The rule of equating an early interruption of the turn order to a restart due to a meeting is a good one. I don't see anything more reasonable at the moment.
And, by the way, this principle was used as the basis in "Favorites."
Perhaps Overmind (OH) is only interrupted when interacting with an object.
- Picking up a chest that the opponent also grabbed, or grabbing a town next to the opponent. Simply running around with a hero, when you just run and don't pick anything up, near the opponent's heroes, doesn't interrupt anything.