Thanks for working so hard to get the monkey back up and running!
Coding AJAX-compatible GM scripts
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- RiskTycoon
- Posts: 1093
- Joined: Wed Nov 29, 2006 3:29 pm
- Gender: Male
- Location: Massachusetts, USA
- lackattack
- Posts: 6097
- Joined: Sun Jan 01, 2006 10:34 pm
- Location: Montreal, QC
Done. Hope it helps..yeti_c wrote:In actual fact - what would be better LACK... is if you coded a dummy function...
i.e. refreshGMScript()
which was called from handleResponse() by you...
and then we could override refreshGMScript easily without having to merge your code into it...
Is this something that you could do?
C.
Righto - here's an update for now...
My new BOB is working quite well... all the stats update themselves per turn... and that all works really well...
The only problem that I have is that my BOB script breaks the Map updates from AJAX!!
I will work on this Friday and see if I can stop that from happening... then will try and reintegrate the map inspectors and so forth...
Also I need to improve the parsing of the XML to read <required> tags and <bombardments>
But we're making good progress I think.
C.
My new BOB is working quite well... all the stats update themselves per turn... and that all works really well...
The only problem that I have is that my BOB script breaks the Map updates from AJAX!!
I will work on this Friday and see if I can stop that from happening... then will try and reintegrate the map inspectors and so forth...
Also I need to improve the parsing of the XML to read <required> tags and <bombardments>
But we're making good progress I think.
C.

Highest score : 2297
- lackattack
- Posts: 6097
- Joined: Sun Jan 01, 2006 10:34 pm
- Location: Montreal, QC
Yeah I worked that one out - I piggybacked your variable gameArmies -> which you update for me...lackattack wrote:Keep in mind that with AJAX, you need to fetch updated maps with a url like this:
map.php?key=map24a3e7d1310463a58e66e4be29d9b943
The old way of passing armies to map.php is going the way of the dodo.
I think the map's not updating cos I've got a script error which is stopping the process from running...
C.

Highest score : 2297
- Ishiro
- Posts: 324
- Joined: Mon Jul 17, 2006 5:53 pm
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- Location: Under the Rainbow
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Yep, it stops the map, and I have no idea why.
It does work if I strip the colors out of the map inspect and just have it load once to show attack paths but don't update it for changes. I think the browser may just not like the slew of updates and either kills it or is just really slow... I've never tried waiting to see if it catches up.
It does work if I strip the colors out of the map inspect and just have it load once to show attack paths but don't update it for changes. I think the browser may just not like the slew of updates and either kills it or is just really slow... I've never tried waiting to see if it catches up.
Bugger!!Ishiro wrote:Yep, it stops the map, and I have no idea why.
It does work if I strip the colors out of the map inspect and just have it load once to show attack paths but don't update it for changes. I think the browser may just not like the slew of updates and either kills it or is just really slow... I've never tried waiting to see if it catches up.
The colours eh?! which bit?
The initialisation bit?
Or all the magicmap stuff?
At the mo my "magicmap" div can't be found - so I've commented it all out...
C.

Highest score : 2297
I was wrong...
It's definitely something in the initialisation of the script that breaks the map...
To test this
I first stopped my refreshGMScript() doing anything... map still broken...
Then I stopped my refreshGMScript() function redefining itself - and the map is still broken...
So this can't be any security issue... their must be something that stops the map from refreshing in the init... I'll continue to work on this...
C.
It's definitely something in the initialisation of the script that breaks the map...
To test this
I first stopped my refreshGMScript() doing anything... map still broken...
Then I stopped my refreshGMScript() function redefining itself - and the map is still broken...
So this can't be any security issue... their must be something that stops the map from refreshing in the init... I'll continue to work on this...
C.

Highest score : 2297
Righto...
I think I have an AJAX compatible BOB...
Not all of the features are in yet...
and things like <required> for continents aren't finished yet...
BUT it's a start...
I will send latest to LACK and get him to host for now... expect updates throughout this week to get it working...
Also feel free to post any errors/bugs in it into this thread...
C.
I think I have an AJAX compatible BOB...
Not all of the features are in yet...
and things like <required> for continents aren't finished yet...
BUT it's a start...
I will send latest to LACK and get him to host for now... expect updates throughout this week to get it working...
Also feel free to post any errors/bugs in it into this thread...
C.

Highest score : 2297
Known bugs in current version...
Next card Redemption value no longer shown. (Escalating only)
Map Inspect/Hover type stuff no longer shown.
Strength calculation = NaN.
Terminator Summary keeps getting added to the log.
New XML features aren't calculated yet.
Confirm Buttons are a bit screwy!!
Please reply here once you have the new script in and if you find anything else...
C.
PS Also the new script DOESN'T work with AJAX off... because I couldn't be bothered to make it backwards compatible (as Lack will be disabling the nonajax feature anyway - I decided that was the way to go)!!
Next card Redemption value no longer shown. (Escalating only)
Map Inspect/Hover type stuff no longer shown.
Strength calculation = NaN.
Terminator Summary keeps getting added to the log.
New XML features aren't calculated yet.
Confirm Buttons are a bit screwy!!
Please reply here once you have the new script in and if you find anything else...
C.
PS Also the new script DOESN'T work with AJAX off... because I couldn't be bothered to make it backwards compatible (as Lack will be disabling the nonajax feature anyway - I decided that was the way to go)!!

Highest score : 2297
Bravo guys. I haven't got much of a clue what you're talking about but I've gathered that you've found something that works.
How much free premium did lack offer you? ... it should be more!

How much free premium did lack offer you? ... it should be more!
Highest Score: 2437nmhunate wrote:Speak English... It is the language that God wrote the bible in.
Highest Place: 84
OK - early work this morning has gleaned the following...
Map Fade now works (renamed to Map Opacity as it works the opposite way to before!)
Strength Calculation now works.
Redemption Div now appears and works.
TODO:
(Actually host the file somewhere - expect that later this arvo)
Map Inspect. <- thinking about how to do this easily!!
Log tweaking. <- thinking about how to do this easily.
New XML features aren't calculated yet. <- I've worked out my logic for this - just need to code.
Confirm Buttons are a bit screwy!! <- I know why now too!!
C.
Map Fade now works (renamed to Map Opacity as it works the opposite way to before!)
Strength Calculation now works.
Redemption Div now appears and works.
TODO:
(Actually host the file somewhere - expect that later this arvo)
Map Inspect. <- thinking about how to do this easily!!
Log tweaking. <- thinking about how to do this easily.
New XML features aren't calculated yet. <- I've worked out my logic for this - just need to code.
Confirm Buttons are a bit screwy!! <- I know why now too!!
C.

Highest score : 2297
- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
Actually, yeti_c - lack did offer.lackattack wrote:Let me throw in some incentive - free premium membership* to the contributors of an AJAX-compatible GM script that can replace Tr0y's & BOB**, so I can move everyone onto AJAX :mrgreen:
* Main contributor(s) will get 12 months, secondary contributors according to their contribution :)
** Colourblind feature is now core, no need to replace that
