Chris Swithinbank
Chris Swithinbank
@RaphaelPI The only way I think you could achieve something similar currently would be to extend the #794 solution. Start the game with a pool of _extra_ players, so you...
Thanks for laying out the details @jabza. There are two different states to listen for changes in: metadata (players joining/leaving, room created etc.) and the actual game state. #### Game...
Nice! I actually thought about something like that too — glad it’s working for you for now.
For reference, if anyone’s looking for a quick solution, here’s an example of extending a database implementation to do some extra work when the game ends: https://gist.github.com/delucis/53803fedb036f778e8a991bb9e07b388 A similar approach...
Please see #561. The current recommendation is to call your `BeginDiscoverStage` wherever you are currently doing `setStage('discover')` (or `setActivePlayers`) and call your `EndDiscoverStage` wherever you are currently calling `endStage` if...
I agree, that sounds like a good use case for these hooks. Maybe it’s something that can be added in the future.
I just thought through a few options and will lead with the simplest, but below I’ve also included some thoughts on how this might otherwise be implemented, which might also...
@julienroulle No problem! I may have spent a few too many hours reading through the code over the past months… I agree that consistency is a good aim. How exactly...
Oh right, I’m not so familiar with the AI side of things. The lobby design is a pretty significant complexity to add for local game management where you don’t need...
@flamecoals We could add that sure. I’m not familiar with your codebase, but this shouldn’t require two variables necessarily to use the wrapping approach. Your local clients could handle this,...