-
Notifications
You must be signed in to change notification settings - Fork 6
/
BUGS.txt
299 lines (218 loc) · 39.4 KB
/
BUGS.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\NOVAGUI.CS
[169] /// TODO (priority 7) - ask the user if they want to submit the current turn before closing.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\BATTLEENGINE.CS
[600] // TODO (priority 7) - shouldn't stacks without targets flee the battle if their strategy says to do so? they're sitting ducks now!
[710] // FIXME (Priority 7) What about losses of a single ship within the token???
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\POINTUTILITIES.CS
[178] /// FIXME (priority 6) - rounding can cause no movement to occur.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\COMPONENTS\SHIPDESIGN.CS
[141] /// Get the power rating of this ship - stub: TODO (priority 6).
[428] /// TODO (priority 6) Whatever code uses this seems to be ignoring smart bombs.
[459] /// TODO (priority 6) Client code must handle heavy and speed trap mines too.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DATASTRUCTURES\SHIPICON.CS
[180] /// <remarks>FIXME (priority 6) - Currently the icon is saved as the path to the icon. This is broken if the server is saving .intel and the client then loads it with the icons in a different location.</remarks>
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\GAMEOBJECTS\SHIPTOKEN.CS
[66] /// FIXME (priority 6): Whole token instead?
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\PRODUCTION\PRODUCTIONQUEUE.CS
[64] Queue.Add(order); // TODO (priority 6) ensure they load in the correct order.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\PRODUCTION\PRODUCTIONUNIT.CS
[40] /// TODO (priority 6): Maybe this could be removed. It's convenient to have
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\RACEDEFINITION\RACEICON.CS
[182] /// <remarks>FIXME (priority 6) - Currently the icon is saved as the path to the icon.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\AI\AIRUNNER.CS
[77] // TODO (priority 6) - bypass password entry for AI.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\CLIENT\CLIENTDATA.CS
[429] // FIXME (priority 6) - THIS HAS TO GO!
[444] /// FIXME (priority 6) - This is unsafe as these may not be the races playing.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\NOVAGUI.CS
[290] /// TODO (priority 6) - detect when a new turn is available.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\DIALOGS\PRODUCTIONDIALOG.CS
[524] /// FIXME (priority 6) - Dan - What if I want to build a small base first, then add a larger base latter. I can queue two different base designs in Stars!
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\RACEDESIGNER\RACEDESIGNER.CS
[1998] // TODO (priority 6) - This level of security is not good enough as the race is stored un-encrypted.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\BATTLEENGINE.CS
[529] int movesThisRound = 1; // FIXME (priority 6) - kludge until I implement the above table
[772] // TODO (Priority 6) - beam weapon overkill can hit other staks (up to one stack per ship in the attacking stack)
[853] // FIXME (Priority 6) - damage is being spread over all ships in the stack. Should destroy whole ships first, then spread remaining damage.
[922] // TODO (priority 6) - computers and jammer stuff needs to go here *************
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\CHECKFORMINEFIELDS.CS
[75] // FIXME (priority 6) - always returns false.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNGENERATOR.CS
[100] // TODO (priority 6): Integrity check the new turn before
[316] if (star != null && star.Owner == fleet.Owner /* TODO (priority 6) or friendly*/ && star.Starbase != null && star.Starbase.CanRefuel)
[326] if (star.Owner == fleet.Owner /* TODO (priority 6) or friend */)
[328] if (star.Starbase != null /* TODO (priority 6) and not under attack */)
[349] // TODO (priority 6) 0% if bombing
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\NEWGAME\GAMEINITIALISER.CS
[126] // TODO: (priority 6) Set spent resources according to initial levels, instead of zero.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNSTEPS\SCANSTEP.CS
[106] penScanRange = (scanner as Star).ScanRange; // TODO:(priority 6) Planetary Pen-Scan not implemented yet.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DEFENSES.CS
[30] /// TODO (priority 5) - Transfer this to the Defense component property.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\COMMANDS\PRODUCTIONCOMMAND.CS
[142] // FIXME (priority 5) - this causes a false positive when edditing production orders
[160] // if (!empire.OwnedStars[StarKey].ManufacturingQueue.Queue.Contains(ProductionOrder)) {return false;} // FIXME (priority 5) - flase positive prevents deletion of production items.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DATASTRUCTURES\GAMESETTINGS.CS
[162] // TODO (priority 5) add the nicities. Update the game files location.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DATASTRUCTURES\ORDERS.CS
[58] public int TechLevel; // FIXME (priority 5): should send our research orders; server should control actual player tech level ??? what does this int mean? it is not a TechLevel type.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DATASTRUCTURES\TECHLEVEL.CS
[216] // TODO (priority 5) - Given the complexity here some unit tests would be nice.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\FILES\CONFIG.CS
[108] // TODO (priority 5) add the nicities. Update the config files location.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\FILES\GAMESETTINGS.CS
[147] // TODO (priority 5) add the nicities. Update the game files location.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\GAMEOBJECTS\MINEFIELD.CS
[42] private static int keyId; // TODO (priority 5) Minefield key will be shared amonst all minefields. Lacks a non-static unique id.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\RACEDEFINITION\RACE.CS
[480] // TODO (priority 5) - load the RaceIcon
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\WAYPOINTS\SPLITMERGETASK.CS
[193] //TODO (priority 5) - Validate:
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\AI\AIRUNNER.CS
[28]// TODO (priority 5) - suggest placing wrappers around OrderWriter.WriteOrders and GuiState.Initialize
[31]// TODO (priority 5) - suggest refactor this to better seperate the AI itself from the program that
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\CLIENT\INTELREADER.CS
[128] // TODO (priority 5) - link the tech advance message to the research control panel.
[132] // TODO (priority 5) - Link the new component message to the technology browser (when it is available in game).
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\NEWGAMEWIZARD.CS
[190] // TODO (priority 5): Load or create the tutorial client data.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\NOVACONSOLE.CS
[478] /* FIXME (priority 5) This gives a flase negative indication, i.e. GameInProgress is false even when a game is in progress.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\DIALOGS\SHIPDESIGNDIALOG.CS
[399] /// ??? (priority 5) We don't seem to have a ShipDesign at this stage, just a Hull component
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\BATTLEENGINE.CS
[521] // TODO (priority 5) - Move in order of ship mass, juggle by 15%
[797] double armorHit = (hitPower / 2) + DamageShields(attacker, target, shieldsHit); // FIXME (Priority 5) - do double damage if it is a capital ship missile and all shields have been depleted.
[878] // TODO (priority 5) Stub - just return the base power of weapon. Also need to comment the return value of this function with what defenses have been considered by this (when done).
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\CHECKFORMINEFIELDS.CS
[66] // FIXME (priority 5) - Minefiled decay has nothing to do with moving fleets and should be processed seperately.
[67] // FIXME (priority 5) - Minefield decay rates depend on what is in the field (stars).
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNGENERATOR.CS
[53] // TODO: (priority 5) refactor all these into ITurnStep(s).
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\PERSISTENCE\SERVERDATA.CS
[225] // TODO (priority 5) add the nicities. Update the game files location.
---------- D:\DAN\SRC\STARS\NOVA\SVN\TESTS\UNITTESTS\BATTLEENGINETEST.CS
[50] /// TODO (priority 5) Eliminate the requirement that the tests are run in a specific sequence.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\FILESEARCHER.CS
[263] // Try searching the nova tree (brute force) - TODO (priority 4)
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\POINTUTILITIES.CS
[39] /// TODO (priority 4) - should these be merged with NovaPoint? - Dan 28 Nova 10
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\GAMEOBJECTS\FLEET.CS
[285] /// FIXME (priority 4) - scanning capability can be addattive (but the formula is non-linear).
[306] /// FIXME (priority 4) - scanning capability can be addattive (but the formula is non-linear).
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\GAMEOBJECTS\ITEMTYPE.CS
[34] Defense, // FIXME; (priority 4) Disambiguate this two defense items!
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\RACEDEFINITION\RACE.CS
[313] /// TODO (priority 4) - Implement starting populations for races with two starting planets.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\RACEDEFINITION\RACIALTRAITS.CS
[78] return false; // FIXME (priority 4) - should never be null. Should be fixed now that this is based on DictionaryBase (requires testing) ---Dan 16 Oct 09
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\WAYPOINTS\SCRAPTASK.CS
[102] // TODO (priority 4) - create a scrap packet in space
---------- D:\DAN\SRC\STARS\NOVA\SVN\CONTROLLIBRARY\HULLGRID.CS
[457] /// TODO (priority 4) - for an engine it should say Requires N instead of Up to. Needs to be enforced also.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\CLIENT\INTELREADER.CS
[137] // FIXME (priority 4) - linking battle messages to the right battle report is inefficient because the turnData.Battles does not have a meaningful key.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\CLIENT\SELECTRACEDIALOG.CS
[47] /// What is this ??? (priority 4).
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\NOVACONSOLE.CS
[187] // FIXME (priority 4) - Delete this once proven to work without it (release testing). - Dan 09 Jul 11
[289] // TODO (priority 4) - reading all the .orders files is overkill. Only really want to read orders for races that aren't turned in yet, and only if they have changed.
[340] // TODO (priority 4) - This code is a repeat of what we do when the console is normally opened. Consider consolodating these sections.
[370] /// FIXME (priority 4) - what is this for?.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\DIALOGS\PRODUCTIONDIALOG.CS
[468] // TODO (Priority 4) - update this section to handle the quantity when too many have been added!
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\DIALOGS\SHIPDESIGNDIALOG.CS
[439] // TODO (priority 4) - work out why it sometimes is null.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\BATTLEENGINE.CS
[789] // FIXME (priority 4) - This algorithm for determining hit or miss is crude. We need a better one.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNGENERATOR.CS
[73] // TODO ??? (priority 4): Use dependency injection for this? It would
[109] // TODO (priority 4) - split this up into waypoint zero and waypoint 1 actions
[280] // ??? (priority 4) - why does this always return false?
[357] // TODO (priority 4) - check if a stopped fleet has 1 or 0 waypoints
[487] // ??? (priority 4) - why does this always return false.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\NEWGAME\GAMEINITIALISER.CS
[177] // TODO (priority 4) Special Components
[183] // TODO (priority 4) Starting Tech
[186] // TODO (priority 4) Implement Starting Items
[264] // TODO (priority 4) finish the rest of the LRTs.
[266] // Where a trait is listed as 'TODO ??? (priority 4)' this means it first needs to be checked if it has been implemented elsewhere.
[270] // Ships burn 15% less fuel : TODO ??? (priority 4)
[286] // Start the game with two midget miners : TODO ??? (priority 4)
[291] // Starbases have built in 20% cloacking : TODO ??? (priority 4)
[310] // 50% resources go to selected research field. 15% to each other field. 115% total. TODO ??? (priority 4)
[314] // Affects minerals and resources returned due to scrapping. TODO ??? (priority 4).
[318] // One instance of mineral alchemy costs 25 resources instead of 100. TODO ??? (priority 4)
[330] // Engines cost 50% less TODO (priority 4)
[331] // Engines have a 10% chance of not engaging above warp 6 : TODO ??? (priority 4)
[336] // Ranges of conventional scanners are doubled : TODO ??? (priority 4)
[340] // Starting population is 17500 instead of 25000 : TODO ??? (priority 4)
[344] // TODO ??? (priority 4)
[351] // TODO ??? (priority 4)
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\NEWGAME\STARMAPGENERATOR.CS
[166] // This could do with some explanation ??? (priority 4).
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\NEWGAME\STARMAPINITIALISER.CS
[462] star.ScannerType = "Scoper 150"; // TODO (priority 4) get from component list
[463] star.DefenseType = "SDI"; // TODO (priority 4) get from component list
[464] star.ScanRange = 50; // TODO (priority 4) get from component list
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\PERSISTENCE\ORDERREADER.CS
[58] // TODO (priority 4) only load those that are not yet turned in.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNSTEPS\STARUPDATESTEP.CS
[231] "NewComponentMessage", // TODO (priority 4) - Is this used? Is it documented somewhere? Why a string and not an enum?
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\GLOBALDEFINITIONS.CS
[106] public const double GravityMinimum = 0; // FIXME (priority 3) - Stars! gravity range is 0.2 - 6.0 with 1.0 in the middle! Will need to revise all current race builds once changed.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\POINTUTILITIES.CS
[148] /// TODO (priority 3) - Find calls to this function that could use DistanceSquare instead (for speed).
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\RESEARCH.CS
[56] // ??? (priority 3) is this the Stars! costs, or some approximation? Need a reference.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\COMPONENTS\GATE.CS
[110] /// TODO (priority 3) add a game option to modify this behavior so gates
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DATASTRUCTURES\ENVIRONMENTTOLERANCE.CS
[56] /// FIXME (priority 3) - Mathematically this finds the mean, which in some
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\GAMEOBJECTS\STAR.CS
[432] // TODO (priority 3) - implement the Stars! algorithm for concentration reduction.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\NOVACONSOLE.CS
[443] // FIXME (priority 3) - Display the turn year color coded - red for waiting, green for turned in.
[539] // FIXME (priority 3) - can not process any more than one AI at a time.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\COMPONENTEDITOR\COMPONENTEDITOR.CS
[137] // TODO (priority 3): without this an exception is raised when trying to launch a dialog
[286] // FIXME (priority 3) - Create the selected file, if it doesn't already exist. This is a workaround for the FIXME below.
[295] // FIXME (priority 3) - somehow the following line does not work!
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\CONTROLS\PLANETDETAIL.CS
[43] // FIXME:(priority 3) this should not be here. It is only needed to pass it
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\CONTROLS\SELECTIONDETAIL.CS
[37] // FIXME:(priority 3) this should not be here. It is only needed to pass it
[66] // FIXME: (priority 3) see declaration.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\DIALOGS\PRODUCTIONDIALOG.CS
[348] // TODO (priority 3) - select the next item in the list so you can keep presing remove to remove all items.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\BATTLEENGINE.CS
[446] /// FIXME (priority 3) - Implement the Stars! attractiveness model (and possibly others as options). Provide a reference to the source of the algorithm.
[518] // TODO (priority 3) - verify that a ship should be able to move 1 square per phase if it has 3 move points, or is it limited to 1 per turn?
[783] /// FIXME (priority 3) - Missile accuracy is not calculated this way in Stars! The effect of computers and jammers must be considered at the same time.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\CHECKFORMINEFIELDS.CS
[110] /// TODO (priority 3) - reference required.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNGENERATOR.CS
[217] // TODO (priority 3) - Add a setting to control the number of backups.
[299] /// TODO (priority 3) - A starbase is not counted towards repairs if it is under attack.
[300] /// TODO (priority 3) - reference where these rules are from.
[321] // repair, TODO (priority 3) skip if fleet has no damage, if that is more efficient
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\NEWGAME\GAMEINITIALISER.CS
[297] // TODO (priority 3) - work out why it sometimes is null.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\NEWGAME\STARMAPINITIALISER.CS
[62] /// FIXME (priority 3) This method is public so that it can be called from the test fixture in NewGameTest.cs.
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\COMPONENTS\GATE.CS
[108] /// TODO (priority 2) check that the same orbital slot takes precedence as
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\COMPONENTS\SHIPDESIGN.CS
[682] // keep one of each type only - TODO (priority 2) keep the right one
---------- D:\DAN\SRC\STARS\NOVA\SVN\COMMON\DATASTRUCTURES\BATTLEPLAN.CS
[39] // FIXME:(priority 2) This should all be enums!
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\COMPONENTEDITOR\COMPONENTEDITOR.CS
[1762] // TODO (priority 2) - enable all component editing fields/menu items
[1778] // TODO (priority 2) - disable all component editing fields.
---------- D:\DAN\SRC\STARS\NOVA\SVN\NOVA\WINFORMS\GUI\CONTROLS\FLEETDETAIL.CS
[703] //TODO (priority 2) - Implement a command for this.
---------- D:\DAN\SRC\STARS\NOVA\SVN\SERVERSTATE\TURNSTEPS\SCANSTEP.CS
[199] // TODO: (priority 2) Move this to the client so players can decide how long to keep
---------- D:\DAN\SRC\STARS\NOVA\SVN\CONTROLLIBRARY\HULLGRID.CS
[458] /// TODO (priority 1) - if a cell is cleared change it back to the empty module color.