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RF: Use classic game_state for communication with the bots #851
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This undos the split in team/enemy in the state that a team receives. The reasoning is that this format makes it easier to reuse functions from game.py in one’s own code.
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Hey, I don't want to give a premature review, but I am a bit worried by the direction this is taking. I appreciated a lot the idea of cleaning up a bit the use of the game state and rationalizing it's usage thorough the code base. But now I see types creeping in everywhere and I think this is a bigger endeavor and a contentious one at that. This is a big discussion, so maybe this is not the right forum to have it. |
Exactly. I am using these to catch errors during development with the help of my (pretty much unconfigured) IDE. Apart from that, these are WIP commits in a draft PR. ;) Main motivation though: Why put things in a comment that no-one reads like in https://github.com/ASPP/pelita/blob/main/pelita/network.py#L17-L32 :
when we can use modern Python features for the same thing? In that sense, yes, I am planning to rewrite these comments to |
ok, ok, then I'll retreat and wait for the WIP to be finalized. |
This undos the split in team/enemy in the state that a team receives.
The reasoning is that this format makes it easier to reuse functions from game.py in one’s own code.
Works and checks all tests but will need some cleanup and full implementation of #844 to be really useful.