From 312615c766d5d8841c891c6995be48dd0f2d6fe3 Mon Sep 17 00:00:00 2001 From: Jamie Bloxham Date: Mon, 9 Jan 2017 18:46:02 -0500 Subject: [PATCH] killlll --- README.md | 22 ---------------------- 1 file changed, 22 deletions(-) diff --git a/README.md b/README.md index 075e50d..09b56c4 100644 --- a/README.md +++ b/README.md @@ -202,28 +202,6 @@ This task takes several paramters: `teamA`, `teamB`, and `maps`. These can be sp `teamA` and `teamB` correspond to the packages containing teams A and B, respectively. `maps` should be set to a comma-separated list of maps. If you are unsure as to what format to use for entering, refer to the output of `gradle listMaps listPlayers`. -## Debugging your Player - -Normally, the software computes the match well ahead of what is being currently -viewed. However, selecting "compute and view match synchronously" from the match -dialog puts the software in "lockstep mode", where the computation and viewing -move in lockstep. This is generally slower than running them independently, but -it allows for some interesting debugging features. - -While in lockstep mode, right-clicking on an open square in the map brings up a -menu that lets you add new units to the map. Right-clicking on an existing unit -allows you to set its control bits, which the robot's player can query and react -to. You can also drag-and-drop units on the map. - -These debugging features are intended to help you test your robots in situations -that might otherwise be hard to get them into (e.g., what happens if one of my -archons gets cut off from the rest...?). However, if the players are not written -defensively, these unexpected manual changes can interfere with their control -logic. Keep this in mind when using the debugging features. - -Also, during the tournament and scrimmages, you will not be able to manually -affect the game in this way. - ## Uploading your Player