Testing Grounds Client 2.7

Test roles that have been suggested in simulated gameplay.

Testing Grounds Client 2.7

Postby KittenLicks » Wed Nov 04, 2015 1:09 pm

Updated 19/08/2016

A big update to the TG Client is currently in progress, hence the '2.5' in the title. I'm editing the OP to indicate everything that has changed, and everything in the works.

What is this Testing Grounds Client thing?
The Testing Grounds Client is the site on which the Testing Grounds games are run in real time. Long long ago, (in a forum very near), the games were run on the Testing Grounds forum itself. This proved to be slow and fairly tedious for the mod (the person hosting the game). Because of this, I created the TG Client, speeding up the games and making life easier for the person modding. Over time, many bells and whistles (and kittehs!) have been added, resulting in the current version of TGC that is online today.

That sounds cool! How can I help?
If you have any experience with programming or web design/development and want to help out, shoot me a pm! When I first started coding this client, I was just starting out in web development, so I won't push away eager newbies. The server code is written in NodeJs (Javascript) and the clientside code uses HTML/CSS/Javascript and JQuery.

Okay, I still want to help, but I can't program, and all of those acronyms sounds scary.
No problem! I'm always eager for willing volunteers to help me bugtest new features. Bugtesting can be as easy as sending me or Zoroark a pm pointing out a bug you noticed while playing, or as difficult as spending hours trying out all of the role interactions to see if any of them have bugs in them.

That's great and all, but it sounds a lot like work. Is there anything I can do to help without wasting hours of my life?
Surprisingly, yes! I'm currently taking suggestions for new features to add to the TG Client, as well as looking for feedback on the recent interface overhaul. So feel free to pm me about how you feel TG needs a command to spam lennies on the screen. My inbox is always open. :)

--

Testing Grounds Client 2.5

New features

Interface overhaul. Changed the header colours and how the phase buttons and clock are displayed.

/seance - Usable by a dead medium, sets up a private chat with the person specified, only usable once, unless the medium modifier is removed and added again.
/roll - Rolls a dice, usable by the mod.
/random - Choose a random person, usable by the mod
/help - Shows some useful information, as well as a command list.
/silence - Usable by admins, silences a player for the current phase.

Ban system changed. Bans now persist after server reset.
Checkbox to allow or disallow custom roles from rolling.
'Auto button' to change to a preset rolelist for the amount of people in the game.

Automod - Modding interface to allow standard roles to be automated.
Roles automated completely (bug testing in progress):
Spoiler: Key:
No problems
Minor issues, text needs changing etc.
Bug, doesn't work as intended
Bugtested, but not all features implemented
Still needs testing
Not implemented yet
Server crashing bug

Investigator Works fine.
Lookout Works fine.
Blackmailer Works fine.
Doctor Bug fixed, working correctly now.
Transporter Self target error fixed
Witch Fixed.
Amnesiac Tested, working.
Consigiliere Tested, works fine.
Framer Tested, works fine.
Survivor No problems
Veteran No problems

Retributionist Messages for the revived player and retrib, as well as an announcement. [Done, needs testing]
Jailor (execute) Sk doesn't kill Jailor.
Janitor Clean button doesn't work properly. [Fixed, needs testing]
Spy Doesn't see who mafia visits. [Fixed, needs testing]
Disguiser Same error that doc had, needs to check that the target is valid before disguising.
Escort Issues occur when two roleblockers block an sk. [Fixed, needs testing]
Serial Killer Roleblocking isn't stopping the kill correctly.[Fixed, needs testing]
Consort Issues occur when two roleblockers block an sk. [Fixed, needs testing]

Godfather Working, but I need to change the way it works for mafia tactical.
Vigilante Working, but stuff like guilt and shots still needs to be done.
Sheriff Works fine, but needs some code to handle the werewolf's differing night results.
Bodyguard Vesting still needs to be done.
Forger
Jailor (roleblocking and using a /jail command)
Arsonist
Werewolf

ToDo and Buglist has been moved to a Google doc

Features in progress

Ideas

Possibly adding investigative results in rolecards. Done!
Automating exe targets.
Automating exe wincon.
Command to view all rolecards on the server. (Suggested by BPsycho2)
Silently kill a player (for late players)
/kitteh command or button (dota)

I appreciate suggestions, and I'll add them here as I get them. :)

--

Original post:
Spoiler: Hi everyone.

Kiyosen and I have decided to rewrite the Testing Grounds client from the ground up. We are going to use this thread to track the development process, as well as a place to post bugs, suggestions and features from anyone that wants to help.

How can you help?
If you have any experience with programming or web design and want to help, there's quite a list of things that need doing, that I'm currently doing alone. You can tackle one of the existing bugs or add a feature, or just PM me and ask for a thing that needs doing.

If you cannot program, there are still plenty of ways you can help. Firstly, the interface and colour scheme is kinda up in the air right now. Any suggestions towards that (see screenshots) would be much appreciated. Secondly, any suggestions for new features will be taken into consideration. Finally, testing the client and reporting any bugs that pop up would be helpful as well.

--
Todo:
Features:
  • Mod control panel -
    • Edit players allowed to enter
    • Edit banlist
    • Edit roles
  • Close wills during mod time
  • Days by the timer. Phase and day with the current time.
  • Killing interface
  • Medium seance
  • X-Shot notifications?
Security:
  • Spam filter

Can anyone think of anything that was on the previous client but not on that list? Or anything that should be added? Tell me and I'll add it to the list.

Links:
Link!
Last edited by KittenLicks on Tue Sep 06, 2016 7:44 am, edited 39 times in total.
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Re: Testing Grounds Client 2.0

Postby Kiyosen » Thu Nov 05, 2015 10:35 am

Told Kitten this in PM but might as well list them here and simplify them a bit. It's a bit demanding but ultimately, they're just suggestions.

-Wills, death notes, and forgery wills
-Commands, because they help a lot.
-Access to dead people's wills/death notes, graveyard is added as a result.
-Timers and Day #'s (I suggest putting the current phase with the timer too like in the game, for example: Day 2: 32)
-Add Forger(access to forgery will) and Killer(access to death note) as a role modifier. You can also un-click the modifier in case of mod error.
-/kill (victim) (killer) will kill the victim and give everyone the appropriate messages. (Killer modifier can leave precedent for this possibility. Not needed though.)
-/forge (victim) (forger) will switch the victim's will with the Forger's forgery will. (Forger modifier can leave precedent for this possibility. Not needed though.)
-Mod actions would be the same jailing, blackmailing, and killing/reviving stuff.
-Medium seance. Medium modifier gives /seance (player) command when dead. The next night, the target can talk to the Medium and vice-versa.
-X-shot notifications. Helpful for tracking charges for Doctors, BGs, Survivors, Janitors, Disguisers, Forgers, Veterans, Vigilantes, Jailors, Mediums, and Retributionists. Not exactly sure on an exact method on how to implement this though.



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Re: Testing Grounds Client 2.0

Postby NDM » Fri Nov 06, 2015 6:24 am

I have taken a course on how to make a website if that helps. I can make a website with the schedule with passwords roles and dates. So can this help? Most likely not but want to try and help
Spoiler: Thanks Archo and sorry for rushing you

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Re: Testing Grounds Client 2.0

Postby Jerme » Fri Nov 06, 2015 8:50 am

In which programming language is the TG writting in? I have basic knowledge in VB.Net and VB-script, a bit knowledge in Java and C#.
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Re: Testing Grounds Client 2.0

Postby eleethacker1337 » Fri Nov 06, 2015 9:15 am

Image
B) Sunglasses, 'cuz I'm da bomb.
Spoiler: Image
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Fri Nov 06, 2015 10:09 am

eleethacker1337 wrote:Image

For those curious about what eleet is referring to:
Spoiler: Image

NDM wrote:I have taken a course on how to make a website if that helps. I can make a website with the schedule with passwords roles and dates. So can this help? Most likely not but want to try and help

Well, the Testing Grounds is a website. If you know any css, you can help out with the clientside interface, and if you know any Javascript/Jquery you can help out with the serverside of clientside scripting parts of it. As you can see, all of the graphics are placeholders right now. Just PM me with what you know how to do and I'll tell you if you can help with anything that needs doing. ^^

Jerme wrote:In which programming language is the TG writting in? I have basic knowledge in VB.Net and VB-script, a bit knowledge in Java and C#.

It is written in Javascript serverside (using NodeJs) and HTML/CSS/Javascript clientside (of course).
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Re: Testing Grounds Client 2.0

Postby eleethacker1337 » Fri Nov 06, 2015 10:14 am

I tricked AJAX into giving me out the response "lol" no matter what the field text was (#ConsoleOP).
There's a bug...
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Re: Testing Grounds Client 2.0

Postby NDM » Fri Nov 06, 2015 10:16 am

Kitten I mean like a different one. With when the games are what the roles are and stuff like that. Not like TG just like a a schedule of the games and stuff like that.
Spoiler: Thanks Archo and sorry for rushing you

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Re: Testing Grounds Client 2.0

Postby KittenLicks » Fri Nov 06, 2015 10:55 am

eleethacker1337 wrote:I tricked AJAX into giving me out the response "lol" no matter what the field text was (#ConsoleOP).
There's a bug...

How did you do it?
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Re: Testing Grounds Client 2.0

Postby eleethacker1337 » Fri Nov 06, 2015 11:00 am

KittenLicks wrote:
eleethacker1337 wrote:I tricked AJAX into giving me out the response "lol" no matter what the field text was (#ConsoleOP).
There's a bug...

How did you do it?
Code: Select all
var kittenLicksSucks = true
Image
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Spoiler: Image
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Sat Nov 07, 2015 3:23 am

eleethacker1337 wrote:
KittenLicks wrote:
eleethacker1337 wrote:I tricked AJAX into giving me out the response "lol" no matter what the field text was (#ConsoleOP).
There's a bug...

How did you do it?
Code: Select all
var kittenLicksSucks = true
Image

Very clever. Truly we are but peons in the shadow of your vast intellect.

On a serious note, if it's a clientside only bug and you can't actually get in with any name, it probably doesn't matter.
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Re: Testing Grounds Client 2.0

Postby Jerme » Sat Nov 07, 2015 12:49 pm

How about a command for the mod to pass thge rights to someone of their choice (reverse /request)?
There is a small change request: When yo upass mod and still have a player selected you have the chat/kill/imprison interface of said player still open. Sure one cannto do anythign ,but passing the rights should remove the sight of this interface.
Also: I currently cannot connect to the server after being kicked. It says 'A player with that IP is already playing on this server', but I am not.
Last edited by Jerme on Sat Nov 07, 2015 1:01 pm, edited 2 times in total.
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Re: Testing Grounds Client 2.0

Postby NDM » Sat Nov 07, 2015 12:50 pm

I was thinking that
Spoiler: Thanks Archo and sorry for rushing you

Anyone who thinks they can debate me without evidence cannot win a debate. Anyone who just uses one quote as a point shows they are the failure, and prove the opposing side.

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Re: Testing Grounds Client 2.0

Postby KittenLicks » Sat Nov 07, 2015 1:00 pm

Jerme wrote:How about a command for the mod to pass thge rights to someone of their choice (reverse /request)?
There is a small change request: When yo upass mod and still have a player selected you have the chat/kill/imprison interface of said player still open. Sure one cannto do anythign ,but passing the rights should remove the sight of this interface.
Also: I currently cannto conenct to the server after being kicked. It says 'A player with that IP is already playing on this server', but I am not.

Jerme wrote:How about a command for the mod to pass thge rights to someone of their choice (reverse /request)?
There is a small change request: When yo upass mod and still have a player selected you have the chat/kill/imprison interface of said player still open. Sure one cannto do anythign ,but passing the rights should remove the sight of this interface.
Also: I currently cannto conenct to the server after being kicked. It says 'A player with that IP is already playing on this server', but I am not.

Yup, that's a bug with the old server, I had to roll back a lot of the code and lots of my fixes were removed.

And thanks you two, I added it to the list
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Fri Nov 13, 2015 7:17 am

Jerme wrote:How about a command for the mod to pass thge rights to someone of their choice (reverse /request)?


Just finished this.

On that note, I'd really appreciate it if people hopped on the server at some point today and tested things, if they have time. :) I'm calling today a bit of an open day for the server, seeing as it'll be nice to make sure there aren't any big bugs before the test.
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Re: Testing Grounds Client 2.0

Postby Jerme » Fri Nov 13, 2015 8:16 am

Current bugs:
- Selfwhisper/whisper to mod: possible without passing mod in general.
- Dancing kitty does not reconnect, also it says it would.

Should the mod be able to kill/jail themnself or edit own chats (on old TG you see the chat you gave yourself twice)?
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Fri Nov 13, 2015 9:18 am

Jerme wrote:Current bugs:
- Selfwhisper/whisper to mod: possible without passing mod in general.
- Dancing kitty does not reconnect, also it says it would.

Should the mod be able to kill/jail themnself or edit own chats (on old TG you see the chat you gave yourself twice)?

I haven't bothered with restricting things for the mod. There is no reason for mod to be able to do any of that, but if they want to, more power to them.

Just fixed the whisper issue. :3 Dancing kitty thing isn't a bug, merely a thing that hasn't been implemented yet.
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Re: Testing Grounds Client 2.0

Postby Jerme » Fri Nov 13, 2015 12:52 pm

then I suggest that you'd remove the text for now. It might be confusing~

Have you included the number change via modswap already?
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Fri Nov 13, 2015 1:42 pm

Jerme wrote:then I suggest that you'd remove the text for now. It might be confusing~

Have you included the number change via modswap already?

Number change via modswap is done. And yeah, I'll add a message there :)
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Re: Testing Grounds Client 2.0

Postby Jerme » Sat Nov 14, 2015 2:50 am

The mod can /msg and /mod themselves. Is this supposed to be? Can non mods whisper themselves for now? Should a mod be able to /w a player?
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Sat Nov 14, 2015 3:23 am

Jerme wrote:The mod can /msg and /mod themselves. Is this supposed to be? Can non mods whisper themselves for now? Should a mod be able to /w a player?

Mod being able to /msg and /mod themselves is intentional. Just because there's no point stopping them. Players are only stopped from whispering themselves and the mod due to the possibility of it changing spy gameplay.
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Re: Testing Grounds Client 2.0

Postby Jerme » Sat Nov 14, 2015 3:35 am

After you have kicked yourself out, I have not received the mod rights. Just a small info to pass.
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Sat Nov 14, 2015 4:04 am

Jerme wrote:After you have kicked yourself out, I have not received the mod rights. Just a small info to pass.

Noted, thanks.
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Re: Testing Grounds Client 2.0

Postby Jerme » Sat Nov 14, 2015 5:07 am

Question: How cna you distribute the roles on TG 2.0? I do not see a button saying this.
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Re: Testing Grounds Client 2.0

Postby KittenLicks » Sat Nov 14, 2015 5:17 am

Jerme wrote:Question: How cna you distribute the roles on TG 2.0? I do not see a button saying this.

It isn't implemented yet. As a mod, you need to use something like this or randomize the roles manually.
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