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| author | Edvin Jakobsson <[email protected]> | 2026-09-08 19:57:46 +0200 |
|---|---|---|
| committer | Edvin Jakobsson <[email protected]> | 2026-09-08 19:57:46 +0200 |
| commit | d0a5dfb3d2d658a5d92db59141d51f65d13b55ff (patch) | |
| tree | 153fa4d1f5f9e64839d85ecb81a185fe0e0b6c1b /README.md | |
| parent | 8caef0f8a346bbd726c5f296933b663e22ac4d28 (diff) | |
Removed comment from READMEmain
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 2 |
1 files changed, 0 insertions, 2 deletions
@@ -4,8 +4,6 @@ An attempt at networked Battleship over ncurses. Host a game on a raw TCP socket Ship placement works: you move a ship around with WASD, rotate it, and lock it in, five ships per side. Turn-taking mostly works too, since coordinates get sent and received over the socket so each player sees where the other is aiming. What never got finished is syncing the actual board state itself. The code that's supposed to exchange each player's ship layout after placement is stubbed out as comments ("send to p1" / "recieve p1"), so a real game currently plays blind past the placement phase. -Worth knowing before you try to build it: `nships.c` still has an unresolved merge-conflict block sitting in `setPlace()` (`<<<<<<< HEAD` / `=======` / `>>>>>>> origin/main`) from whatever merge originally introduced it. That history got carried over intact rather than cleaned up, so it needs a manual pick before this will compile. - ## Controls Ship placement: |
