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Showing posts from April, 2018

Combat: Cover and flanking system.

This week I've been slogging slowly through the code to integrate combat in to the game. It's different to the way I did it when the game was real-time, but also kind of similar. A command is sent from the turn manager (a sub process of the main environment which has different functions behavior depending on whether it's the player or enemy turn) to an agent to fire its weapon. That weapon then checks if the target is valid and if it is ready to fire, and then it sends a message to the target with some stats so that the target can process the hits. Of course, the messages aren't really sent, they are just dumped in to a list in the main environment, and then agents pull out those relevant to themselves using their unique id. Each stage is separate from each other. Each process can fail without collapsing the whole game loop. For example if you fired a burst of shots at a target and the very first shot killed the target, the others simply won't be processed. Th