Turn-based RPG strategy game in C++17
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Turn-based RPG strategy game in C++17
Implement class ID
std::map<ID, std::pair<int, ID>>
Refactor all functions currently using PathMap
As it currently works, adding more logic to the map is very cumbersome.
A single observer needs to be able to attach itself to multiple observation points.
This makes the current Mobility code cleaner and will probably come up again in the future.
Syntax should be something like:
EnumContainer<bool, EnumType> set;
for (EnumType t : set.get_set_bits()) {
...
}
The Method calls on findShortestPaths(...) are WAYYYYYYYYYY too long.
class Chapter {
private:
GridMap _map;
public:
Chapter() {
_map = GridMap();
AttackHelperContainer::setHelper(_map, PassKey<Chapter>);
}
};
class AttackHelperContainer {
protected:
static AttackHelper _instance;
public:
static setHelper(GridMapOrWhatever& map, PassKey<Chapter> /*Unused*/);
}
Viewable, Controllable, and full Unit need to be separated so that we don't have to give access to the full API.
For easy iteration through STL containers of unique_ptr
Comments in code mark spots where skills should be checked.
Minus (operator-) is not commutative. Treating it like it is is no bueno. EnumContainer (and probably some others) need to be fixed.
The following should all be together so that we can easily make units
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