beeg comment
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src/main.rs
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src/main.rs
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@ -3,6 +3,56 @@ use bevy::{
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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};
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// In a vacuum this is just 2, 2 dimenionsal arrays, but I think
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// that sort of state pattern doesn't fit well in the ECS architecture
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//
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// What we'll likely end up doing is spawning entities with positions
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// and working from there, this shouldn't be a big problem since the
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// games scope is limited to 22 pieces in a standard configuration,
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// but we will have to loop over all of the game pieces to do anything
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// with the naive solution
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// 2 players
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// 10 walls each
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// 1 pawn each
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//
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// Ideally I'd like to find a way to make queries based on colocality, or otherwise
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// find a method for batching only nearby entities with some form of spatial partitioning scheme
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// but this is extra credit (I'll just make more boids)
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//
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// 9x9 piece board
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// player position should in theory just be a component on the player token entities
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// 8x8 wall board
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// each wall piece can be either north_south or east_west
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// None, NS, EW
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// this will be an enum component on the wall entities
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//
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// technical choices to be made:
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// 2d? 3d?
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// in 2d; with sprites? or entirely in the ui layer?
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//
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// algorithms to write:
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// finding valid moves, including both wall and player moves
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// walls:
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// a player can't place more than 10 walls
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// a player can't place a wall in the same wall board tile
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// as another board
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// * a player can't place a wall such that it completely
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// prevents their opponent from reaching your home row
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// players:
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// players can move single spaces
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// players can't jump walls
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// a player can jump another player like chinese checkers;
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// this includes an L shaped jump when the player is against a wall
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// |c A player in position `A`
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// |a b can jump over a player in position `b` to reach position `c`
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//
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//
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// implementation details to figure out; (that aren't included above)
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// we'll need a method for selecting what type of move you wish to make
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// we'll need methods for selecting where to make moves on both subgrids (wall and player)
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// we'll need to keep track of player turns (States)
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// we'll need to keep track of each players remaining walls (Resources)
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fn main() {
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fn main() {
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App::new()
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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