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@dagguh dagguh commented Apr 5, 2021

Sneak peek: image

Gotta:

  • correctly activate brackets in subsequent turns
  • scroll automatically to the active timing
  • let the player scroll horizontally to see the past and the near future
  • let the player expand or collapse any bracket
  • mark the action in the bracket (e.g. a credit was taken or a run was made) - replacement/enhancement of the TimeCross
  • add brackets for all existing timing structures (paid ability windows, runs, accesses too)
  • add a symbol in paid-ability windows (paid +rez + scoring)
  • shrink nested brackets vertically
  • add graphics to denote the start and end of a bracket [ content ]
  • make the active timing the drop zone for activation like playing operations
  • make the active timing the decision zone - show access/steal options there
  • remove debug logs

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dagguh commented Apr 6, 2021

Vertical shrinking was trivial:
image

Now I'm fixing the bug with action brackets opening in the past turns. It's a big problem, because the whole code assumed that there's the game.corp.turn and the game.runner.turn without considering that they pass. The CorpTurn and RunnerTurn classes begun as stateless, so it was never a problem. The only state they got was event handlers. The old TimeCross was only appending immutable views, so representations of past actions weren't affected by that shared state. But now I'm registering dynamic views of turns/actions, so the classes. I'm rewriting the timing code to create new instances of turns, action windows, etc. instead of relying on mutable singletons.

dagguh added a commit that referenced this pull request Apr 6, 2021
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dagguh commented Apr 10, 2021

The bug uncovered a ton of fundamental bad design. The timings were done ad hoc. Sometimes opening of a priority window was done as a cost, sometimes as a C# Task, sometimes relying on the GUI rather than the engine, sometimes as callbacks.
I started remodelling the timing and priority according to the game rules: #2036

dagguh added a commit that referenced this pull request Jun 13, 2022
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2 participants