descendu
In-progress, slow-moving draft of a lousy game inspired by Greed Corp
Work remaining
In no particular order:
- Convert serialized data into some sort of dump for visualization/debug
- Sort out representation for various tile elements
- Sort out coloring for different player ownership
- Make world generate/dump drivable via stdio
- Use pstreams to invoke neato
- Use linenoise? Or just rlwrap
- Input of S-expression commands/actions
- Destruction of a hex due to its height being reduced by one (e.g. mining)
- Output of S-expression commands/actions
- Determination of whether or not a particular player has pieces remaining
- Destruction of a hex with "splash" destroying linked marginal hexes
- Process a player's start of turn, including height and resource per mining
- Enumerate/label units/resources which have not "moved" yet this turn
- Commands/actions represented as S-expressions
- Tweak BFS into something a-star-ish
- Command/action enumeration and then subsequent processing
- Movement of walker, possibly with attack
- Creation of base
- Building of new walkers
- And so on, which will require replaying the original game a bit
- Clean up and refactor (e.g. split headers from implementation files)
- Hashing functions could use some love.
- Nicer backtraces? https://github.com/bombela/backward-cpp
- Upgrade Catch to latest version, involving some breakage fix
- Monkey around a bit and determine next steps