Commit Graph

16 Commits

Author SHA1 Message Date
36414a6996 Put framework in place for dealing with graphs in 3 dimensions 2011-07-01 12:24:52 -04:00
7b4b3ba76e Fixed the one-node tree bug 2011-07-01 11:48:49 -04:00
d2322a7caf Made some adjustments to the game's ranging 2011-06-28 22:27:33 -04:00
8550b0f8f1 Cleaned up some debugging code 2011-06-28 22:14:55 -04:00
07fc8c67c1 Removed the concept of edges in favor of a proper tree-style approach, with each vertex knowing about its neighbors. This seems to have broken both Grah::crosses_edge() and Graph::remove_vertex. and the move radius circle doesn't draw any more. Go team. 2011-06-27 18:10:24 -04:00
ed0d8c5e26 Added debug statements for endgame 2011-06-24 22:36:42 -04:00
4d5770006c attacking now fully works - not terribly happy with the range of attack ranges though 2011-06-24 15:06:52 -04:00
6aedad51e5 Most of the attack functionality now in place, but it's not all quite working yet 2011-06-24 14:59:18 -04:00
e51a328641 More implementation for attacking 2011-06-24 12:18:52 -04:00
931ced321a Let gamedata store information about whether we are attacking or moving 2011-06-24 12:02:53 -04:00
a71ab74a9c Fixed strength calculation, yay 2011-06-24 11:37:56 -04:00
1a555b900c Split calculate_strength into a recursive and non-recursive portion - saves a lot of special checking 2011-06-24 11:32:50 -04:00
81028d7070 Use floats for strength calculations s. This has the amusing problem of making everything after the first node 'inf' 2011-06-24 11:06:26 -04:00
977322d4ee First stab at the calculate_strength() function - all it nets us is a floating point exception when compiling with -DDEBUG 2011-06-24 11:03:40 -04:00
5205b9dfab Forgot to test compilation, made it happen... 2011-06-24 10:19:41 -04:00
5ed05fc829 Separated game-specific graph behavior into a subclass, implemented 2 players alternating turns 2011-06-23 17:28:49 -04:00