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graphfight's Issues

Tiles must be defined

  • Tiles are individual "squares" in the map grid
  • Tiles contain information about if you can stand on them, move through them, or shoot through them (potentially flags array)

Pawns must be able to fire their weapon

  • Can set target position via web call
  • Accuracy used to determine random "offness" of shot following normal curve
  • Shots end when hitting a "wall" (not BulletPassable or outside map) or a pawn
  • Pawn does not occupy entire space, only a fraction (like 75% or so, centered, circular)
  • After firing happens, able to get tiles that shot travels through.
  • After firing happens, able to get actual shot trajectory

Must have a map made of tiles

  • Map should be retrievable via api call
  • Map should be 2D container of tiles in grid
    - [ ] Map should contain "pawns" (? unsure if this should be above the map layer)
  • Tile data can/should be retrieved via separate call to reduce data sent, just references sent

Must be able to move pawns on map

  • Should be able to get pawn positions via web call
  • Should be able to get all valid tiles within a pawn's movement range
  • Should be able to set pawn's position to valid position (rounds implemented later?)

Pawns must be defined

  • Pawns will have health, ie number of hits they can take, generally 1 (current and max)
  • Pawns will have a move distance stat (current and max)
  • Pawns will have a weapon equipped (weapons defined elsewhere with damage, accuracy, shots fired, cutoff distance?, etc)
  • [ ] Pawns belong to a team
  • Pawns have a position on the map

Should pawns handle their own movement/firing or should a controlling class handle that? A: controlling class. Pawns will just be a model, not contain any real logic.

Game progresses in rounds

  • One round consists of each team firing and/or moving pawns
  • As of now, each pawn can either fire once or move once
  • Firing happens first, movement second
  • If two pawns move into same space, whichever pawn has more movement remaining gets the spot, other pawn is next to it in previous space. Ties are 50-50
  • All pawn actions execute at the same time, equally, per priority order (firing/moving, dead pawns don't move)

Create initial Projects

Need asp.net core server, .net standard library for minimally the models but possibly the logic too, and test project (likely .net core)

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