Open CameronFc opened 8 years ago
Will messaging string be the last message string it has sent (as well as a turn timestamp)?
In what I have written right now, each robot calls a method at the beginning of every cycle that clears any debug strings, so messages will not persist between rounds. This is done by calling Debug.emptyIndicatorStrings() at the start of the loop in every unit. You can disable it temporarily for testing if you want, but re-enable if you push.
There are no rules on what is displayed on the messaging string, but right now it should display the contents of the most recent message processed this round.
How about tick
looks like:
Debug.emptyIndicatorStrings()
unitState
, messagingStrings
, anythingElse
(variable names should change)
Each unit in the game has a maximum of three debug strings it can display at once. So you can't have more than 3 debug strings set during a round on a single unit. I propose we adopt the following standard:
Index 0: Unit state (Exploring, travelling to known location, attacking, retreating, etc.) Index 1: Messaging Strings (Id, message, location, ...) Index 2: Anything else.