Closed scj7t4 closed 10 years ago
What about switching typeToAssemble to just type so that 0 will be wall 1 will be turret and 2 will be Hangar?
You might have trouble differentiating between a wall being dropped, a wall that is there and a wall that is dead.
On Tue, Mar 25, 2014 at 8:12 PM, Russley Shaw notifications@github.comwrote:
What about switching typeToAssemble to just type so that 0 will be wall 1 will be turret and 2 will be Hangar?
Reply to this email directly or view it on GitHubhttps://github.com/siggame/MegaMinerAI-13/issues/15#issuecomment-38640466 .
Wall being dropped will have A positive turnsUntilAssembled A dropped wall will have a turnsUntilAssembled
Empty, plain tile will have owner of 2, 0 health, 0 turnsUntilDropped A wall will have an owner of 0/1, turnsUntilDropped, and a health Hangar will have owner of 0/1 type of 3 and a health
Empty Tile
Deployed Wall Tile
Deploying Wall Tile
Deploying Turret Tile
Hangar/Spawnable Tile
What about assembling droids on tiles? You mentioned a new variable 'turnsUntilDropped' does this mean we will have both a 'turnsUntilDropped' and a 'turnsUntilAssembled'?
Still need to add this 'type' variable to the tile class, unless 'typeToAssemble' is what I'm looking for.
Currently, there is no way to tell if a tile contains a wall. You can access the health of a tile to hint if there is one, but that does not differentiate between the case with a hanger.
This is in master with the python API