Okay, so today’s big code update:
•Extensive code cleanup and better inter-script calls everywhere. Much easier to read means much easier to build and iterate on.
•Tweaked all four probe codes to make copypasta between them easier during iterative dev-test cycles
•Commented and formatted all of my code. More ease of iteration.
•Stones can create groups when placed next to other friendly stones
•Groups have liberties and can die, killing all children stones, at 0 liberties
•Groups no longer seppuku upon creation (a funny bug in my first try writing that)
Next items:
•Placing a stone next to an already created group will cause a terminal game crash- this due to a bad name call trying to reference the group. I know the method, don’t know syntax
•Group liberties are iffy. Probes need to subtract liberties from Groups, as well as individual Stones. If/then for grouped stone in probe functions should resolve.
•Need to turn the space(s) back on after groups die. Group code needs references to colliders (space objects), and then a foreach() should resolve.
•I need to build a bigger test board, as I prepare for scoring implementation. Wave approach won’t work due to dead stones behind enemy territory. Dumbie boards nearby for testing may also work.
•I need to switch out all instances of GetComponent<> for TryGetComponent<> for future bug-prevention. Objects can die (0 liberties) before a future line calls them, causing terminal errors, due to the nature of simultaneous running of coded objects.
•Need to implement a “Captured” variable. When stone dies, the killing player gets +1 capture. Used for game stats.
All said and done, I got a lot done today. I’m happy with it. I’ve set a loose deadline of Halloween (31 Oct) for having the engine completed, and it may end up being tight, but it’s a reasonable goal.
