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Beat wood 3 boss

Tasks [1/3]

Starting greenfield checkpoint

Get previous merge logic in

Clean up template

Minimal classes [6/9]

Player

Bomber

Bomb

calculateNextMove class - MadBomber?

Node

Coordinates

isHotSpotDirectlyReachable? - PathToXY?

getListOfHotSpots - No fancy grouping needed - HotSpotProvider

ScoreManager

Create test helpers

Make a simple implementation

Classes

BoardState

Bomb impacted cells
getAvailableMovesForPlayer?

Bomb

effective tick
is range determined by player of specific bomb
what kind of power ups exist that change bomb behaviour?

Bomber

prefered hotspots

Coordinates

PathToXY/SafePathToXY

Survive opponent bomber

HotspotProvider/HotspotGrouping?

Some call for calculate next move

keep the score calculator logic in the same parse as creation

Node

node score
parent total score
current level/depth
getScore = node + parent scores

ScoreManager

depth vs score

Something to do with Bomb’s time element

Thoughts

Hotspot grouping

Chain ticks and kill logic - effective tick for bombs

Need to work with powerups

Entity class?

Board state with an additional 13x11 element?!?!

Calculate opponent score