Initial shot at constructor for AI player; requires:
1) reference to the units owned by AI player
2) number of force points accounted to AI player
can be 0 if not applicable
3) reference to the planets ONLY that the AI controls
Victory Points earned only by HumanPlayer and used
only when Instant Victory is not possible
This is a function where any team can call and keeps its
value in memory
x is the point positive or negative added to victoryPts
This constructor takes the string from the varu-or-whatever.dat file and
looks up the rest of the info according to that
Note that the dummyvariable just gives this a different function header
from the above but actually serves no purpose!
Imperial turn; operations; movement:
AI stacks characters with military units or space ships
AI lists units which are eligible to be moved
AI first moves unstacked characters ie.
This method determines the appropriate detection value for character(s)
moving between planets or on the same planet on a spaceship
Note: this method assumes that the PDB is controlled by the enemy
This methode should not be invoked if the PDB is not controlled by the enemey
Welcome to the happy little window wherein the
evil Emperor appears to taunt and vex the poor
little human player!
once finished, this window requires that the
associated image files be stored in the same
directory as the tauntWindow.class file
~aplatt, game/ai team
constructor for game class: takes name of file
from which to get data for game initialization
name of file must include appropriate suffix
for the time being, it ends the program if
the source file isn't found.
Initial shot at constructor for HumanPlayer; requires:
1) reference to the units owned by HumanPlayer
2) number of force points accounted to HumanPlayer
can be 0 if not applicable
3) reference to the planets ONLY that the HumanPlayer controls
4) victory points earned only by HumanPlayer
move()
This move() method moves an array of Military Units, an array of
Charactrs, and an array of Spaceships to the military group of the
destination environ.
moveGroupFromEnvironToOrbit()
This method moves an array of Military Units, an array of
Charactrs, and an array of Spaceships to the military group of the
destination orbit box.
moveGroupFromOrbitToEnviron()
This method moves an array of Military Units, an array of
Charactrs, and an array of Spaceships to the military group of the
destination environ.
moveGroupFromOrbitToOrbit()
This method moves an array of Military Units, an array of
Charactrs, and an array of Spaceships to the military group of the
destination orbit box.
HumanPlayer version of movement; different to AI that
Bob will actually have to choose
Rebel turn: operation; movement:
1) HumanPlayer picks which characters and/or military units to move
2) HumanPlayer picks which planet to move to if applicable
3) HumanPlayer picks which environ to move to
4) HumanPlayer may choose no to move
Player is the superclass to the HumanPlayer and AI classes, currently we
have documentation about Victory Points which will be in the HumanPlayer
class.
Rebel turn; operations; enemy reaction phase:
1) AI checks for location of detected rebels/militia
2) AI compares these to locations of imperial militia
3) AI randomly moves a unit to the rebel-occupied
environ 75% of the time
HumanPlayer version of reaction; different to AI that
Bob will actually have to choose
AI turn: operations; enemy reaction segment:
1) HumanPlayer checks the environs where there are Imperial
military units or a detected Imperial character
2) HumanPlayer may choose which military unit to move
3) HumanPlayer may choose which military unit and a leader to move
4) or HumanPlayer may choose which character to move
5) HumanPlayer may choose no to move
6) HumanPlayer chooses to move to an environ occupied by an Imperial
military unit or a detected Imperial character
Rebel turn; search:
1) AI makes or uses a list of detected rebels (if one is available)
in same location as imperial units
2) AI searches for any/all rebels in the list
3) Successful search will always lead to combat
HumanPlayer version of operations; different to AI that
Bob will actually have to choose
AI turn: operation; search phase:
1) Humanplayer checks where detected Imperial characters are
in same location as Rebel units
2) HumanPlayer decides wether to initiate combat on environs where
where Imperial units are detected
Welcome to the happy little window wherein the
evil Emperor appears to taunt and vex the poor
little human player!
once finished, this window requires that the
associated image files be stored in the same
directory as the tauntWindow.class file
~aplatt, game/ai team
Rebel turn; operations; combat phase:
Imperial turn; operations; combat phase:
1) AI checks if combat is possible; if not, returns
2) AI makes list of all environs where combat is possible
3) AI steps through, removing from it environs where imperial
forces are outnumbered 3:1
4) AI steps through list, assigning leaders where available
5) AI calls combat for each environ in the list
HumanPlayer version of operations; different to AI that
Bob will actually have to choose
AI turn:operations; combat segment:
Rebel turn: operations; combat segment:
1) HumanPlayer checks if combat is possible, if not returns
2) HumanPlayer checks and see which environs combat is possible
3) HumanPlayer takes away units where Rebel forces
are outnumbered
4) HumanPlayer assignes leaders where available
5) HumanPlayer chooses to do combat where it is possible