The interesting files are in myTribes/*cs - Note cs stands for C-SCRIPT NOT c-sharp. C-Script or Torque-script was created last millennium by dynamix (later known as garagegame ) for the game Tribes 2.
After the initial tests with goal driven AI and enhanced Pathfinden works we need:
[C++] Test compile of pathfinder classes
[X] linux - should also work on pi - not tested - old source did
[X] freebsd with gcc12 and clang!
[~] android - install ndk loop - not in mood to fight with android studio again.
[TS] Dont like goals created and deleted all the time ! Id counter gets to high - rethink!!! Goal SHOULD be a SET not GROUP. Objects should be reset and reused not deleted and recreated! ...
[TS] Create Commander Class and Goals
[TS] Create Entity Class and cleanup : merge creatures / lumberjack classes
[C++] Remove BasicGrid and create a Enhanced Grid in c++ from pathfinder prototype
refactor save/load map with calculated path costs
[C++] move envgoal base class from TS to C++
[MILESTONE] write the todos for the game when this milestone is reached
Defined parameters:
Worker count
Private count until Sergeant is build
start invade Sergeant count
target base armor
Buffs cost shards to be defined
Worker inventory size ++
Private health
Private strength
Seargent health
Sergeant strength
start energy
start base armor
Costs
worker = 10 wood + 10 iron
private = 20 wood + 20 iron
hero = 100 wood + 100 iron
base armor = 50 wood + 50 iron
Scores == shards :
kill worker : 5
kill private : 10
kill hero : 100
build private: 2
build hero : 10
per game minute : 0.1
Classes:
GameObj
ScreenObj
MainScreen
MissionScreen (settings for the mission)
SceneObj
Trees
Iron
Commander
CommanderGoals
controlls what is build
Entity
EntityGoals
have the goals like harvest stuff or fight and so on depending on entityType (worker,private,sergeant)
OGE3DTests
Fill Map from 2d map
TerrainPaint new example: ETerrainEditor.paintTerrainAtPos(pl_visitor.getposition(), 0);