Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-02-14 | Replaced Context+Battle combo with State and arbitrary Systems | Aki | |
2023-02-14 | Extracted basic simulation behaviour and that part of state to own class | Aki | |
2023-02-13 | Created sim::State object to hold overall state of simulation | Aki | |
This is seems like it creats even more chaotic binding between the components but it is a very nice and testable intermediate step before moving everything to standalone systems and shoving state into the... well, State. | |||
2023-02-13 | Externalized part of simulation systems | Aki | |
2023-02-05 | Added universe to used libraries for style consistency | Aki | |
2023-02-05 | Added simple test for HitPoints | Aki | |
This should have been added earlier. The test itself is questionable and overall very optimistic about the edge cases. The intent of this commit is purely set up of the testing framework. | |||
2023-02-03 | Created engine module right now containing only Point | Aki | |
This might be a bit too generic of a name, but the intent is to get the main shared abstracts for gameplay loop and/or simulation outside of the game executable implementation to redirect dependencies. | |||
2023-01-21 | Inernal libraries are now static | Aki | |
2022-12-31 | Extracted method to deal damage to hit points | Aki | |
2022-12-31 | Extracted TurretControl to own unit | Aki | |
2022-12-31 | Extracted FloatingMovement component to own header and impl | Aki | |
2022-12-13 | Added naive events for ship destruction | Aki | |
2022-12-03 | Extracted Scenario and related things into own campaign module | Aki | |
2022-12-03 | Renamed all battles module and ns references to sim | Aki | |
2022-12-03 | Moved battles module files to sim | Aki | |