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2023-02-14Replaced Context+Battle combo with State and arbitrary SystemsAki
2023-02-14Extracted basic simulation behaviour and that part of state to own classAki
2023-02-13Created sim::State object to hold overall state of simulationAki
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.
2023-02-13Externalized part of simulation systemsAki
2023-02-11Context is now used in sim systemsAki
2023-02-04Ship types JSON now support base_*_resists entriesAki
2023-02-03Created engine module right now containing only PointAki
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.
2023-01-15Implemented naive on-death markersAki
2023-01-08Implemented naive armour and shield without parametrized resitsAki
2023-01-08Added naive resistsAki
2023-01-08Renamed health to structure points where applicableAki
2023-01-08Extracted total retrieval to health points to enable modification of componentsAki
2023-01-08Extracted alive state check from battle to hitpoints to hide it awayAki
2022-12-31Extracted method to deal damage to hit pointsAki
2022-12-31Extracted HitPoints definition to own headerAki
2022-12-31Extracted TurretControl to own unitAki
2022-12-31Added rounds and reload time to turrets to enable burst weaponsAki
2022-12-31Extracted FloatingMovement component to own header and implAki
2022-12-24Added end event to mark end of a battleAki
2022-12-12Extracted preferred keep at range distance to AIAki
2022-12-03Extracted Scenario and related things into own campaign moduleAki
2022-12-03Renamed all battles module and ns references to simAki
2022-12-03Moved battles module files to simAki