cartridge-gg / hegemony Goto Github PK
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License: MIT License
See - https://github.com/dojoengine/dojo.js/blob/main/examples/react/react-app/src/dojo/DojoContext.tsx
Implemented in client side and contract side logic
Our first goal is to get to a playable version of hegemony as rough a client as possible. From this playable version we can gather valuable feedback, whilst also working on the lore and story.
The first game spec is build in Unity:
Map
Players
Moves
Resolutions
Submissions
In the Submissions time, players must submit their moves, this is the commit
In the resolutions time, this is when players moves have to be revealed and then resolved. If players to not reveal their moves of their units, then the units can be killed in the next submissions stage but anyone.
Resolutions
Spawn players in a concentric circle from the center, like how the Paris districts are setup.
Current spawn system:
fn get_player_position(player_number: u32) -> (u32, u32) {
let center_x = CENTER_X;
let center_y = CENTER_Y;
let tile_distance: u32 = 8;
if player_number == 1 {
// The first player is at the center
return (center_x, center_y);
}
// The second player is at the center + 8
let x = center_x + tile_distance * (player_number - 1);
let y = center_y + tile_distance;
(x, y)
}
Players should spawn 8 tiles from the next closet in any direction.
Right now, combat is only resolved between the first two squads on the hex. We need to allow more than 2 squads to resolve on a hex at any time.
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