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afdg's Introduction

๐Ÿ‘‹

I'm a software engineer.

I'm interested in typed functional programming and programs that can't crash. In non-work work I like PureScript and Haskell, and you can see some past small work in those areas in Advent of Code solutions, a tiny library for explaining property-based testing, or work to provide a typed functional interface for frontend development on top of the Spatio-Temporal Asset Catalog specification.

I'd like to be better at selling / teaching functional programming (e.g. 1, 2) and writing helpful docs for applications (e.g. 1). I'd also like to be better at helping other people who didn't start out thinking they'd like to write software but think maybe it's for them.

If you want to say words to me about any of that, you can tweet at me at @james_santucci.

afdg's People

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afdg's Issues

Draft bases on load

  • make all tiles neutral at start
  • Show whose turn it is when the game starts
  • let that player draft a base
  • let the next player draft the next two bases
  • let the first player draft the fourth base

With the small initial tile set it's not actually possible to place 4 bases according to the "no orthogonal adjacency" rule, so also make it so the base drafting responds to configuration of how many bases each player should get

Make border click targets bigger

It's super inconvenient to click on borders given their current html. Make that a bigger target, possibly with label or something

Don't leave the mode where a user is trying to switch a tile on failure

Tile switching flow is:

  • click the button
  • click a tile
  • click a second

If the second results in a failed switch, the resulting mode is wrong for selecting a different tile
and trying that switch. Tile switching mode shouldn't exit until the switch is successful (and
should not be cancellable, for gameplay reasons)

Fix dev setup

  • The old backend is meaningless, so get rid of it and the docker stuff
  • And fix the repo description

No scorekeeping

Going to need this for determining winners and turn order

Create action for switching two grid tiles

How this works:

  • select a tile
  • send a message to go to a state where you're awaiting another tile, with that tile set
  • on the second click, attempt to switch the tiles
  • if successful, return to the non-switching state

Wizards don't know how to do anything

They don't know how to:

  • attack together
  • move and attack at the same time
  • find out how many walls are between them and a target

They should know how to do all of those things.

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