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archaos's Issues

Make range gizmo more visible

The 'pips' used to show spaces in range are a little difficult to see, especially when objects are on top of or in front of them. Suggest changing this to something more visible, like tinting or overlaying the full tile.

Only able to attack/mount from adjacent spaces

Wizards with shadow form or magic wings should be able to mount provided their target is reachable. The same goes for non-flying units attacking from afar; provided a path to the target can be found, they should be moved into range, then perform an attack to determine the outcome of the final move.

Switching mounts

Need to determine if this works correctly, as it is a common move - i.e., dismounting a horse directly into a magic wood etc.

Refactor state flags

A lot of the game's state is contained in flags, which is less than ideal, as many (most?) combinations of flags are invalid. This screams 'finite state machine' as a solution (I've heard mention before that games and UI should be practically all driven by FSMs) so let's look at that shall we? There are already several enums (including an unused one on the Piece class) which can be used for this purpose.

Optimisation: improve handling of custom wizard sprites

Currently every wizard gets their own canvas-backed texture which blits a copy of the wizard template, alters the colours then appends the hat (if relevant). This could be improved in several ways:

  • Append all generated wizard images to a single, shared texture atlas
  • Completely ditch generated colour modification in favour of shader (a la the outline highlighting effect) with hats as 'child' sprites

The latter seems like it'd be the more efficient of the two, and allow for more flexibility.

Flying units hampered by pathing

Flying units seem to require a clear path to their destination. Not sure why pathing is even being used for flight? This is what happens when you recycle ancient code I guess.

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