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cosmos-old's Introduction

Hey! I'm Sterling Long!
I'm a Software Consultant and High Performance Coach.

My Mission

The mission of my life is to be a beacon of courage, love, and joy, to actively engage in every experience, and to serve with the full force and excellence of my soul so that I might empower others to rise above their limitations, cherish their loved ones, and grow closer to their spiritual beliefs.

My Interests

  • Building engaging, purposeful, instructional games.
  • Working on Web3 Projects
  • Creating time to spend with my wifey, my family, and my friends.
  • Making personal development a way of life.

cosmos-old's People

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cosmos-old's Issues

Recreate power system to use components

We need to plan out a new system that uses components to control the power.

I have a few ideas

  1. Get rid of hierarchy in structures, use a protocol (Virtual class) to determine necessary methods and variables for each structure. This will take a lot of work, but I think it will be worth it, and make our code a LOT cleaner and easier to understand and follow
  2. PowerCreateComponent for reactors and other power generating structures
  3. PowerComponent for everything else that searches out power and stops when it find some, some meaning a possible PowerStorageComponent.

This should all be relatively simple and use much of the code we have already created.

In the process of doing this would could look through our connection code to make sure that our master finding and all the stuff is working properly. I have noticed a few bugs with it, like turrets firing even after they have been disconnected from reactors, as long as they still have a node connected to them, they will still try to draw power.

We might want to separate out the components further. PowerStorageComponent, for a battery, and so that the structure can hold power. A PowerCreateComponent would require a PowerStorageComponent on the entity, or it wouldn't function and just stop if we did this.

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