- New turn order: produce -> transfer -> move -> collision resolution - Collisions now destroy weaker pieces (status > level > mutual destruction) instead of halting the simulation. SimPhase.Collision removed. - Add piece Level property (all level 1 in proto, prepared for future) - Production fires every turn (interval concept removed), buffer = Amount (default 1, future 2-4), leftovers overwritten each turn - Transfer tiebreaker: status > level > clockwise direction (alternating even/odd turns in y-up coords), replaces distance-to-production - Demands always accept matching cargo even when already satisfied - TurnNumber added to all turn events for animation grouping - Simultaneous animations: produce flash, cargo slide, parallel piece moves - Camera centering fix + middle-click pan - GDD updated with new rules + lore section added Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
27 lines
1.6 KiB
C#
27 lines
1.6 KiB
C#
using Chessistics.Engine.Model;
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namespace Chessistics.Engine.Events;
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// Edit phase events
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public record PiecePlacedEvent(int PieceId, PieceKind Kind, Coords Start, Coords End) : IWorldEvent;
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public record PieceRemovedEvent(int PieceId) : IWorldEvent;
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public record PlacementRejectedEvent(PieceKind Kind, Coords Start, Coords End, string Reason) : IWorldEvent;
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public record CommandRejectedEvent(string CommandType, string Reason) : IWorldEvent;
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// Simulation lifecycle events
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public record SimulationStartedEvent : IWorldEvent;
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public record SimulationPausedEvent : IWorldEvent;
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public record SimulationResumedEvent : IWorldEvent;
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public record SimulationStoppedEvent : IWorldEvent;
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public record LevelResetEvent : IWorldEvent;
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// Turn events — all carry TurnNumber for animation grouping
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public record TurnStartedEvent(int TurnNumber) : IWorldEvent;
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public record PieceMovedEvent(int TurnNumber, int PieceId, Coords From, Coords To) : IWorldEvent;
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public record PieceDestroyedEvent(int TurnNumber, int PieceId, int? DestroyerPieceId, Coords Cell) : IWorldEvent;
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public record CargoTransferredEvent(int TurnNumber, Coords From, Coords To, CargoType Type, int? GivingPieceId, int? ReceivingPieceId) : IWorldEvent;
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public record CargoProducedEvent(int TurnNumber, Coords ProductionCell, CargoType Type) : IWorldEvent;
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public record DemandProgressEvent(int TurnNumber, Coords DemandCell, string Name, int Current, int Required) : IWorldEvent;
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public record VictoryEvent(int TurnNumber, Metrics Metrics) : IWorldEvent;
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public record DeadlineExpiredEvent(int TurnNumber, Coords DemandCell, string Name) : IWorldEvent;
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public record TurnEndedEvent(int TurnNumber) : IWorldEvent;
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