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Rebuild UI state transitions as a state machine #6

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tomwwright opened this issue Nov 8, 2017 · 1 comment
Open

Rebuild UI state transitions as a state machine #6

tomwwright opened this issue Nov 8, 2017 · 1 comment
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@tomwwright
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Provide a mechanism to define to/from handlers for different state transitions, and the ability to perform logic and then skip to another state (e.g. resolve all moves because they're hidden, then move to combats)

@tomwwright tomwwright added this to the Playtest Alpha milestone Nov 8, 2017
@tomwwright tomwwright self-assigned this Nov 8, 2017
tomwwright added a commit that referenced this issue Nov 13, 2017
Fix for camera when no velocity
Refactor some resolution logic from map to entities
Update tests
Push turn resolution state into Game Store
tomwwright added a commit that referenced this issue Nov 20, 2017
… visibility bug with edge between two visible territories
@tomwwright
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Still to do:

  • Implement UI components for the list of resolve IDs (bigger, more-detailed for first in the list and then just the type (unit/territory/combat), id, location, player (using colour)

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