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Design/Program complexity

  • We use the heapless::Vec array type to store a fixed number of ActionCards for the player in the Player type

  • We use the heapless::Vec array type to store a fixed number of Players in the SituationTable type

  • We’re going to use a separate program to design and create a file for the ActionCards and the SituationCards, which will be loaded when the game begins.

  • Our loops are going to be managed by bevy’s ecs.

  • The ecs is going to be managing our objects as data records

  • Every object marked with Resource or Component can be a record stored by the engine

  • We’re going to need to search for ActionCards and SituationCards in an array that we load from a file in order to be able to use them.

  • ActionCards specifically will also have an associated CardType which will need to be taken into account during the search

  • Selection statements such as match will be used all over our codebase to select things based on associated data such as Positions

  • We’re going to sort the ActionCards in the Players hand by it’s influence cost

  • User defined methods are everywhere in this codebase, most of which interact with the ecs

  • User defined objects are also everywhere, and will be used to build the Components and Resources the game will need to exist