Comments (3)
Hello @rnbguy ,
Weasel is designed for typical turn-battle games, but it can support card games nonetheless. On a side note, some type names may sound 'awkward' in the context of card games (creature, for instance).
I took this chance to write a new example. It shows a very simple game and network play for three players.
I kept the code for the game logic simple as I could, yet I admit it didn't turn out as straightforward as I wished. The big complexity issue is handling the game flow; this's especially true for multiplayer games where the transfer medium is asynchronous.
Hopefully it will help understand how to make a card game at least a little. Keep in mind that the example's network code is very bare-bone. Error handling is not done in a proper way - it would have bloated the source code.
The example is here: https://github.com/Trisfald/weasel/tree/master/examples/king_of_the_hill.
In addition, I started to write down some work flow diagrams: https://github.com/Trisfald/weasel/wiki/Work-flows. I'll add more in the future.
I hope the resources above will help you to better understand and use weasel. If you have further questions feel free to ask!
from weasel.
Hello Renan!
First of all thanks for your interest in the project.
You are right, there were no tasks planned for the moment - just a rough idea expressed in the roadmap. I created a new board (not an expert on that) and tried to put some tasks over there.
I'll briefly summarize the my ideas here.
- There are a few design tasks. Not much coding here, but still a worthwhile effort:
- How to do Statistics/abilities for teams
- Find use cases that are not covered
- How to do a graveyard for entities
- Some benchmarks (like events per second)
- More examples
- Client / server over network
- Reactive abilities
- Add more system metrics
- Fix a small issue with the
Originated
decorator.
Plus, I'm currently working on long lasting status effects.
I hope this helps!
Edit: I created a bunch of issues that explain what I just wrote in more details.
from weasel.
Sorry for replying to a closed issue. Covid-19 made me be interested in card games. So I was looking for ways to implement some card/board games to play with my friends online. Rust is my favorite language right now, so I am so excited to find weasel
.
But the example implementations look a bit complicated. Can you please provide with?
- 1-2 example(s) of simple multiplayer(more than 2) card games.
- A written/figure model of
weasel
's work-flow.
You don't have to be detailed. I know a user guide is on your roadmap. I am willing to contribute once I understand your codebase.
from weasel.
Related Issues (16)
- Event origin set with `Originated` decorator should be never overridden.
- Example for reactive actions.
- [Benchmark] Number of events processed per second
- Support for StartRound of an entire team and/or multiple creatures
- Find use cases currently not supported. HOT 1
- More system metrics.
- An example featuring play over network with a server and a client.
- Statistics/abilities for teams.
- Write an user guide
- Discover graveyard for defeated creatures / objects.
- Generalize entropy HOT 1
- Expose a mutable reference to the rules.
- Add methods to `CharacterRules` to define custom behaviors when a character is added or removed.
- Add RemoveEntity
- Create a 'Span' event
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