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Mon bac à sable

License: GNU General Public License v3.0

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gayole's Issues

In turn : movement management

Movement management

  • when dragging a unit or a patrol to a new zone calculate the action point cost and allow movement only if it's less than the current max action points number. if not drop is not authorized. a patrol movement cost is the somme of the movement cost for each unit inside a patrol.
  • for road link always round up the number of Action pointsused
  • when entering any new zone (except Siwa or Koufra) we must roll a discretion test. if alarm level is 4 it is not usefull to perform a discretion test.

see the rules for tables.

In game turn sequence add LRDG actions

LRDG actions could be :

  • Movement mangemnet : ticket
  • aerial support (not included in default scenario) -> moved to another issue when all scenarri will be available
  • observation : #51
  • recognition : #52
  • cache
  • Maintenance -> as in defualt scenario there's no light or heavy support this special action is moved to another issue/
  • profil bas

refactor QOG setUp process

refactor setUp to

  • use xhr Game promise

  • manage scenario selection

  • setUp pieces

  • initiate scenario data (turn nb) and alarm status

separate turn management action for intelligence

remove from #51 all activité managed during next turns :

  • the obsevationa ction costs 2PA each turn of observation.
  • an observation action duration is 1 or 2 turns (the current one is not included)
  • if an axis unit is in this zone perform and the discretion test failed open a fight
  • At the end of observation action, during Patrol activation phase, perform a discretion test (see modifiers below). if successfull earn a "Reco Ok" token. The token is available for the patrol as soon as the unit comes back to Patrol. If test fails the observation action fails.
  • A patrol can't have more than 3 "Reco Ok" token earned through observation actions.
  • > MD Table
  • Observation duration : 1 turn => Modifier = +1
  • Observation duration : 2 turns => Modifier = 0

Move run as an event

Add event management.
Manage end of Turn and new turn as event.
localStorage is not the way to do that as is only allows to exchange data between different pages. and associated events don't fired on the same page.
So it seems that I must use custom events management to manage game events.

Refactor QOG class

  • create a new generic game class in order to reduce QOG class size

  • move tests from QOG to game generic class

  • challenge global vs prototype to have a singleton for QOG

Initiate game sequence

  • inititate game turn visualization in dialog zone

  • initiate alarm visualization with image background according to alarm level (begin at 0)

In turn : manage patrol division and regroupment

  • when clicking on a patrol proposed to cut a patrol with autonomous units or another patrol. it cost no action points. create the help assiociated to a new patrol. autonomous unit or new patrol must have the same behaviour than the original patrol.
  • - [ ] when a unit enter a zone where a patrol is present proposed to rejoin the patrol. if not the unit remain autonomous. if yes update help data for the patrol and remove unit image from the board as it is in the patrol. if the unit was previously attached to another patrol change the patrol attachment to the new one.

add a border to area when dragging

mettre un cadre vert ou rouge selon que l'unité peut être déplacée sur la zone ou non ...
si rouge essayer d'avoir un sens interdit en transparence

Correct position of units on the board

Units top & left are not based on 0,0 of strategicMap but on 0,0 of nearest positionned ancestor : gameBoard.

  • positionned strategicMap

  • increase to 45x45 the size of zones.

Move from travis CI and heroku to aws services

Due to change in travis CI i decided to move my CI/CD and deply env to aws services.

  • on aws create an elasticBeanStalk service for Gayole
  • on aws create an new Pipeline for Gayole with
    • GitHub as source code repo
    • CodeBuild as CI
    • Code Build as CD
  • move travis.yml to buildspec.yml to drive build phase with alive tests
  • move travis.yml to buildspec.yml to drive build phase with all tests

initiate game run phase

  • init turn nb

  • init first turn

    • [X]create a turn object
    • [X]reduce turn nb by one
    • [X]define first action points

Add scenario selection with only one scenario available as a MVP.

the only scenario available will be scenario "Default" wich will serve as a base for the next tutorial first sceanrio.

  • define a new class for scenario management
    • Select a scenario from a list
    • load JSON
    • get JSON datas
  • let the game using it to select default scenario with a list with only one scenario
  • verify that creation process still running well

initiate game didacticiel

  • use a dedicated window for didacticiel texts

  • init first turn

    • create a turn object -> add text in didacticiel
    • reduce turn nb by one -> add text
    • define first action points -> add text
    • allow patrol movements -> didacticiel

pre-staging and load tests

Create in aws pipeline a pre-statging phase where

  • a step create a clone of Gayole-env
  • a step allow manual validation
  • a step terminate pre-staging-env

move game to full event management

  • perform an event storming
  • traduce game creation in event handling
  • traduce scénario selection in event
  • traduce scenario loading in event
  • idem for game initialisation
  • idem for first turn launching

Add multiple game management with QOG and EPT

  • Add a menu to select a game.

  • create EPT.mjs with minimum content.

  • manage images and access to have any game related image in a dedicated folder.

  • update access to image according to game environment.commit : 601df8f

In turn : observation action management

  • a right click on a patrol or a unit gives acces to an action menu where it is possible to select the observation action.
  • allow to split a patrol to move separatly a unit but the unit steel connected to the patrol.
  • movement cost for unit is remove from remaining PA (if no enough PA then intelligence cost is added back)
  • allow movement of one unit to a zone where an axis unit is present when trying an intellignece action in a zone with axis unit
  • a valid zone for observation is (intelligence action availability):
  • an objectiv zone or a adjacente one
  • a Village/Town/Oasis/Fort/Airport zone
  • there is, at least, 2PA remaining

all actions performed in the next turns are moved to #58

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