From: Erik V. <eri...@hc...> - 2005-05-09 22:47:33
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> 1. They defined an XML DTD that defines the shape of the > board in simple alpha-numeric coordinates: > > label ( > A1|A2|A3| > B1|B2|B3|B4| > C1|C2|C3|C4|C5| > D1|D2|D3|D4|D5|D6| > E1|E2|E3|E4|E5| > F1|F2|F3|F4 ) #REQUIRED > > The DTD also defines the types of terrains available to be > potentially assigned to each hex. Please keep in mind that: a. Some games have hexes with the flat sides north and south, other games have the flat sides east and west. b. Some games have the letters left-to-right, others top-to-down. c. a) and b) do not seem to correlate very well. So I think we will need two independent parameters controlling this. See the recent discussions on hex numbering in the 18xx group! We should adhere to the numbering of the game as published, or, where the map has no numbers, with common PBEM practice. > 2. An XML file, using the DTD, assigns the default terrain > for the map and then specifies which hexes deviate from this default: > > <battlemap terrain="Brush" tower="False"> > <battlehex x="0" y="2" terrain="Brambles" elevation="0"> > </battlehex> > <battlehex x="1" y="3" terrain="Brambles" elevation="0"> > </battlehex> > </battlemap> Something like that, yes. > 3. The Hex object, along with child objects, serves to track > each indivdual hex's properties, including entrances and exits. > > I think that for the purposes of developing a route > validator/calculator, we'll need to be able to track this > information for each tile layed. > > For defining tiles, I think we'll need a Tile class that > extends from Hex, and stores information related to the > layout of the track. Not sure if we should distinguish Hex and Tile at all, given the fact that we have preprinted hexes etc. Perhaps hex is just a location, like a stockmarket square, and a (usually level-0, i.e. lightgreen) Tile should have the initial properties (one dit, one city, etc.). This is just a thought, not a firm opinion from my side! Another option is of course that only preprinted track is represented by an initial glued-to-the-board tile. Erik. |