From: John A. T. <ja...@ja...> - 2005-12-01 04:07:19
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On Wed, 30 Nov 2005, Brett Lentz wrote: > Hexes will maintain a copy of the Tile's station list. The hex station > list will hold the tokens. The tile's station list can't hold tokens > because otherwise every -11 tile shows up with the same token in it (i > tried it this way first ;-). > > So, that means whenever tiles are upgraded we have to fuss about with > comparing the new station list with the current list and shuffling > tokens from one list to the other. However, I can't really see any > other way of handling this more gracefully. How I had envisioned it was that particular tiles laid on the map would be TileInstance objects, which referred to the underlying Tile object for drawing etc, but kept its own information for upgrade costs (such as games like 18EU where after you pay a build cost for yellow, you then need to pay a build cost for green while still using standard tiles), tokens, and anything else appropriate to the particular hex it was played on. I am not sure how that fits in with your plans, or how different that is than having the Hex object perform the same function. > The worst of it is really going to be merging the lists when a tile with > multiple stations upgrades to a tile with a single station. I haven't > done this yet, but it doesn't seem like it'll be too painful. > > I can't think of any situation where a tile with a single station ever > upgrades into a tile with multiple stations. If these exist, please > speak up. There are games where there is a token-city and a whistlestop on one tile, and as it upgrades the whistlestop becomes a separate city and eventually merges into the main city. -- John A. Tamplin ja...@ja... 770/436-5387 HOME 4116 Manson Ave Smyrna, GA 30082-3723 |