From: Erik V. <eri...@hc...> - 2006-07-10 21:39:45
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> >The UI code will need to be generated anyway, because we're going to > >need to show the user the route we're selecting. This is just the > >difference between programmatically selecting hexes and acting on the > >user's selection of hexes. > > > > > So the user would have to click on hexes they want to use? How would > you handle other things like which city circle to use if the > next hop in > the route being built could be either, or whether to pick up > something > for treasury money or for dividends? It seems the most > straightforward > approach would be a listbox of legal routes, sorted by total > value. For > games that require a maximal run, it could restrict the list, > and games > which have no other side effects and require a maximal run it > shouldn't > show the dialog at all. My approach would be: always show the (or a) maximum value route. In addition, only in games where the user can make a choice, show a listbox or enable a menu option to let him make the choice in some way or another. As regards multi-city tiles: we can easily determine which city is closest to the click spot (measured from the city center). (We will also need such a city selection mechanism for laying tokens on multi-city tiles.) But if we have calculated routes beforehand, a listbox looks a lot easier to implement indeed. Erik. |