Carrington,
>Given the input of a certain set of variables, I'm looking for a way
>to get a certain result.
Beyond a cetain level of complexity, a purpose-written Java component
is probably the way to go. VASSAL is designed to be extensible in this way.
Sounds like I would need to read the rules to actually understand what
you need. How do you do this manually in the game? Sounds horriffic.
>You're correct about the pain involved with terrain modifiers on a
>mapboard, though it's no worse than coding these modifiers directly
>into an array. Again, though, I think the issue is that we'll still
>be tempted to find ways to pass the terrain modifier or terrain cost
>on to some other piece....
Just as an aside
I have a working prototype of a point-and-click GUI Terrain editor. You
specify your Terrain types (Full Hex terrain and Edge Terrain), then
click on the map to select hexes and click on the terrain type to apply
the terrain. In 'Edge' mode, you do the same to set Edge Terrain type.
The Terain information is written away into the module. Terain information
can be access by the counters within the hex with the $CurrentTerrain$
property. The primamry purpose, however, is to have the terrain information
available to custom game components.
I did this specifically for one module I've built where the command range
of HQ units is affected by Rivers and Impassable terrain. I have a modified
Area of Effect trait and a modified Ranged Global Key Command that take
terrain into account.
I am slowly building more features in as I have time and the need for
them.
Cheers,
Brent.
____________________________________________________________
Brent Easton
Analyst/Programmer
University of Western Sydney
Email: [EMAIL PROTECTED]
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