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System Design
srl edited this page May 5, 2023
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AdvanceTurn:
- talks to
TurnManagerto figure out who's turn is next
SkipActionCheck:
- not sure on this yet but in game we can observe behaviour where an enemy comes up, but they are still frozen so their turn is skipped
- if skipped, we go directly to EndTurn
FindAction:
- asks eval for the next action current character should perform
ExecuteAction:
- executes provided action
- moves on to
EndTurnif turn should be ending (determined by the action) - else repeats
Action
ExecuteQueue:
- this is to empty out any queued up actions such as follow up attacks or queued bursts
EndTurn:
- todo? not sure what logic goes here
ExitCheck:
- checks if we should exit the simulation either because:
- all targets dead
- some context timed out
- desired cycle count reached