Back end project for programowanie obiektowe
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Back end project for programowanie obiektowe
Add GPU computation support, to improve program speed.
GPU platforms: https://stackoverflow.com/questions/16438099/high-level-gpu-programming-in-c
Add Ultimate Tic Tac Toe compression modes.
ObiektoweBackEnd/proj/MainGame.cpp
Lines 143 to 148 in ba9b269
void MainGame::Destroy(Being* being)
should also:
delete being
,vector<vector<Being*>> MainGame::playerBeings
).In class UTTTLearning methods expose as procedure parameters training goal parameters, that are passed to newGame.SetScoreParameters(...)
. You can pack them into a struct to improve redability.
ObiektoweBackEnd/proj/MainGame.cpp
Lines 26 to 57 in 9124452
SetBeing
Add void MainGame::Play();
method.
It should:
call MainGame::Update()
in a loop until only one player is left (has any beings),
save Board state to a new file after each MainGame::Update()
call.
ObiektoweBackEnd/proj/MainGame.cpp
Lines 99 to 101 in 9124452
void MainGame::SaveBoardState(const string & filename)
.Beings:
Mage : HPBeing
- adds mana
Structure : HPBeing
Spawner : Structure
Architect : HPBeing
Medic : HPBeing
Vehicle : HPBeing
- it would contain other beings temporarily and move with them inside
Ranger : HPBeing
- adds ammo
Soldier / Fighter : HPBeing
- has an object of a Weapon
class
Armours:
ThresholdArmour : Armour
Not every one needs to be added.
Comment your ideas.
Add these:
int Board::AddBeing(Being* b, const int & x, const int & y)
, that would give error when trying to override a being.
int Board::RemoveBeing(const int & x, const int & y)
, that would give error when trying to remove from empty field.
Add option to save and read board state from and to .json files.
You can use: https://github.com/nlohmann/json or write your own pharser.
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