don’t die now i just saw the post =( i’ll make the tile-based engine, ok i won’t make it since it’s alread it classes but im not bring those classes to generic code
a new idea. let’s have this poison/powerup maps but the point would be not to kill each other, but to get from point 1 to point 2 in shortest time or in fixed time with maximum health. bots will be presented same maps randomly pre-generated and held in secret untill the day of contest. so that it will be down to simplest optimization problem, for starters.
Patttt, this stuff is supposed to have a placeholders that people can override with their code. Something like a “class Bot {…”, that can be inherited, with virtual funcs like “OnTimeTick(enemy_position:****Point,…”
i was working on something, then i won’t release because its not in classes, but its gonna three different types of classes
mage/knight/sharpshooter
and they all have there strategic ways of killing ie, mage runs from knight but if runs into a wall gets confused and stops firing magic , blah blah sharpshooter can’t shoot past walls i’ll post later… and puppy, fighting is so much easier then racing :hitman: