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Possible Project: Puzzle Mode

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Possible Project: Puzzle Mode

Postby Agetian » 05 Jun 2011, 06:32

Since I'm working on improving the Setup Game State testing facility and since it seems to shape up with time into a rather generic code fragment that would allow to change the game state, I'm wondering how difficult it would be to make interface modifications to accomodate the possible new Puzzle Mode that the state setup code might make possible with time. Even though I plan to concentrate on making AI modifications once I'm done with the state setup, I might as well pick up Puzzle Mode as a side project (no promises, but it might be a fun thing to implement given that I'm working on the state setup anyway). At any rate, I'm interested in:

1) How difficult would it be to add an extra radio button called "Puzzle Mode" that would change the interface to allow choosing a particular puzzle from a list? What files and possibly functions are involved in that?

2) Would it be a major undertaking to make the new Puzzle Mode start the game in a way different from the standard game startup (e.g. no mulligan, and linked up to the state setup code loading a particular puzzle setup from the text file)? Can you please direct me to the code that starts the game in a different way depending on whether a constructed game, a sealed game, or a booster draft is chosen?

If you can direct me to some particular code fragments to study relevant to those couple points, I'd be very grateful and I'll see what I can do about the Puzzle Mode in the future. :)

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Re: Possible Project: Puzzle Mode

Postby Sloth » 05 Jun 2011, 13:32

Part of what you want has been done for the special quest assignments. I don't know alot about the code, but take a look at the classes QuestUtil and Quest_Assignment.

PS: I can't wait to design puzzles. And solve puzzles by others!
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Re: Possible Project: Puzzle Mode

Postby Agetian » 07 Jun 2011, 03:47

Awesome, I might work on that soon! :) Thanks for help!

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