Mission: Battle analysis of hexagon based wargames using wargame calculators.
Design Issues
Components: Wargame Rules, Map, Force, Terrain
Wargame Rules Sequence of play that records turns, phases, victory conditions and modes of play
Map of the battle with hexagon grid for unit placement, line of sight and lines of communication
Force combat units involved represented by counters placed on the map
Terrain with terrain types that affect movement and combat
Rules and Calculators
- Hexagon Library with:
- WARGAME RULES with:
- MOVEMENT RULES with:
- COMBAT RULES with:
Model View Controller Design Pattern
View - web page with mouse events
Controller - convert events into commands, apply commands using wargame rules
Model - data
- wargame data stores information about the status of the wargame (e.g. phase, mode, turn, weather).
- terrain data for hexagons (e.g. city, forest), hexsides (e.g. rivers, streams) and hexagon edges (e.g. slopes) and paths (e.g. roads)
- force data stores information about the forces and the units
- map data stores information about the maps coordinates
Model View Controller Design Pattern
Wargame Commands
Wargame commands can come from the web interface, scripts or AI
- reinforce: start, reinforce, stop
- move: start, move, moveOver, stop
- retreat: start, retreat, stop
- advance: start, advance, stop
- place
- move forward
- backup
- turn
- load/unload
- stack/unstack
- formation change
- combat
- combat setup with combat resolution phase
- fire combat
- fire combat setup with fire combat resolution phase
- restart
- reset units to ready