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City:Winnipeg, MB CA
Personal Data:Male,
Membership23years 166days ago.
Last Login4years 19days ago.
Last Move4years 141days ago.
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Message header
Area/Game:General
Topic:General
Subject:Re: HELP WANTED
Posted by: TnT - 22years 146days ago.
Message text
Hi

I believe there are a ton of people involved in software on this site - so please feel free to critique this solution...

I am not sure I see what the problem is (which probably means it is as difficult as you suggest)

If you break the movement phase into impulses of 1 hex moves - and then move EVERY ship 1 hex at a time, and then check for collision (ie two ships in the same hex) at the end of each impulse. Then if there is a collision, you do not need to backtrack the relevant ships.

This should work even for ships moving at different speeds - the slower ships will simply sit in the last hex while the other ships continue to move. Not realistic, but I believe this is how the rules interpret the situation.

I am pretty sure this gives the same result - it does add a slight computational overhead as each ship must be moved one hex at a time - but I do not think this will be too bad.

Does this help at all?


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