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6cec4b69b7
changing peg disposition so that none = 0 and neutral = -2, will make it easier to sort peg actions later to divide them up by disposition type (will need to delay peg turns by disposition) so that it goes neutral to hostile to friendly. will need to account for this in other methods as well
0231c9d136
minor change for testing, still a bunch to do. someh=thing that popped up, should hostile and friendly pegs go at the same time or staggered
bbe9eefcfa
minor changes, next step is to add 2-3 friendly pegs, 2 neutral pegs, 2 hostile pegs, 2 buildings and all associated actions for these additions
c8e81e4f48
moved bucket to the playercontroller, changed tweenStages to a list of pegactions, so processtween takes in actions and builds off of that so that movement/actions priority will line up properly. change tweenstages key to be priority:loop. added category to actions to divide into movement vs action
f6c54e0730
some formatting - note, i need to still fix attacks not starting / ending in the right spot, since an attack might be initiated from one cell then called while peg is at another cell
350d2bc4d1
adding in some example pegs and their actions. organizing folders, still working on pathing for some reason it won't move sometimes, and causes the looping to break
37da9a4e84
altering enemies into peg to open up for the future with hostile and friendly pegs. made some changes to the pathfinding. starting to add a mouse handler that will more easily handle single and double clicks, and holds. Enemy controller becomes peg controller and will handle all peg interactions