On Strategic Game Rules
Posted: Fri Feb 12, 2016 10:51 am
Hi,
Thanks for answering my last question. So here I am again asking stuff. I'd love to learn about how the games strategic rules engine works. For example, from the ini files I get the impression that mission selection and population works roughly like this:
(Source, Reward) -> MissionFamily -> Mission -> Schedule -> PrePlacedEncounters -> Encounter -> InExList -> Ayyyy
At what place should I look to see the actual selection logic implemented? Are there unrealscript classes doing this, or is it Kizmet? What would be the best way to explore the wonderous world that is XCom2's codebase? I'm a bit spoiled by the comfortable features of VS in languages like C#, where i can just hit F12, jump to some classes definition and navigate through the project.
Cheers!
Thanks for answering my last question. So here I am again asking stuff. I'd love to learn about how the games strategic rules engine works. For example, from the ini files I get the impression that mission selection and population works roughly like this:
(Source, Reward) -> MissionFamily -> Mission -> Schedule -> PrePlacedEncounters -> Encounter -> InExList -> Ayyyy
At what place should I look to see the actual selection logic implemented? Are there unrealscript classes doing this, or is it Kizmet? What would be the best way to explore the wonderous world that is XCom2's codebase? I'm a bit spoiled by the comfortable features of VS in languages like C#, where i can just hit F12, jump to some classes definition and navigate through the project.
Cheers!