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BattleForums.com Forums > Major Games > Starcraft > Starcraft Maps and Modifications

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Old 07-27-2005, 10:27 AM   #1 (permalink)
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Join Date: Oct 2004
Age: 18
Posts: 52
Detecting adjacent squares

Ok guys, here's the deal. It may take a bit for me to explain, but a lot for you to answer, so please have some patience because I have thought and thought and asked many people but no one can come up with a system for me. I'm having problems with a map, but I don't want to give away too much, so I'll list some important key details of the map to help you understand what you're dealing with.

Type of map
- Turn-Based Strategy
Layout
- There are [4x4] squares, each of which are connected together
- Each unit you have can take over 1 square, once every turn
- Each player has his own territory
- Each territory has a capital, a single building taking up a single square (This is where the problem starts)


Explaining the cause of the problem:
- Since an enemy of a player can take over his squares, it would be possible for a player's territory to be cut in half. Cutting in half a territory would leave one of the halfs without a capital.
Problem:
- Detecting when exactly the territory is cut in half.

There are 182 open spaces, not including the ones filled with water, which can't be used. I will use any trigger system that will work, as long as it doesn't take hundreds of triggers to perform, because unfortunately the only system I could think of would take 728 triggers.

Thanks for your help in advance, guys.
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Old 07-28-2005, 02:55 AM   #2 (permalink)
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Age: 18
Posts: 4,494
I'm totally confused. Mind explaining more?
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