The 0.6 version is in the manager.
2 evolutions:
- tech: a monstrous refactor to speed the engine,
- flavor: perceived taxes now depend on the time since the last taxation.
No known bug.
The event system is disabled in this version.
Disclaimer: It is STILL a Work In Progress.
In particular, the savefile format might change in the future; so it wouldn't do to expect a savefile from an old version to work with a newer version code.
If experimenting problems, the easy way is to edit the savefile and remove the lines including "Diplomacy". Then next start, the oxp will begin anew.
In the next version, it might be that
a) the event system is speedily working,
b) an event is implemented,
c) the base of relationships between systems is begun.
Changelog
0.6 Improvement, flavor: tax amount depends on the time spent since the last taxation.
Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.
0.5 Bugfix manifest.plist for the oxz manager.
0.4 Put into the oxz manager.
0.3 New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.
New, doc: provided a dedicated file DiplomacyRoadmap.txt
Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.
Improvement, speed: optimized the loops in the engine
Improvement, logic: when starting, the player is docked, so we should process the saved actions.
Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.
Bugfix: the init action using the api wasn't working after a restore from the savefile.
Cleaning: log cleaning, file cleaning.
0.2 The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.
0.1 First version of the Diplomacy engine. Systems are introduced as a type of "Actor". "SELFTAX" is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.