I've found a few good tutorials for driving a round-robin turn system with events and states in C#, but I'm having trouble applying that to what I want to do.
What I want for my game is a system with a "Planning Phase" where each player (and each AI controlled character) all describe simultaneously what they want to do, and then an "Execution Phase" where the planned actions occur, and the game engine resolves conflicts.
The best way I can think of is for there to be some data structure that each player's planned actions are submitted to, and every time someone submits it checks if they were the last one and ends the planning phase if that's the case. The execution phase is pretty trivial by comparison because it doesn't involve player action.
However, I have absolutely no idea how to even start to rig that up, and I'm probably wrong about it too. Any help at all would be very appreciated.
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