Most importantly: my code is up on github. All are welcome to post merge requests.
The most likely way to improve the base in a timely fashion is to fix it for everyone.
There are a lot of improvements to make, structural and feature. I get to them one by one as my interest waxes. But improvement is parallelizable.
https://github.com/bobbyjim/acs-builder
Off the top of my head, here are things I know I have to work on.
Code related.
Feature related.
QREBS and Stage Effects are a bit tricky. They require some specific checks based on the target component; thus each component class needs custom code to manage these.
Still thinking about how a lot of this interworks. For example, comfort and demand are tricky, and feel like the ship validation service what Whartung talked about. I really really really really really think that's the wrong direction for a microservice. So my hindbrain will be thinking about that.
The most likely way to improve the base in a timely fashion is to fix it for everyone.
There are a lot of improvements to make, structural and feature. I get to them one by one as my interest waxes. But improvement is parallelizable.
https://github.com/bobbyjim/acs-builder
Off the top of my head, here are things I know I have to work on.
Code related.
- Breaking the codebase into modules
- I may split component endpoints by range class.
- Moving the component code to an interface-type architecture to better share code.
- Or, perhaps writing actual builder-type factories for component-based building.
Feature related.
- Including permissable mounts for components, perhaps in a sublist. If I have to, I can do it in another endpoint, but I don't think that's ideal.
- Adding defenses.
- Adding armor and coatings.
- Bridge and controls management.
- Adding in "picklist" endpoint for life support-based items.
- Adding in "picklist" endpoint for vehicle-based items.
- Adding in "picklist" endpoint for payload-based items.
- Completing a "flow" of endpoints, from picking the hull to adding life support and staterooms.
- Computer selection.
- QREBS
- Stage Effects
- Mission selection
- Hull TL
- Hull elements: jump field, landers, fittings, wings where appropriate.
- Refueling systems
QREBS and Stage Effects are a bit tricky. They require some specific checks based on the target component; thus each component class needs custom code to manage these.
Still thinking about how a lot of this interworks. For example, comfort and demand are tricky, and feel like the ship validation service what Whartung talked about. I really really really really really think that's the wrong direction for a microservice. So my hindbrain will be thinking about that.
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