More braindump Cells == Containers - Make an ADT for them? Grids == Connected Graphs, somewhat. Coordinate Maps. Adjacency list or matrix to construct the grid visually and access adjacent cells, etc. Should be fairly intuitive. Restrict access to the "command" menu (i.e. Move / Act / Wait) based on Phase and TeamID of Units? If equal, allowed. Else not allowed. Need to have an undo button to permit reversibility of actions, but also decide if we want to allow reversibility of Act Commands (i.e. if we're going to run the calculation immediately or at the end of the phase, as per how statplays are handled on the forums). Spoiler: Ugly first draft of what the in battle screen might look like Warning: It's ugly Spoiler: seriously ugly Excuse my scribbling. I also changed my mind on how I think the Battle Log should be handled. I actually think it'd be more prudent to have it go: Least Recent | | v Most Recent Than what I illustrated. As for how I think it should be done, I feel like it (battle log) should be similar to the update text, but it'll probably end up being a little different. I'd kind of like to have someone to talk this out with and bump ideas against so that I can end up making more progress in everything -- modelling the engine, doing the coding proper, GUI design, uses... anything. So please post thoughts, ask questions, etc. (@Muddy @Flimzy @Shadow @"Nebulon Ranger" @Ziolang in particular, my devbros). I figure that having questions asked about my thought process will force me to explain my rationale, and maybe that in turn will uncover wisdom about the statplay engine project.