So, I was thinking in order to make it simpler for the player, I would change my movement design.
What I need: A system the highlights all movable tiles in a hexgrid. Movable tiles are those tiles which the ship can move to within their move_speed(changes throughout game). Also, it needs to take into consideration the ships rotation_cd(which indicates how many tiles the ship needs to move before being able to rotate again). This is so the player can visualize all spaces the ship can move without having to imagine it in their head while only being given highlighted tiles in their ships pointed direction.
So, I have a fully functioning movement system that does what I want game mechanic wise, but not as intuative as above. I have a system that plots tiles the ship can move to in a straight line, based on move_speed, I can also rotate ship and set it into cd that will not allow me to rotate before I've moved the given tiles.
However, this doesn't seem intuitive for the average person. I am happy with it, but am wondering if there are any suggestions on what direction to head to preplot out all possible movement. I can manually do it via code by doing the calculations and inputting everything by hand, however that isn't good, and doesn't allow for changing variables.
Does what I want to do make sense, and if so is it reasonably possible in code?