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| 1 | indexing | |
| 2 | description: "Dragon actors" | |
| 3 | author: "Remlie Ortencio" | |
| 4 | date: "13-10-2012" | |
| 5 | last_modified: "13-10-2012" | |
| 6 | ||
| 7 | class | |
| 8 | DRAGON | |
| 9 | ||
| 10 | inherit | |
| 11 | HOBBIT_ACTOR | |
| 12 | redefine | |
| 13 | make, act | |
| 14 | end | |
| 15 | ||
| 16 | create {HOBBIT_OBJECT_FACTORY} -- a DRAGON can only be created by a
| |
| 17 | -- HOBBIT_OBJECT_FACTORY | |
| 18 | make | |
| 19 | ||
| 20 | feature{NONE} -- private attributes
| |
| 21 | ||
| 22 | sleeping: BOOLEAN -- check on whether dragon is awake or asleep | |
| 23 | hoard_location: LOCATION -- records where dragon's hoard is to allow it to return | |
| 24 | travel_direction: INTEGER -- index into directions | |
| 25 | next_location: LOCATION -- where the dragon is to move next | |
| 26 | attack_command: ATTACK_COMMAND -- our own private attack command, which we will not make visible to others | |
| 27 | ||
| 28 | feature{NONE} -- creation
| |
| 29 | make(new_name: STRING; new_description: STRING; the_simulation: HOBBIT_SIMULATION) is | |
| 30 | local | |
| 31 | weapon: OBJECT | |
| 32 | take_command: TAKE_COMMAND | |
| 33 | do | |
| 34 | precursor(new_name, new_description, the_simulation) | |
| 35 | ||
| 36 | -- give the dragon an "active attack" command, which it will use to attack other actors it encounters | |
| 37 | -- this is different from the "passive" attack commands that all HOBBIT_ACTOR actors have, that allows them to be attacked | |
| 38 | create attack_command.make ("active attack", "<actor>")
| |
| 39 | attack_command.set_actor(current) | |
| 40 | ||
| 41 | -- Give the dragon jaws of fire, as blasting actors with fire is what they do best | |
| 42 | -- Handled this way for simplicity, will need to handle deletion of weapon upon defeat (if ever possible, assumed immortal from currently implemented attacks) | |
| 43 | weapon := simulation.object_factory.create_object(new_name + "'s Jaws of Fire", "the dragon's source of deathly hot flames") | |
| 44 | weapon.set_symbol('') -- research on what this means and what symbol to use
| |
| 45 | create take_command.make("take", "<object>")
| |
| 46 | take_command.set_object(weapon) | |
| 47 | weapon.add_command(take_command) | |
| 48 | weapon.set_points(999,999) -- assuming this is damage points, research required | |
| 49 | take_command.set_actor(current) | |
| 50 | take_command.execute -- doing it this way ensures that house-keeping is done | |
| 51 | ||
| 52 | -- initialize behaviour | |
| 53 | sleeping := TRUE -- sleeps and does nothing until it wakes | |
| 54 | end -- make | |
| 55 | ||
| 56 | feature -- game action | |
| 57 | act is | |
| 58 | -- the Dragon behaviour for The Hobbit game | |
| 59 | require else | |
| 60 | valid_location: location /= void -- the location must be set before the first call to act, as this defines the dragon's hoard's location | |
| 61 | local | |
| 62 | wake_chance: INTEGER -- holds a value between 1 to 10 to determine when dragon wakes | |
| 63 | do | |
| 64 | -- ### Initial Behaviour | |
| 65 | if hoard_location = void then | |
| 66 | hoard_location := location -- set the hoard location on the first call to act | |
| 67 | end | |
| 68 | ||
| 69 | if sleeping = TRUE then | |
| 70 | -- Dragon is still asleep | |
| 71 | -- code to wake up dragon at a 10% chance here | |
| 72 | wake_chance := simulation.random_generator.random_value_from_range(1, 10) | |
| 73 | if wake_chance = 1 then | |
| 74 | sleeping := FALSE | |
| 75 | simulation.interface.put_message(name + " has woken up!") | |
| 76 | set_up_travel -- decides where to go upon waking | |
| 77 | end -- inner if | |
| 78 | else | |
| 79 | move | |
| 80 | if location = hoard_location then | |
| 81 | sleeping := TRUE | |
| 82 | else | |
| 83 | attack | |
| 84 | end -- else if | |
| 85 | end -- outer if | |
| 86 | end -- act | |
| 87 | ||
| 88 | feature{NONE} -- private meathods
| |
| 89 | set_up_travel is | |
| 90 | -- method to decide where the dragon will move to next | |
| 91 | local | |
| 92 | location_check: LOCATION | |
| 93 | do | |
| 94 | travel_direction := simulation.random_generator.random_value_from_range(directions.lower, directions.upper) | |
| 95 | location_check := location.get_path(directions.item(travel_direction)) | |
| 96 | if location_check = void then | |
| 97 | set_up_travel -- should call itself until a valid direction is found, for when dragon is sleeping at edge of grid | |
| 98 | end | |
| 99 | end -- set_up_travel | |
| 100 | ||
| 101 | move is | |
| 102 | -- handles dragon moving from hoard and back | |
| 103 | -- navigation used to return to hoard here is the same as the method used in the REPLICATOR class | |
| 104 | -- this form of navigation is used in case dragon encounters water (while unlikely, used just in case) | |
| 105 | -- Note: does not handle if dragon is moving against water current | |
| 106 | local | |
| 107 | next_location: LOCATION | |
| 108 | current_direction: INTEGER | |
| 109 | do | |
| 110 | if location /= hoard_location then | |
| 111 | from | |
| 112 | current_direction := directions.lower | |
| 113 | until | |
| 114 | current_direction >= directions.upper | |
| 115 | loop | |
| 116 | next_location := get_closer_location(current_target.location, next_location, location.get_path(directions.item(current_direction))) | |
| 117 | current_direction := current_direction + 1 | |
| 118 | end -- loop | |
| 119 | else | |
| 120 | next_location := location.get_path(directions.item(travel_direction)) | |
| 121 | end | |
| 122 | set_location(next_location) | |
| 123 | end -- move | |
| 124 | ||
| 125 | attack is | |
| 126 | -- handles dragon attacking when it finds visible actor(s) in the area it is currently in | |
| 127 | local | |
| 128 | obj_list: LINKED_LIST[STRING] | |
| 129 | obj: OBJECT | |
| 130 | attack_obj_list: LINKED_LIST[STRING] | |
| 131 | number_of_attack_areas: INTEGER | |
| 132 | attack_command : ATTACK_COMMAND | |
| 133 | do | |
| 134 | obj_list := location.list_contents | |
| 135 | if obj_list /= void then | |
| 136 | from | |
| 137 | obj_list.start | |
| 138 | until | |
| 139 | obj_list.off | |
| 140 | loop | |
| 141 | obj := location.get_contents(object_name_from_list_entry(obj_list.item)) | |
| 142 | - | -- we have found something to attack |
| 142 | + | |
| 143 | - | -- replace following code with code to attack all actors in the area, invisible or not |
| 143 | + | if obj.has_command("attack") then
|
| 144 | - | --attack_command.set_object(obj) |
| 144 | + | -- we have found something to attack |
| 145 | - | --attack_command.execute |
| 145 | + | -- replace following code with code to attack all actors in the area, invisible or not |
| 146 | attack_command ?= obj.get_command("attack")
| |
| 147 | if attack_command /= void then | |
| 148 | attack_command.set_actor(obj) | |
| 149 | attack_command.execute | |
| 150 | attack_command.set_actor(void) | |
| 151 | end | |
| 152 | emd | |
| 153 | simulation.interface.put_message("An attack has been launched! " + name + weapon.get_name + " damages everyone in the area!")
| |
| 154 | number_of_attack_areas := 1 -- fixed assuming there is 9 areas, one in each of the 8 directions and the current area | |
| 155 | from | |
| 156 | number_of_attack_areas = 1 | |
| 157 | until | |
| 158 | number_of_attack_areas = 9 | |
| 159 | loop | |
| 160 | ||
| 161 | end | |
| 162 | end -- if | |
| 163 | obj_list.forth | |
| 164 | end -- loop | |
| 165 | end -- if | |
| 166 | end -- attack | |
| 167 | ||
| 168 | -- TODO: | |
| 169 | -- Make Dragon sleep with 10% chance of waking | |
| 170 | -- When awake, make it move in one random direction, then check if actor can be seen in the area the dragon moved to | |
| 171 | -- if visible actor exists, then attack, which also damages all actors in the area and all adjacent areas | |
| 172 | -- after moving/attacking, go back to hoard | |
| 173 | -- add treasure objects (look at hobbit_application object_factory) | |
| 174 | end |