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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 |