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- indexing
- description: "Dragon actors"
- author: "Remlie Ortencio"
- date: "13-10-2012"
- last_modified: "13-10-2012"
- class
- DRAGON
- inherit
- HOBBIT_ACTOR
- redefine
- make, act
- end
- create {HOBBIT_OBJECT_FACTORY} -- a DRAGON can only be created by a
- -- HOBBIT_OBJECT_FACTORY
- make
- feature{NONE} -- private attributes
- sleeping: BOOLEAN -- check on whether dragon is awake or asleep
- hoard_location: LOCATION -- records where dragon's hoard is to allow it to return
- travel_direction: INTEGER -- index into directions
- next_location: LOCATION -- where the dragon is to move next
- attack_command: ATTACK_COMMAND -- our own private attack command, which we will not make visible to others
- feature{NONE} -- creation
- make(new_name: STRING; new_description: STRING; the_simulation: HOBBIT_SIMULATION) is
- local
- weapon: OBJECT
- take_command: TAKE_COMMAND
- do
- precursor(new_name, new_description, the_simulation)
- -- give the dragon an "active attack" command, which it will use to attack other actors it encounters
- -- this is different from the "passive" attack commands that all HOBBIT_ACTOR actors have, that allows them to be attacked
- create attack_command.make ("active attack", "<actor>")
- attack_command.set_actor(current)
- -- Give the dragon jaws of fire, as blasting actors with fire is what they do best
- -- Handled this way for simplicity, will need to handle deletion of weapon upon defeat (if ever possible, assumed immortal from currently implemented attacks)
- weapon := simulation.object_factory.create_object(new_name + "'s Jaws of Fire", "the dragon's source of deathly hot flames")
- weapon.set_symbol('') -- research on what this means and what symbol to use
- create take_command.make("take", "<object>")
- take_command.set_object(weapon)
- weapon.add_command(take_command)
- weapon.set_points(999,999) -- assuming this is damage points, research required
- take_command.set_actor(current)
- take_command.execute -- doing it this way ensures that house-keeping is done
- -- initialize behaviour
- sleeping := TRUE -- sleeps and does nothing until it wakes
- end -- make
- feature -- game action
- act is
- -- the Dragon behaviour for The Hobbit game
- require else
- valid_location: location /= void -- the location must be set before the first call to act, as this defines the dragon's hoard's location
- local
- wake_chance: INTEGER -- holds a value between 1 to 10 to determine when dragon wakes
- do
- -- ### Initial Behaviour
- if hoard_location = void then
- hoard_location := location -- set the hoard location on the first call to act
- end
- if sleeping = TRUE then
- -- Dragon is still asleep
- -- code to wake up dragon at a 10% chance here
- wake_chance := simulation.random_generator.random_value_from_range(1, 10)
- if wake_chance = 1 then
- sleeping := FALSE
- simulation.interface.put_message(name + " has woken up!")
- set_up_travel -- decides where to go upon waking
- end -- inner if
- else
- move
- if location = hoard_location then
- sleeping := TRUE
- else
- attack
- end -- else if
- end -- outer if
- end -- act
- feature{NONE} -- private meathods
- set_up_travel is
- -- method to decide where the dragon will move to next
- local
- location_check: LOCATION
- do
- travel_direction := simulation.random_generator.random_value_from_range(directions.lower, directions.upper)
- location_check := location.get_path(directions.item(travel_direction))
- if location_check = void then
- set_up_travel -- should call itself until a valid direction is found, for when dragon is sleeping at edge of grid
- end
- end -- set_up_travel
- move is
- -- handles dragon moving from hoard and back
- -- navigation used to return to hoard here is the same as the method used in the REPLICATOR class
- -- this form of navigation is used in case dragon encounters water (while unlikely, used just in case)
- -- Note: does not handle if dragon is moving against water current
- local
- next_location: LOCATION
- current_direction: INTEGER
- do
- if location /= hoard_location then
- from
- current_direction := directions.lower
- until
- current_direction >= directions.upper
- loop
- next_location := get_closer_location(current_target.location, next_location, location.get_path(directions.item(current_direction)))
- current_direction := current_direction + 1
- end -- loop
- else
- next_location := location.get_path(directions.item(travel_direction))
- end
- set_location(next_location)
- end -- move
- attack is
- -- handles dragon attacking when it finds visible actor(s) in the area it is currently in
- local
- obj_list: LINKED_LIST[STRING]
- obj: OBJECT
- attack_obj_list: LINKED_LIST[STRING]
- number_of_attack_areas: INTEGER
- do
- obj_list := location.list_contents
- if obj_list /= void then
- from
- obj_list.start
- until
- obj_list.off
- loop
- obj := location.get_contents(object_name_from_list_entry(obj_list.item))
- if obj.team_id /= simulation.default_team_id and obj.team_id /= team_id then
- -- we have found something to attack
- -- replace following code with code to attack all actors in the area, invisible or not
- --attack_command.set_object(obj)
- --attack_command.execute
- simulation.interface.put_message("An attack has been launched! " + name + weapon.get_name + " damages everyone in the area!")
- number_of_attack_areas := 1 -- fixed assuming there is 9 areas, one in each of the 8 directions and the current area
- from
- number_of_attack_areas = 1
- until
- number_of_attack_areas = 9
- loop
- end
- end -- if
- obj_list.forth
- end -- loop
- end -- if
- end -- attack
- -- TODO:
- -- Make Dragon sleep with 10% chance of waking
- -- When awake, make it move in one random direction, then check if actor can be seen in the area the dragon moved to
- -- if visible actor exists, then attack, which also damages all actors in the area and all adjacent areas
- -- after moving/attacking, go back to hoard
- -- add treasure objects (look at hobbit_application object_factory)
- end
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