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Custom Scripts ~ Possible uses to make changes in the game state.
“Game State is responsible for managing the state of the game, such that all data within the game may be returned at any given moment, as the player travels through the world of the game. Due to the nature of this portion of the project, all work serves to provide a foundation for interaction between the work of Action Management, Command-Line Interface, World Description Language, Checkpointing, and User Interface. This entails the implementation of a number of important data structures and accompanying functions that alter these structures as the game progresses. These structures, divided into the modules outlined below, include an overall game struct, which contains a player, room, and item struct.”
The main three entities regarding the game-state are players, rooms, and items. The focus of this wiki is the player entity.
typedef struct player {
/* hh is used for hashtable, as provided in uthash.h*/
UT_hash_handle hh;
char *player_id;
int level;
int health;
int xp;
item_hash_t *inventory;
} player_t;
The struct for the player contains essential attributes of the player. Custom scripts can be used to edit and perform actions on these attributes.
Custom scripts may be useful to make changes in player’s health in the case of a random attack or health boost from an item or NPC. Also, some weapons and attacks may hurt the player that performs them as well, which could also be implemented using custom scripts.
The inventory of a player is kept as a hash table linked list containing all the items they have collected previously. Custom scripts may be used to clear the inventory of the player in certain scenarios. In addition, the size of the inventory may be altered in relation to level or xp using custom scripts. Though I couldn’t find a limitation to the inventory in the existing code, this may be implemented to obtain a more realistic gameplay.
Players might be able to change their player_id at a certain level, location, or purchase the ability with coins. This could be implemented using a script.
Game-State Documentation: https://github.com/uchicago-cs/chiventure/blob/5445dca25271fc0729ae45a61edb0c7c0dc8b24c/docs/game_state.md
Player structs (player.h): https://github.com/uchicago-cs/chiventure/blob/master/include/game-state/player.h
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Action Management
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Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
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Custom Actions
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Custom Scripts
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DSL
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CLI
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Enhanced CLI
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Game-State
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Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
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Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
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NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
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Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
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Player Class
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Player
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Quests
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Rooms
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Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
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Sound
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Stats
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WDL