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Action Management ~ Teleportation Effect Design
Note that even though I am leaving this wiki up, this design will NOT be implemented into chiventure - instead, teleportation will be defined through custom actions.
While the original issue was to "introduce teleportation as an effect of performing an action," I have decided that it would be better to instead introduce teleportation as a new supported action.
- This action would NOT, under normal circumstances, be allowed to happen
- Ex: a player cannot just type "TELEPORT [place]" at the beginning of a game and have the action automatically complete
- This action is meant to be used under special circumstances
- Examples:
- Used in a teleportation spell unlocked via skill trees
- Used as an effect of completing an action (such as interacting with an object or talking to an NPC)
- Examples:
- This design focuses ONLY on the implementation of teleportation as an action
- This design will NOT define any special circumstances in which it can be used
- While teleportation will not be able to be used with the current chiventure code, it could be useful down the line when special circumstances are implemented
- Action Management include
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action_structs.h
-> Add "TELEPORT" to the actions enum
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- Action Management src
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get_actions.c
-> Add{"TELEPORT", PATH}
to the valid_actions list -
actionmanagement.c
-> Alterdo_path_action
; additional details below
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- Action Management tests
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test_get_actions.c
-> Update/add to tests appropriately -
test_path_actions.c
-> Update/add to tests appropriately
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- do_path_action
- In progress
I have no other notes regarding this design at the moment.
I am leaving the notes that I came up with at the beginning of the design process down here in case I or anyone else need them for future reference. However, these should not be considered part of the final design. Remember that the original issue was to introduce teleportation just as an action effect, so some of these notes are written with this context in mind.
- Relevant files:
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item.h
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game_action_effect_t
-> Talk to Isaac about how he's overhauling it- Add action as a possible effect? Make teleportation into a new action? -> potentially be useful for future such as teleportation as a spell
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action_structs.h
- New action? Would be tempted to use
go
, but that requires checking a path while teleportation can throw a player wherever - - Overhaul
do_path_action
to generalize movement?do_move_action
? Helper functions go, teleport
- New action? Would be tempted to use
-
game_action.h
/game_action.c
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do_effect
/do_all_effects
-> Looks like these functions just change the attribute to modify; again, knowing what the game_action_effect_t overhaul will look like will affect what I do with this
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-
actionmanagement.c
- If teleportation = only an effect - In theory, should not have to change anything here - do effect will handle what happens when teleportation occurs
- If teleportation = new action - hoo boy
- Overhaul
do_path_action
to generalize movement - would have to change parameters; how to specify teleportation? - "TELEPORT [room]" -> "TELEPORT [path]"? Just use to wrap around room so that function header does not change *
- Make sure to update get_actions.c so that cli registers stuff appropriately
- Overhaul
-
operations.c
-
kind2_action_operator
-> do different things if "GO" or if "TELEPORT" - Or is that even necessary for now? After all, user should NOT be allowed to teleport normally, so if path find does not work then teleport via typing command "TELEPORT [path]" will fail -> leave that as a problem for someone else? Yeah I like that idea
-
-
game.h
/game.c
-
move_room
-> General enough that it can be used for teleportation with no changes; does not check for connections, just moves to room as long as the room exists.
-
-
Perhaps make teleportation available as an action, make action available as an effect BUT make non-effect teleportation illegal normally (and then custom actions can play with it as well?)
- Create helper function for WDL -> add teleportation as effect(item, item_action, room_to_teleport_to)
- Implement teleportation as an action, write tests for it
- Could be useful down the road if teleportation can be added as an effect, used as a spell, etc; but as of right now, teleportation would not be able to be utilized
- Therefore, is it even useful to implement this now?
- Clean this up and ask the team tomorrow
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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
-
Custom Scripts
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DSL
-
CLI
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Enhanced CLI
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Game-State
-
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
-
Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
-
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
-
Player
-
Quests
-
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