StendhalRefactoring: Difference between revisions

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{{Navigation for Stendhal Top|Contributing}}
=Items=
{{Navigation for Stendhal Contributors}}
==List==
We have the next items structure:
===Shields===
* Wooden shield
* Studded shield
* Metal Plate shield
* Copper shield
===Swords===
* Dagger
* Sword
* Long sword
* Broadsword
===Armors===
* Leather armor
* Studded Leather armor
* Plate Mail armor
* Copper Plate armor
===Boots===
* Sandals
* Leather
===Helmet===
* Leather helmet
* Studded helmet
* Chain Mail helmet
* Viking helmet
===Leg Armour===
* Leather Leg Armour
* Studded Leather Leg Armour
* Chain Mail Leg Armour
===Corpse===
===Money===
===Book===
===Food===
* Meat
* Cheese
* Bread


This page proposes some possible, very long term, goals for Stendhal.<br>
== Properties ==
Please see also [[StendhalOpenTasks]] for shorter term open tasks.
We have several common attributes for all the items. Mainly:
* Type
* Class
* Subclass


If you are interested in any of these goals, or have other ideas, please visit [[ChatWithOtherUsersDevs|IRC at irc.libera.chat #arianne]]
And some attributes that objects may or many not have:
=RP System=
* Attack
[[StendhalRPProposal| ''Working document'' for RP System proposal]]<br>
* Defense
[[StendhalRefactoringRP| RP System proposal]]<br>
* Quantity
[[StendhalRefactoringRP#Skill_system|Skill System]]<br>
[[StendhalRefactoringRP#Melee_Combat|Combat: Melee]]<br>
[[StendhalRefactoringRP#Range_Combat|Combat: Range]]<br>
[[StendhalRefactoringRP#Magic|Magic]]<br>
[[StendhalRefactoringRP#Trading_system|Trading System]]<br>
[[StendhalRefactoringRP#Shopping_system|Shopping System]]<br>
[[StendhalRefactoringRP#Auctioning_system|Auctioning System]]<br>
[[StendhalRefactoringRP#Party_system|Party System]]<br>
[[StendhalJobs|Jobs System]]<br>


=Economy=
== Extra information ==
[[StendhalEconomy|Balancing the economy]]
Additionally items should explain:
* What slots can they be equipped
* tiled id


=Class System=
[[StendhalRefactoringClassBasics|Class Basics]]<br>
<br>
About the different classes <br>
[[StendhalRefactoringClassArcher|Class:Archer]]<br>
[[StendhalRefactoringClassMage|Class:Mage]]<br>
[[StendhalRefactoringClassPriest|Class:Priest]]<br>
[[StendhalRefactoringClassWarrior|Class:Warrior]]<br>
<br>
[[StendhalRefactoringClassGeneral|General Skills]]<br>


=Creatures=
==List==
Feel free to expand this list.<br>
Please be original :)


===Animals===
* Boar
* Caverat
* Cobra
* Giantrat
* Rat
* Wolf


= Items =
===Gargoyle===
* Gargoyle


* [[StendhalRefactoringEquipment| Weapons & Armor System]]
===Orcs===
* [[StendhalRefactoringItemsBase| Base Implementation page]] ''outdated''
* Demon Orc
* [[StendhalRefactoringItems| Items available after refactoring, min level list]] ''outdated''
* Demon Orc Hunter
* Demon Orc Lord
* Demon Orc Warrior
* Orc
* Orc Hunter
* Orc Lord
* Orc Warrior


=Creatures=
===Kobold===
[[StendhalRefactoringCreatures| Creatures available after refactoring]]<br>
* Kobold
[[StendhalRefactoringCreatures#Actions| Creatures' actions available after refactoring]]<br>
[[StendhalRefactoringCreatures#Events| Creatures' events system proposal]]<br>
[[StendhalRefactoringCreatures#AI| Creatures' AI system proposal]]<br>


===Goblin===
* Goblin


=Out of Game=
===Ogre===
* [[StendhalRefactoringUpdates]]
* Ogre


= Code =
===Troll===
* Troll


* Improve rendering engine by adding dirty rectangles.
== Actions ==
* Move
* Stop
* Chat
* Tell
* Outfit
* Attack
* Use
* Equip
* Drop
* Own ( a sheep )


== Events ==
I see two different approachs here:
# Active one, in the form of ''onAttack'', that requieres something like
Player.onAttack(target, weapon)
{
if(target is of type ghost)
{
return false;
}
return true;
}
# Passive one, in the form of ''onAttacked''
Ghost.onAttacked(source, weapon)
{
return false;
}


[[Category:Development]]
I think passive approach can lead to simpler more mantenible code. So I break the below list in those two categories.


Creatures can recieve the next list of events:

===Passive way===
====boolean onAttacked(attacker, weapon)====
''called when attacked by someone with a given weapon.''
====void onStopAttacked(target)====
''called when target stops attacking us''
====boolean onDamage(type, amount)====
''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
====boolean onKilled(attacker, weapon)====
''called when attacked killed us with the given weapon''
====boolean onMove(x,y)====
''called when entity moves to x,y ( before moving in fact )''
====boolean onCollidedWith(source)====
''called when entity collide with another entity''
====boolean onEquipped(source, slot)====
''called when entity is equipped on the source entity and in the given slot''
====boolean onDropped(source, x, y)====
''called when entity is dropped by source to floor at position x,y''
====void onChat(source, text)====
''called when someone speaks near entity or write to entity''
====boolean onUsed(source)====
''called when entity is used by source''
====boolean onUsedWith(source, base)====
''called when entity is used by source on base item''
====boolean onStop()====
''called when entity stops moving, attacking, etc...''


===Active way===
==== boolean onAttack(target, weapon)====
''called when attacking a target with the given weapon.''
====void onStopAttack(target)====
''called when we stop attacking target''
====boolean onDamage(type, amount)====
''called when entity is damaged with the damage type (physical, fire, poison, magical, ... ) and the amount of damage done.''
====boolean onKill(target)====
''called when entity kills target''
====boolean onMove(x,y)====
''called when entity moves to x,y ( before moving in fact )''
====boolean onCollide(x,y)====
''called when entity collide at position x,y''
====boolean onCollideWith(target)====
''called when entity collide with another entity''
====boolean onEquip(item, slot)====
''called when entity equips item on the given slot''
====boolean onDrop(item, slot)====
''called when entity drops item from the given slot to floor''
====void onChat(source, text)====
''called when someone speaks near entity or write to entity''
====boolean onUse(item)====
''called when entity use item''
====boolean onUseWith(base, item)====
''called when entity use item on base item''
====boolean onStop()====
''called when entity stops moving, attacking, etc...''

=RP System=
We need a rebalance of the RP system so it is playable and fun for both newbiews and high levels.

Latest revision as of 19:14, 24 June 2022



This page proposes some possible, very long term, goals for Stendhal.
Please see also StendhalOpenTasks for shorter term open tasks.

If you are interested in any of these goals, or have other ideas, please visit IRC at irc.libera.chat #arianne

RP System

Working document for RP System proposal
RP System proposal
Skill System
Combat: Melee
Combat: Range
Magic
Trading System
Shopping System
Auctioning System
Party System
Jobs System

Economy

Balancing the economy

Class System

Class Basics

About the different classes
Class:Archer
Class:Mage
Class:Priest
Class:Warrior

General Skills


Items

Creatures

Creatures available after refactoring
Creatures' actions available after refactoring
Creatures' events system proposal
Creatures' AI system proposal


Out of Game

Code

  • Improve rendering engine by adding dirty rectangles.