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Battles ~ CLI Integration Design Document
This design document will detail how we will like to integrate the CLI with NPC battles. We have already created a design document with how we would like to run the battles themselves, but now we will need the CLI team to help us integrate features that will allow players to choose their own moves or items while battling an NPC. There already exists code that will take in an action from the command line and finds the operation and action associated with it in the CLI cmd.h file, though the majority of the CLI code at the moment seems to focus on parts of the game not associated with NPC battles. To avoid an overwhelmingly long list of battle actions being mixed in with the non-battle actions, it may be helpful to create a battle-specific CLI module or function that will only be used during battles.
Structs and Functions we will like to add:
/* Battle specific command list (see cli/cmdlist.h for further documentation) */
command_list_t *new_battle_command_list(char* command)
{
command_list_t *new = malloc(sizeof(command_list_t));
if (command == NULL)
{
new->command = NULL;
} else {
new->command = strdup(command);
}
new->next = NULL;
return new;
}
/* Askes a player to input a move (for more general information, see cli/operations.h
*
* Parameters:
* - combatant: the player
* - tokens: parsed input string (validified)
* - ctx: pointer to a battle context struct
*
* Returns:
* - informs the player of the move chosen, or if it is not valid.
char *choose_move(battle_player_t *combatant, char *tokens[TOKEN_LIST_SIZE], battle_ctx_t * ctx);
/* Askes a player to chose an item(for more general information, see cli/operations.h
*
* Parameters:
* - combatant: the player
* - tokens: parsed input string (validified)
* - ctx: pointer to a battle context struct
*
* Returns:
* - informs the player of the item chosen, or if it is not valid.
char *choose_weapon(battle_player_t *combatant, char *tokens[TOKEN_LIST_SIZE], battle_ctx_t * ctx);
/* Informs the player that the battle has ended
*
* Parameters:
* - ctx: pointer to a battle context struct (has battle state in it)
*
* Returns:
* - informs the player whether they lost or won, and what they gain/lose from the battle
char *battle_end_line(battle_ctx_t * ctx);
Example: Say the player would like to use the move “kick” and the item “super strong boots”. Then, the CLI Integration will be as followed:
>> Please select your item:
>> super strong boots_
>> Super strong boots have been chosen! Your attack goes up by 5!
>> Please select your move:
>> kick_
>> Kick has been chosen! You dealt 3 damage!
>> You have defeated the enemy! You have gained 30 EXP!
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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