Build a framework for a maintainable combat plugin

* Uses a hierarchy of WeaponClasses -> Weapons for performing attacks,
  with WeaponClass having a set of styles and associated Attacks for
  those styles. Weapons and their classes are built with an easy to use
  and clean DSL.

* Adds a BonusContainer mixin, so that Equipment, Weapons, and
  WeaponClasses can all have their own set of bonuses which apply to the
  player.

* Allows attacks to be queued to the Mobs CombatState instance from
  external code, allowing e.g., NPCs or auto-cast to queue attacks to be
  executed.
This commit is contained in:
Gary Tierney
2016-02-29 21:24:34 +00:00
parent 7731eedf3d
commit 348e5cc8dc
21 changed files with 895 additions and 80 deletions
+49
View File
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def get_combat_state(mob)
mob.is_a?(Player) ? type = :player : type = :npc
unless MOB_COMBAT_STATE_CACHE[type].has_key? mob.index
MOB_COMBAT_STATE_CACHE[type][mob.index] = CombatState.new(mob)
end
MOB_COMBAT_STATE_CACHE[type][mob.index]
end
private
class CombatState
attr_accessor :state, :next_attack
attr_reader :queued_attacks, :supports_weapon
def initialize(mob, supports_weapon = true)
@mob = mob
@supports_weapon = supports_weapon
reset
end
def reset
@state = :idle
@target = nil
@next_attack = nil
@queued_attacks = []
@mob.reset_interacting_mob
end
def target
@target
end
def target=(target)
@mob.reset_interacting_mob
@mob.interacting_mob = target
@target = target
end
def queue_attack(attack)
@queued_attacks.push(attack)
end
end
MOB_COMBAT_STATE_CACHE = {
:player => {},
:npc => {}
}