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I think that scripts probably lend themselves most easily to combat, since you have a built-in timer/repeating call that you can use for combat ticks or rounds, and scripts are TypedObjects which can store arbitrary state information through using evennia Attributes (like 'self.db.current_combatant = player1', for example) and Tags. Ainneve (the Evennia demo project) has a combat system, and there's a contrib that's being worked on for turn-based combat, I believe. The combat system for my own game is turn-based without a timer, but I still use a script for keeping track of information related to the combat state.The Tickerhandler object was designed specifically to be like ticks/heartbeats for different MUDs, I believe, so you probably wanna also have a look at that if you haven't already.
On Wed, Oct 25, 2017 at 1:03 PM, <bowy...@hotmail.com> wrote:
Hi! I'm new to Evennia, and I'm still weeding through the code and documentation (which is prolific! and fantastic! thank you!), but I think I have a pretty solid understanding of the API and how to interact with it.
My MUD experience is focused mainly on DIKU and derivatives, so I'm very used to and comfortable with that style of combat system. For my little project (which may never see the light of day, but is fun to work on during cold winter nights), I'd like to implement a diku-style combat system.
One thing I've noticed about this codebase is that there is no reliance on "ticks" as we would be familiar with from the old diku systems. I do see some utility methods that can create this, but before I try my hand at doing so, I'd like to garner some input and advice from you.
My question: On a high level (say 5000 feet), how would you go about implementing a reliable and scalable DIKU-style combat system? What are some pitfalls I might encounter? How might I implement each combat cycle? Are there examples out there I could peruse?
Thanks a million! I'm really liking some of the things you've done here, especially the CmdSet functionality that can be tied to individual objects! Really cool stuff.
Thanks,
Stymie
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