slowly changing to a messages based model of events
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main.lisp
16
main.lisp
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@ -60,13 +60,8 @@
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(attack :accessor :attack)
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(food :accessor :food)
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(level :accessor :level :initform 1)
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(yours :reader :yours :initarg yours)
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(on-damage :accessor :on-damage :initarg :on-damage)
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(on-bought :accessor :on-bought :initarg :on-bought)
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(on-faint :accessor :on-faint :initarg :on-faint)
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(on-sell :accessor :on-sell :initarg :on-faint)
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(on-endturn :accessor :on-endturn :initarg :on-endturn)
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(on-startcombat :accessor :on-startcombat :initarg :on-startcombat)))
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(team :reader :team :initarg team)
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(handler :reader :handler :initarg handler)))
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;; I want to write this in a mostly functional way, where the whole thing is an explicit function from player-state to player-state
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;; part of the idea here is to emphasize a text based interchange format so people can even have different autopets clients as
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@ -81,3 +76,10 @@
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;;;; happened
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;;;; so do we want a bunch of different handler functions like I wrote above or should we, instead, just have a message type that
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;;;; includes information about what happened and who it involved
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;;;;let's prototype out what messages should look like
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;;;; '(damage player1 3 4) the third pet on player1's team takes 4 damage
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;;;; '(faint player2 2) the second pet on player2's team has fainted
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;;;; '(ate apple 3) the third pet on the player's team at an apple
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;;;; '(gain player1 3 4 2) the third pet on player one's team gains 4 health and 2 attack
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