Advertisement Jump to content
  • Advertisement
  • entries
  • comments
  • views

I continue...

Sign in to follow this  
Emmanuel Deloget


Let's add another 2 hours on the project - two hours and not much code, because I was unable to correctly think.

The new classes in the project are:
  • FightModifier: this class contains informations about the fight modifiers (selected weapon, attack, defense) of a creature. It contains only temporary datas, since they can be invalidated at any moment. As a consequence, FightModifier is populated only when the creature attacks or defends itself.
  • FightModifierPopulator: well, I already told you that I found a job for the InventoryVisitor class, and here it is. FightModifierPopulator inherits InventoryVisitor and implements two visit() method: one for the InventoryObjectWeapon and another one for the InventoryObjectArmor. The informations it gets is then used to populate the creature's FightModifier instance.
  • CreatureHolder: remember the CreatureGroup class? It was handling a group of creature. Now, it handles a group of CreatureHolder, an object that bind a creature to a creature behavior. The CreatureGroup class doesn't change much (the interface now use CreatureHolder instead of Creature, but that's not really a big problem).
  • CreatureBehavior: this abstract class implements the behavior of a creature - ie its intelligence. It is a pure IA based stuff, but it is still very important. For instance, I can't fight if I don't know how the AI-controlled creature will act during the fight - maybe they'll attack, maybe they'll launch a spell or drink a potion, I don't know. Giving this kind of information is the role of the CreatureBehavior class.
  • CreatureAction: CreatureAction instances are strategies that implemente the creatures actions - fight, drink potion, and so on. The implementation of these action is application defined (and probably depends on the game core)

Only a couple a classes, as you see. I've been slow for a stupid reason: I wasn't able to think to put the CreatureBehavior instance outside the Creature class. The problem is that the CreatureBehavior manage actions, and those actions needs to know the Creature class - the implied circular dependency was rather stupid, and I wanted to get rid of it before coding. And then I went in my kitchen and got a drink (fresh water). The light came: the creature doesn't care about its behavior. As a consequence, I can remove the CreatureBehavior from my Creature class and tada, the circular dependency disapear.

And I was very slow at figuring this. My bad.

So far, I've implemented 33 classes, spaning over 51 files representing 51,3 KB and containing 1433 lines of code. That's pretty... weak. Yesterday, I had to deal with a file written by a contractor some yaers ago, and the constructor of the class was 1950 lines long - insane programmers, who open files, show message boxes, asserts everywhere in a constructor but never throw any exception.

Anyway, I have to goto bed now. I'm tired :)
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!