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Activities

Activities are long term actions, that can be interrupted and (optionally) continued. This allows the player to react to events (like monsters appearing, getting hurt) while doing something that takes more than just one turn.

Adding new activities

  1. player_activities.json Define properties that apply to all instances of the activity in question.
  2. activity_handlers.h Optionally declare a do_turn and/or finish function.
  3. player_activity.cpp Optionally update can_resume_with.
  4. activity_handlers.cpp Add the functions from #2 into the do_turn and finish maps, and define the functions.
  5. Start the activity by calling player::assign_activity.

JSON Properties

  • verb: A descriptive term to describe the activity to be used in the query to stop the activity, and strings that describe it, example : verb: "mining".
  • suspendable (true): If true, the activity can be continued without starting from scratch again. This is only possible if can_resume_with() returns true.
  • rooted (false): If true, then during the activity, recoil is reduced, plant mutants sink their roots into the ground, etc.
  • based_on: Can be 'time', 'speed', or 'neither'.
    • time: The amount that player_activity::moves_left is decremented by is independent from the character's speed.
    • speed: player_activity::moves_left may be decremented faster or slower, depending on the character's speed.
    • neither: moves_left will not be decremented. Thus you must define a do_turn function; otherwise the activity will never end!
  • no_resume (false): Rather than resuming, you must always restart the activity from scratch.

Termination

There are several ways an activity can be ended:

  1. Call player_activity::set_to_null() This can be called if it finished early or something went wrong, such as corrupt data, disappearing items, etc. The activity will not be put into the backlog.
  2. moves_left <= 0 Once this condition is true, the finish function, if there is one, is called. The finish function should call set_to_null(). If there isn't a finish function, set_to_null() will be called for you (from player_activity::do_turn).
  3. game::cancel_activity or player::cancel_activity Canceling an activity prevents the player_activity::finish function from running, and the activity does therefore not yield a result. A copy of the activity is written to player::backlog if it's suspendable.

Notes

While the player character performs the activity, player_activity::do_turn is called on each turn. Depending on the JSON properties, this will do some stuff. It will also call the do_turn function, and if moves_left is non-positive, the finish function.

Some activities (like playing music on a mp3 player) don't have an end result but instead do something each turn (playing music on the mp3 player decreases its batteries and gives a morale bonus).

If the activity needs any information during its execution or when it's finished (like where to do something, which item to use to do something, ...), use any of:

  • player_activity::index - what to do (which recipe to craft, ...)
  • player_activity::position - item position in player's inventory (player::i_at)
  • player_activity::name - name of something to do (skill to be trained)
  • player_activity::values - vector of any int values
  • player_activity::str_values - vector of any std::string values
  • player_activity::placement - where to do something

Those values are automatically saved and restored when loading a game. Other than that they are not changed/examined by any common code. Different types of activities can use them however they need to.

activity_handlers::<activity>_do_turn function

To prevent an infinite loop, ensure that one of the following is satisfied:

  • The based_on JSON property is speed or time,
  • Or player_activity::moves_left is decreased (in <activity>_do_turn,
  • Or that the activity is stopped there (see 'Termination', above).

For example the pulp activity finishes itself when there are no more unpulped corpses on the map. It therefore does not need to decrease player_activity::moves_left on each turn.

activity_handlers::<activity>_finish function

This function is called when the activity has been completed (moves_left <= 0). It must call set_to_null() or assign a new activity. One should not call cancel_activity for the finished activity, as this could make a copy of the activity in player::backlog, which allows resuming an already finished activity.

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