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
player_activities.jsonDefine properties that apply to all instances of the activity in question.activity_handlers.hOptionally declare a do_turn and/or finish function.player_activity.cppOptionally updatecan_resume_with.activity_handlers.cppAdd the functions from #2 into the do_turn and finish maps, and define the functions.- 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_leftis decremented by is independent from the character's speed. - speed:
player_activity::moves_leftmay be decremented faster or slower, depending on the character's speed. - neither:
moves_leftwill not be decremented. Thus you must define a do_turn function; otherwise the activity will never end!
- time: The amount that
- no_resume (false): Rather than resuming, you must always restart the activity from scratch.
Termination
There are several ways an activity can be ended:
- 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. moves_left<= 0 Once this condition is true, the finish function, if there is one, is called. The finish function should callset_to_null(). If there isn't a finish function,set_to_null()will be called for you (from player_activity::do_turn).game::cancel_activityorplayer::cancel_activityCanceling an activity prevents theplayer_activity::finishfunction from running, and the activity does therefore not yield a result. A copy of the activity is written toplayer::backlogif 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 anyintvaluesplayer_activity::str_values- vector of anystd::stringvaluesplayer_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_onJSON property isspeedortime, - Or
player_activity::moves_leftis 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.