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Modify training system first before adding hunger to make the latter process more manageable.
What I want to do is have the states keep track of energy cost/exp/state transitions/etc. in a way that creates sort of a state machine managed by the state classes themselves. That way, the UI can just send a message to the Friendo object that will say "do crunches" and the Friendo will either transition to that state and start exercising automatically or not change state due to a lack of transition from the state it's currently in.
The text was updated successfully, but these errors were encountered:
mattdelsordo
changed the title
Overhaul traning to be associated passively with state objects
Overhaul traning to be associated internally with state
Feb 14, 2019
"schedule": > 0 if exercising, 0 if done exercising, -1 for infinite/not timed (sleep and idle)
fatigue modifier
exp modifier
associated stat (for exercises, null for others)
Methods:
"tick()": called on each behavior tick (separate from animation tick?), updates schedule, applies fatigue/exp modifiers, checks whether to update state
handleAction(): interprets action input from player, transitions to other states based on current state
idle -> exercise
cancelled exercise -> idle
not sure whether to also use this for internal state transitions e.g. exercise -> sleep/sleep -> idle
Modify training system first before adding hunger to make the latter process more manageable.
What I want to do is have the states keep track of energy cost/exp/state transitions/etc. in a way that creates sort of a state machine managed by the state classes themselves. That way, the UI can just send a message to the Friendo object that will say "do crunches" and the Friendo will either transition to that state and start exercising automatically or not change state due to a lack of transition from the state it's currently in.
The text was updated successfully, but these errors were encountered: