From: Thorsten Hater on 29 Mar 2010 08:42 Hi I'm currently writing a small game application in ruby. The problem is, not all of the rules are static, meaning some of the actions in the game are allowed to change them. My question is, what is the best and safest way to implement this feature? Specifically, I have database of items, which may change parts of the rules upon activation. Storing code along with those and eval()ing it at runtime feels kind of awkward and not really safe, but seems the most flexible way at a first glance. Has anybody ideas and/or pointers to this matter? Thorsten
From: Aldric Giacomoni on 29 Mar 2010 09:14 Thorsten Hater wrote: > Hi > > I'm currently writing a small game application in ruby. > The problem is, not all of the rules are static, meaning some > of the actions in the game are allowed to change them. > My question is, what is the best and safest way to implement this > feature? > Specifically, I have database of items, which may change parts of > the rules upon activation. Alright.. So store the rules in one or more hashes depending on what they are and how they can change, and refer to whatever key you need to read the rule (or setting) in the hash. That's one way. -- Posted via http://www.ruby-forum.com/.
From: Thorsten Hater on 29 Mar 2010 13:27 My problem is, how to formulate the rules in ruby? Let me give an example: Lets say in an RPG context, the max skill level is 10, but if the player chooses to be an elf, he gets 11 as a max skill level in bow shooting. Additionally there exists something like a special feature which increases the max skill level by another point. At the moment I'm thinking about a mini DSL based on method_missing, but I'm looking for alternatives. Aldric Giacomoni wrote: > Thorsten Hater wrote: > >> Hi >> >> I'm currently writing a small game application in ruby. >> The problem is, not all of the rules are static, meaning some >> of the actions in the game are allowed to change them. >> My question is, what is the best and safest way to implement this >> feature? >> Specifically, I have database of items, which may change parts of >> the rules upon activation. >> > > Alright.. So store the rules in one or more hashes depending on what > they are and how they can change, and refer to whatever key you need to > read the rule (or setting) in the hash. > That's one way. >
From: Aldric Giacomoni on 29 Mar 2010 15:06 Thorsten Hater wrote: > My problem is, how to formulate the rules in ruby? > Let me give an example: > Lets say in an RPG context, the max skill level is 10, > but if the player chooses to be an elf, he gets 11 as a > max skill level in bow shooting. Additionally there > exists something like a special feature which increases > the max skill level by another point. > At the moment I'm thinking about a mini DSL based on > method_missing, but I'm looking for alternatives. Things which will be crucial to you here are going to be extending modules and classes, as well as inheritance. class Race MAX_SKILL_LEVEL = 10 end class Elf < Race MAX_SKILL_LEVEL += 1 end Race::MAX # => 10 Elf::MAX # => 11 And you can also specify unique skill levels (for instance, your Swordmanship max skill may be 22 because of a unique sword you have, it doesn't raise EVERY skill max...) Does that help a little? -- Posted via http://www.ruby-forum.com/.
From: Matthew K. Williams on 29 Mar 2010 15:55 On Mon, 29 Mar 2010, Thorsten Hater wrote: > Hi > > I'm currently writing a small game application in ruby. > The problem is, not all of the rules are static, meaning some > of the actions in the game are allowed to change them. > My question is, what is the best and safest way to implement this > feature? > Specifically, I have database of items, which may change parts of > the rules upon activation. > Storing code along with those and eval()ing it at runtime feels > kind of awkward and not really safe, but seems the most flexible > way at a first glance. > Has anybody ideas and/or pointers to this matter? > > Thorsten > > You might consider looking at this, which talks about some dynamic game generation I've done (and if you have further questions, I've got more): http://aetherical.com/2008/4/25/classes-on-the-fly
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