资源说明:the codebase for my mud, written in ruby
# Mud codebase ## TODO - ### Players taking damage ### Afflictions Afflictions are, essentially, buffs and debuffs. You would be able to assign negative afflictions to your enemies, and get yourself positive buffs. To a certain extent things would need to know about them, but sometimes they could also be selfcontained. - probably make a "Spell" class. There would be a mixin - has_spells - basically, would work almost exactly like items - you would always use the accessor methods - maybe, each one could have def process_x -> like process_output, process damage - and everything that could be processed could be processed by any applicable spells? - or should the methods just be aware of specific spells to begin with. - definitely, on ticks, spells should run ### Mobiles So a mobile and a player are both similar. The mob, on one hand, is the same except for - identification def sym is_named? - display methods (display_name, display_description) display_name display_description - On_load (this should be overriden by each mob, probably set up its ai) def on_load - processing what it sees controller ? receive_data ? hear_line hear - maybe it will also have a `react_to()` - This is actually, great. - room.trigger_reaction takes care of this ### Item actions ### Equipment - I have some items. You can use the sword as a weapon
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