Danimal {l Wrote}:Yes, monster should check for rooms before spawning, do you think its possible to make them also check the total room size? (Ex: vile demon only spawned with a lair and hatchery bigger than 25 blocks )
Just a placeholder idea:
viewtopic.php?f=37&t=5421#p55686
Ok, yet we don't have any hatchery model, class or creature hunger logic, atm.
I'll thus focus on adding separate spawn pools, and rooms needed to spawn support at first. And yes, it must be possible to count contiguous tiles of the same type. I was sure the game would need it sooner or later.
Once this is done, I'll use a simplified version of your proposal (without the hatchery.). Ok with this?
The hunger problem can be dealt with, I do think mostly copied over the fatigue logic, btw. But in a second row as my plate is already full atm.
Danimal {l Wrote}:Its good that the creatures definitions are now separate from code, since that way we can easily mod them, when the time to balance things comes, it will make things easier, not to mention player mods.
In fact, the creature definition was part of the level file. I just split it out of it in the loading code. The map level file now refers to the creature definition file it needs to load using a filename parameter. This means you can have whatever creature definition file you want for the level but also can have the same for all levels if desired.
Danimal {l Wrote}:Lets copy DK2 approach, can the dungeon heart store gold? We could kill two birds with one stone
Atm, It can't (Note that within code it is called the dungeon temple.). Yet from what I could see, it shouldn't be hard to add support for that. But it should have restrictions, like only permit to hold what's necessary to put one or two treasury tiles. What do you think?
Danimal {l Wrote}:i would say only kobolds, and only a small quantity (4 is good), if you want more you have to use the kobold creation spell wich cost mana, but if you are out of mana and kobolds, those 4 free ones will be your lifeline. But the respawn must be slow, so people dont use them as trap triggerers
Ah yes, adding spawn kobold button is a basic spell that should indeed be added. Atm, the kobold spawning logic makes you have your first kobold after 15-20s, then a bit more, etc...
I'll tweak the new level a bit more to make you start without any creatures at all (I only removed the fighters for now.) so you will be able to know whether the creatures are coming too quickly.
Btw, we need an image button that is supporting text also, or add text zone below the buttons, maybe. I guess the spell cost will do something like double with each kobold you add, and overall depends on how many kobolds you have in your team?
So, first of all, I'll make a binary and ask whether I can merge all that work after you all have tested it.
Then, I'll work on those things more or less in the order given :
- Fix a small glitch making a own claimed wall not colored anymore (even if still claimed) when select and then deselect it.
It is due to the fact that the colorization doesn't take in account both colors (the team one potentially modulated by the dig-selected one.)
- Finish reviewing the rest of the code and keep doing cleanups. (I'm not that far from being done with a good first row of this.)
- Try to fix the creature status window.
- Try to restart threads correctly when quit/starting a game/editor.
- Editor: Add support to add/remove creatures, rooms.
- Add support to hold enough gold in the dungeon temple to create at least one treasury room.
- Add a different spawn pool for each team support.
- Add support to specify the room(s) needed to spawn the creature and how big is the biggest of each room type must be.
- Add Spawn Kobold spell support.
- Prepare the hunger core logic.
Proposal: The Test AI class should be renamed KeeperAI class, and support for it to create squares of each room type should be added.
The AI should look for gold by selecting a path to the nearest gold every 5 minutes or so, to make things interesting.
Anyone can take this task and code it (carefully)?
Best regards,