Commit graph

32 commits

Author SHA1 Message Date
Erik Ogenvik
9234b7a34b Fixed incorrect orientation for planted tubers. 2016-06-27 00:00:21 +02:00
Erik Ogenvik
d8996f0500 Provide correct transforms for tubers and trees. 2016-06-26 20:17:18 +02:00
Erik Ogenvik
12a38b3d0f Added a mode specification property.
This property tells how the entity should behave when put into
different modes. Currently we only allow for specific transformations
to occur.

The mode specifications are registed in properties where "mode-" forms
a prefix, and the mode a suffix. For example, "mode-planted".
This also does away with the "plantable" property.
2016-06-26 20:17:18 +02:00
Erik Ogenvik
b4efec1524 Rotate planted carrots and turnips. 2016-06-26 19:08:54 +02:00
Erik Ogenvik
8d7a0b13f7 Added plantable info to carrots and turnips. 2016-06-26 19:08:54 +02:00
Erik Ogenvik
b07c334594 Added planted versions of the plants. 2016-06-26 19:03:19 +02:00
Erik Ogenvik
d994de3705 Added plantable properties for the oaks. 2016-06-26 19:03:19 +02:00
Erik Ogenvik
72fc2d7923 Added an InventoryDomain for characters.
The Inventory domain is meant for all characters, i.e. those than can have
an "inventory".

It's a non physical domain, which means that entities contained in it won't
be affected by any physical constraints, or have physics applied to them.
Visibility for outside entities are by default forbidden unless an entity is
outfitted or wielded.
The idea is that other playes shouldn't see what's in the inventory of another
player, unless things are outfitted or wielded.
2016-06-22 17:29:27 +02:00
Erik Ogenvik
266d16438c Merge branch 'master' of https://github.com/demarii/cyphesis into demarii-master 2016-01-15 16:49:30 +01:00
Erik Ogenvik
419811c975 Update entity types to match Ember media. 2015-07-13 22:16:11 +02:00
Erik Ogenvik
0c6ca3a207 Make the skulls dropped be transient.
This is to prevent them from spamming the world, if too many characters
keep on dying.
2015-04-16 22:43:55 +02:00
Erik Ogenvik
db78185f8a Rewrote how plant fruiting works.
The object was to make it easier to follow, and to also remove fruit
spamming.
The attribute "fruitsMax" now denotes the maximum number of fruits in
the plant at any given time.
"fruitsChance" now denotes a percentage, i.e. [0, 100]. The closer to
100 the greater the chance of a fruit being created or dropped each
tick.
The existing fruiting entities were also altered to make them produce
less fruits, to prevent spamming.
2015-04-08 19:16:54 +02:00
Dean Bouvier
8c3d51154c Add attribute mass value of 1 to every bone type. 2015-01-19 14:04:24 -06:00
Dean Bouvier
c59db2bf71 Adding a bone_pile and the parts skull, pelvis, ribcage, femur, humerus, tibia entity types for worldforge-media-skeleton-parts blueprint. 2015-01-18 23:32:12 -06:00
Erik Ogenvik
3b1a2cb566 Make Domain an interface and provide two versions.
The "physical" world behaves like a standard world. The "void" world
however doesn't allow for neither movement nor sights.
2014-09-24 22:00:54 +02:00
Erik Ogenvik
b171410b05 Let the domain be specified by a property.
This means that we only attach domains to entities that have the
"domain" property. The "land" entity type for example.
2014-09-15 21:11:35 +02:00
Erik Ogenvik
e537bf398f Make terrain property react to shader data.
Instead of hard coding the shaders we now allow the terrain property to
supplied data about the shaders. This is not optional currently, since
we expect the clients to understand the different layers (like "sand",
"grass" etc.), but we'll leave it at that for now.
2014-09-09 20:46:30 +02:00
Erik Ogenvik
7e3c2b131c Make cart bbox more sane. 2014-05-12 20:32:24 +02:00
Erik Ogenvik
f5dccec387 Move initial status to archetype.
Rather than having it hard coded. Makes it more flexible.
2014-01-23 22:20:58 +01:00
Erik Ogenvik
9edc90063a Use the entity ref format in archetypes.
References to other entities are specified through a map with an $eid
string entry.
2013-11-19 22:16:46 +01:00
Erik Ogenvik
2a706a1eb3 Made skeleton and goblin non-playable.
They appeared to be marked as playable to demonstrate the feautre more
than any other reason.
2013-11-16 23:01:58 +01:00
Erik Ogenvik
3151600465 Made ploughed_field an archetype. 2013-11-15 22:23:02 +01:00
Erik Ogenvik
e03552c6d5 Pruned rules. 2013-11-15 22:22:39 +01:00
Erik Ogenvik
f8a346d501 Removed test thoughts. 2013-11-15 21:41:21 +01:00
Erik Ogenvik
b036f7ce13 Modify human characters.
Make the different variants more district and add some basic default
thoughts.
2013-11-15 21:40:29 +01:00
Erik Ogenvik
bf1efc4a99 Moved more types to archetypes. 2013-11-15 21:40:29 +01:00
Erik Ogenvik
a4eb734aa9 Tidied up archetypes. 2013-11-15 21:39:35 +01:00
Erik Ogenvik
ef5be0d5e4 Added "human" as a type, made "settler" archetype. 2013-11-15 21:39:35 +01:00
Erik Ogenvik
45555fd698 Use custom format for archetypes.
This required the EntityKit to be refactored, so that most fields are
pushed into EntityFactory. Due to the nature of how the rule handlers
and the factories interact the code is pretty messy. It works, but it's
tangled and not really clean.
2013-11-15 21:39:35 +01:00
Erik Ogenvik
0974c28f3c Use standard format for exported entities. 2013-11-15 21:39:35 +01:00
Erik Ogenvik
b054382f2a Add "archetype" as new type.
An archetype is used for creating new entities. It contains one or many
definitions for entities, along with relationship between them. It also
contains any extra data needed for a world simultion, such as thoughts
and knowledge.
Archetypes should be seen as blueprints for entity types, as they
describe how new one should be composed. They are created just as
regular entities, using the existing Create op functionality.
As an example, there should be one "human" entity type, with archetypes
such as "settler", "merchant", "soldier" etc. This differs from the
current setup where each of these are separate entity types.
2013-11-15 21:39:35 +01:00
Erik Ogenvik
2dca4949ed Created "deeds" ruleset and made it default.
It's currently a copy of the Mason ruleset.
Where Mason focuses on letting the users create the world themselves,
Deeds instead focuses on allowing world authors to set up enticing
worlds with gameplay and stories. In contrast to Mason there are more
features available to the world authors which allow for automatic
creation of entities and so on.
2013-11-15 21:14:47 +01:00