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Thread Rules 1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution. 2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20) 3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible. 4. Use [code] tags to format code blocks. |
I'm surprised they didn't call this project "GATTACA"...
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Ah... I just realized why that movie was called Gattaca... it's all of the DNA letters.
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If you wanna make an RPG like game using C* and let's say you start the game with 10 damage and 10 HP and after you obtain an item it increases your attack damage by 5 and you want the program to tell you your new (which would then be your current) attack damage in a future battle and when you check your stats?
Do I need to make your starting attack damage of 10 a global variable then code the item to add 5 to it? Would that be an int? But then how would I get the program to remember the new stats?
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I don't know what C* is but here is some pseudocode that might get you going.
class character{ int hpmax int hpcurrent int basedamage array<items> items }
class item{ int damage }
//put this in the character class function calculatedamage{ int temp = this.basedamage for each item in items temp += item.damage return temp }
A setup like this would calculate the total damage of the character every time it needs to be (for instance when attacking something)
A different setup might actually modify the damage stat of the character class itself.
I'm not a good enough programmer to tell you which is better.
edit: might as well mention that I like this solution cause it is pretty easy to also add in fun stuff like buffs and debuffs.
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I think he means C# but I could be wrong
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If you want to make RPG's you might want to look into LPC to see how it's done (you can get all you need from here for example: http://discworld.starturtle.net/lpc/links/mudlinks.html ).
In an LPMud the mudlib is the support framework for the world. The MudOS driver provides the very basic fundamentals and the mudlib provides the features necessary to make a working game. The mudlib is what defines how most common objects work and what capabilities they have.
Discworld has created and maintains its own mudlib. The mulib was started in 1991 and has been under constant development ever since. Unlike some other distribution libs the Discworld lib is a working mudlib, used to run a very large LPMud. There are also about 20 other MUDs that use the lib or a derivative of it.
The Discworld mudlib goes beyond the norm with the number and variety of objects available and the level of detailed interaction that is possible with them. For example, books on Discworld can not only be read, they can be written on, they can be published and printed, you can even tear pages out of them. This kind of attention to detail, this immersive environment, is found throughout Discworld MUD.
The Discworld mudlib was first released in 1993 and the current version is available for download for free from the mud links section.
If you setup a MUD that uses the Discworld lib you may wish to join the dwcre and dwchat intermud channels (see documentation for details).
Another possibility is RenPy (if you also want graphics).
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On November 09 2017 15:44 emperorchampion wrote: I think he means C# but I could be wrong
I thought C* and C# were the same thing? But the post above yours is in C# since the "//" (without the quotes) is how you add comments that won't show up when you run your program.
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Hyrule18982 Posts
double slash comments are in just about every C based language. C* hasn't been developed or used since the early 90s, and I doubt very much anybody is asking about basic concepts in C*, as it's just a superset of C (so the fundamentals are the same) and C is easier to find information on.
C# is a C-based language that is more akin to Java than C. It is decidedly different from C*.
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Damn, this all brought some nostalgia and now I wonder why no other language has adopted LPC's shadowing yet. It is such an awesome and powerful feature...
Basically, you can extend objects during their lifetime (yes, even after they've been initialized) and even remove those extensions from them when you want. Just imagine the possibilities! Objects having extra functionality only when you really need it and no longer than you need it (in C# it would be similar to adding/removing traits to objects on the fly).
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Question on entity framework, (C#.net): I've just recently started using EF. I've been doing a lot of googling, but I'm a bit stumped on this. Suppose I have three tables:
Student (StudentId,StudentName) Class (ClassId,ClassName) Grade (StudentId,ClassId,Grade)
I want to create a relationship between Student and Grade, and then a relationship between Class and Grade. The primary key in Grade is a composite key of StudentId and ClassId. You can't have a grade for a student that doesn't exist, nor a grade for a class that doesn't exist, right? Nor can you have two grades for the same student in the same class. Is there a way to create a relationship between these tables in EF? It's telling me I can't because the key in Student and Class don't match the key in Grade.
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On November 10 2017 09:05 enigmaticcam wrote: Question on entity framework, (C#.net): I've just recently started using EF. I've been doing a lot of googling, but I'm a bit stumped on this. Suppose I have three tables:
Student (StudentId,StudentName) Class (ClassId,ClassName) Grade (StudentId,ClassId,Grade)
I want to create a relationship between Student and Grade, and then a relationship between Class and Grade. The primary key in Grade is a composite key of StudentId and ClassId. You can't have a grade for a student that doesn't exist, nor a grade for a class that doesn't exist, right? Nor can you have two grades for the same student in the same class. Is there a way to create a relationship between these tables in EF? It's telling me I can't because the key in Student and Class don't match the key in Grade.
Hard to tell, but...if the error is telling you the Student and Class keys don't match the ones in Grade, does that mean you've set the Student and Class keys as the Foreign Keys? Should be other way around, like:
public class Grade { ... [ForeignKey="Student"] [Column(Order=0] public int StudentId { get; set; }
[ForeignKey="Class"] [Column(Order=1] public int ClassId { get; set; } ... }
Been a while since I've done code-first though.
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Actually, I'm doing database first design. I was trying to add them in the EF diagram but couldn't get it to work because of that error. I added them on the SQL side and refreshed the model from the database, and that seemed to work. For some reason I was thinking there was some logical error with the relationships that EF doesn't support, but I guess it just needed to be done on the SQL side. Thanks!
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On November 10 2017 09:03 Manit0u wrote: Damn, this all brought some nostalgia and now I wonder why no other language has adopted LPC's shadowing yet. It is such an awesome and powerful feature...
Basically, you can extend objects during their lifetime (yes, even after they've been initialized) and even remove those extensions from them when you want. Just imagine the possibilities! Objects having extra functionality only when you really need it and no longer than you need it (in C# it would be similar to adding/removing traits to objects on the fly).
How do references to objects through traits behave?
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On November 10 2017 09:50 Hanh wrote:Show nested quote +On November 10 2017 09:03 Manit0u wrote: Damn, this all brought some nostalgia and now I wonder why no other language has adopted LPC's shadowing yet. It is such an awesome and powerful feature...
Basically, you can extend objects during their lifetime (yes, even after they've been initialized) and even remove those extensions from them when you want. Just imagine the possibilities! Objects having extra functionality only when you really need it and no longer than you need it (in C# it would be similar to adding/removing traits to objects on the fly). How do references to objects through traits behave?
From the docs:
The standard shadow module also provides easy access to the original object. The variable shadow_who is set to the original object, so in the shadow object any call on the form shadow_who->function() goes to the original object function, even if it is shadowed in the shadow object.
This is pretty complicated. When you have a reference to an object and then you shadow it, it doesn't change the reference. What shadows do is mask object methods (or add new methods to it) in the runtime (shadows cannot be shadowed themselves, if you have multiple shadows masking the same methods and you apply them to the object the last shadow applied takes precedence).
Basically, any method call you make to the object will go to the shadow instead (if present). The most tricky part here are properties (which can't be shadowed but the same property can be declared in the shadow, shadow then uses its own property but all internal calls within the shadowed object will be using their own properties). You can also apply the same shadow to multiple objects.
It's very useful for game development (practically the only field LPC is being used) since this allows you to play around with player characters in some interesting ways.
Example:
If we have a player character (an object) and said character joins a guild or attains a profession that gives it new abilities or changes the way it behaves we simply add guild/profession shadow to the player. If the player quits the guild/profession we can simply remove specific shadow and the change is instantaneous. You can also set it up so that shadows are autoloaded and applied to the object on instantiation (when the player logs out and logs back in his shadows are re-applied to the character for example).
Example 2 (from the docs):
Assume for example that you want to redefine the gender of a player who's been affected by an evil spell of some kind. The function you want to shadow is called query_gender_string() and can be found in /std/living/gender.c. This is how you do it:
inherit "/std/shadow";
int start(string pl_name) { return(objectp(shadow_me(pl_name))); }
int stop() { remove_shadow(); }
string query_gender_string() { return "xxx"; }
// please notice that I've added both a start and a stop function for easy testing; // these really aren't necessary as long as the shadow somehow calls shadow_me() with the target // (either as a name or an object reference) as argument.
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This can be done without direct support with design patterns Proxy & Decorator. I'm guessing the usage is too narrow to justify inclusion in a general purpose language.
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Main place I've heard any real usage of it is debugging Ruby server code on the fly, allows you to test out behaviors instantly in a debugger. So I've heard.
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LPC creator went on to create a general purpose programming language. I wonder if he'll include shadowing in it: https://pike.lysator.liu.se/
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Germany2686 Posts
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On November 09 2017 14:11 Thaniri wrote:I don't know what C* is but here is some pseudocode that might get you going. class character{ int hpmax int hpcurrent int basedamage array<items> items }
class item{ int damage }
//put this in the character class function calculatedamage{ int temp = this.basedamage for each item in items temp += item.damage return temp } A setup like this would calculate the total damage of the character every time it needs to be (for instance when attacking something) A different setup might actually modify the damage stat of the character class itself. I'm not a good enough programmer to tell you which is better. edit: might as well mention that I like this solution cause it is pretty easy to also add in fun stuff like buffs and debuffs.
I tried to do that but I couldn't figure it out so I kept it simple: To increase your damage after getting your first item I did number1=number1+5
And to see the items you got I did an if statement that checks to see if two buttons are disabled it will show the item in your list of items. My original idea was to keep one button disabled then when that is enabled but then after clicking it it becomes disabled then you get the item but I couldn't figure out how to do that. So both buttons need to be disabled to get the item however I am making it so after clicking a button it becomes disabled.
So to illustrate my point: let's say button 4 is the button with the item, well the game starts off with that button disabled. In order to enable it you need to click on let's say button 6, after you do that, that button becomes disabled but button 4 becomes enabled then after clicking on button 4, that becomes disabled and you get your item. So now since both buttons are disabled that item gets added to your list of items but to the player they think they got the item from "completing" button 4.
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