kyranstar / Hunt-The-Wumpus

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Redo wumpus behaviors based on spec #31

Open kyranstar opened 9 years ago

kyranstar commented 9 years ago

The Lazy Wumpus Object • Keep track of the current state the Wumpus is in (that is, asleep, awake, moving). • If the player shoots an arrow and misses while the Wumpus is sleeping, the Wumpus wakes up and runs up to two rooms away from current position. • If the Wumpus is defeated in trivia, it will run up to three rooms away. • The Wumpus is slow and can only move one room per turn. • If the Wumpus does not move for two turns, it falls asleep.

The Active Wumpus Object • Keep track of the current state the Wumpus is in (*that is, asleep and awake). • Keep track of the number of turns. • Every 5 to 10 turns the Wumpus will wake up and move 1 room per turn for up to three turns before going back to sleep. • Every turn, there is a 5% chance the Wumpus will immediatelyteleport to a new, random location. • If the Wumpus is defeated in trivia, it will run up to two rooms away per turn for up to three turns.

kyranstar commented 9 years ago

@WasabiFan The spec doesn't really say which object we should use. Does the wumpus behavior change over the course of the game or is it preset before the game starts? Like a Hard vs. Easy mode?

WasabiFan commented 9 years ago

I think we should use a static Wumpus for now until we get full spec compliance with everything else, and maybe even get some of the "eye candy" implemented. The Wumpus movement isn't something that the judges will look at and think "wow, that's cool!'. But once we get that stuff mostly complete, we should take a look at adding the "sleeping" mode and associated logic. As it is, the active Wumpus is demoable -- maybe we should add a God command to toggle the Wumpus action?