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Implement and create a context struct for the generation algorithm #538
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After meeting today, there have been quite a few changes to the structs for the generation algorithm. First, the context struct (gencontext_t) will contain the following fields:
Second, the roomspec_t struct holds the values necessary for making a new room and looks like this:
All of the roomspect_t's that will live inside a speclist_t will need to be hardcoded. Lastly, the speclist_t struct will contain the following fields:
this linked list will contain all of the hardcode roomspec_t's |
See test_autogenerate.c to see tests for the functions that manipulate the context struct defined in gen_structs.h by @edward3-uchi . autogenerate.h creates and adds a desired room to a game based on a given context struct. Currently a work in progress, but plan to have all tests written by Wednesday. |
Pull Request was made and updated. The final speclist_t struct was changed to contain double linked list functionality and synonymously updated to be defined as the rest. typedef struct speclist{ |
Pull Request was approved this past weekend. Genstructs underwent many changes throughout this sprint. The gencontext struct now looks like this: typedef struct gencontext { roomspec changed as well: typedef struct roomspec { These new changes remove definitions that won't be of use anymore. In the future, gencontext and roomspec may be subject to change. The new NPC pull request found here is visualizing some of those future changes from the NPC teams once we implement there code into our generation module. |
Issue Score: ✔️+ Comments: An issue should have the goal of producing something tangible, such as code or documentation, which must be specified in the summary, not just the title. |
This context struct will hold the information necessary for autogenerating rooms. As of right now, it will hold just a few things: 1. int level (mock for player-stats) 2. room generation info 3. npc generation info. Later this will hold more info like a linked list of open rooms to be generated and previously generated rooms.
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