We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ManiHunt 在早期开始开发的时候,由于时间紧促,设计上其实有许多问题.. 例如:
Magic String
Game
我们需要尽快改良这些问题,以便后续的Additions等功能的开发。 这份 issue 将用于收集问题以供开发
Additions
The text was updated successfully, but these errors were encountered:
SnakeYaml
Sorry, something went wrong.
Game是ManiHunt的核心部分,和许多地方耦合。 于是我们重新设计一下Game:
一局游戏
谁
范围
状态
启动和停止
各项统计
Runner是谁
与此同时,游戏应该传入一个 Region 作为游戏范围。
Region
Region 的语义是区域 区域可以提供多种实现,例如:
区域
interface GamingRegion{ boolean isInRegion(Location loc); Location getCenter(); //Center 相当于 Lobby,即玩家等待玩家进入/开局时的地方。 void setProperty(RegionProperty prop,Object property); //例如 freezeTime Difficulty Object getProperty(RegionProperty prop); boolean isLocked(); void setLocked(boolean status); //解锁出生点限制。 void setLockRadius(int radius); //出生点限制范围,为了上述例子中的第一条做的准备。 }
接着我们通过RegionProvider获取到GamingRegion:
interface RegionProvider{ GamingRegion claim(); }
拓宽范围。Runner或许可以不止一个。 Runner应默认在不同的地方被空投,且当所有 Runner 死亡后游戏才判断结束。
9a8636c 根据具体情况对GameRegion等做了调整
czm23333
iceBear67
No branches or pull requests
ManiHunt 在早期开始开发的时候,由于时间紧促,设计上其实有许多问题..
例如:
Magic String
Game
本身的设计导致的问题....我们需要尽快改良这些问题,以便后续的
Additions
等功能的开发。这份 issue 将用于收集问题以供开发
The text was updated successfully, but these errors were encountered: