About friends, foes and teams
Posted: Tue Oct 25, 2011 7:39 pm
If you view orxonox like a level designer a small enhancement is missing:
It is quite difficult to define clearly to which party or team ( friend/ neutral / foe/ ... ) an object belongs.
That's why I would like to add the following enhancement:
1. There is already a value "team_" in the ArtificialController class. Since it is the controller who is evil or good - not the spaceship itself.
2. add a value "team_" to the pawn class. Why? Because level designers even want some objects that are not controlled to belong to a party/team. Think of the boxes in MissionOne.oxw - they should get the same colour as the pirate's spaceships. And later the uncontrolled Spacecruiser and HydrogenFarmer both should have the player's colour.
Concerning the variable's name: As far as I know there is no such object that is both a pawn and a controller - so the same name shouldn't be a problem. Of course most spaceships have a controller.
3. Do the colouring and in the gametypes. Therefore I would like to create a new baseclass TeamGametype that takes care of this issue.
4. Adjust the sameTeam() function in the artificial controller.
Is this the right approach? Or should I rather create a new interface?
It is quite difficult to define clearly to which party or team ( friend/ neutral / foe/ ... ) an object belongs.
That's why I would like to add the following enhancement:
1. There is already a value "team_" in the ArtificialController class. Since it is the controller who is evil or good - not the spaceship itself.
2. add a value "team_" to the pawn class. Why? Because level designers even want some objects that are not controlled to belong to a party/team. Think of the boxes in MissionOne.oxw - they should get the same colour as the pirate's spaceships. And later the uncontrolled Spacecruiser and HydrogenFarmer both should have the player's colour.
Concerning the variable's name: As far as I know there is no such object that is both a pawn and a controller - so the same name shouldn't be a problem. Of course most spaceships have a controller.
3. Do the colouring and in the gametypes. Therefore I would like to create a new baseclass TeamGametype that takes care of this issue.
4. Adjust the sameTeam() function in the artificial controller.
Is this the right approach? Or should I rather create a new interface?