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Automatically exported from code.google.com/p/z-engine
With the current system, EVERY command fails and returns from method.
Original issue reported on code.google.com by [email protected]
on 7 Aug 2011 at 2:19
Inventory reports nothing when you're not carrying anything.
Original issue reported on code.google.com by [email protected]
on 8 Aug 2011 at 6:14
A graceful exit to the game would be nice.
Original issue reported on code.google.com by [email protected]
on 7 Aug 2011 at 3:59
Purpose of code changes on this branch:
When reviewing my code changes, please focus on:
Take a look at the "checkContext" method: this might be a useful device for
ensuring that we're dealing with the correct instance of a Noun. Let me know if
this makes sense to you. If not, it might be better to just roll it back and
apply the same fix to "Turn Flashlight on" that you did for "turn on
flashlight".
Original issue reported on code.google.com by [email protected]
on 13 Aug 2011 at 6:15
"Help" should list available commands to start with
Future version might offer more: list of abbreviations, game scenario, and so
forth. Could get pretty involved, but the first thing is a list of what I can
do.
Or is it giving away too much to list the whole command set? Maybe just
printing a message with important commands is better....
Original issue reported on code.google.com by [email protected]
on 7 Aug 2011 at 3:28
Common feature of these games is the ability to save state and resume later.
Let's talk about architecture before implementing. Since details of the game
may change drastically and quickly, might be good to postpone this. However, it
might be good to think about what this would require in the meantime.
Original issue reported on code.google.com by [email protected]
on 8 Aug 2011 at 6:22
Purpose of code changes on this branch:
When reviewing my code changes, please focus on:
This repackaging splits the project into two packages, one for core and one for
game files. Does this look easier to modify, from the designer's perspective?
Original issue reported on code.google.com by [email protected]
on 13 Aug 2011 at 6:19
State requires that Model be instantiated first. This introduces problems when
anything in Model requires anything from State (such as the time). This will be
particularly evident with Events, as they will be tied to objects that are
created in Model, but can't access the Time for setting timed triggers.
Thoughts?
Original issue reported on code.google.com by [email protected]
on 31 Aug 2011 at 3:35
What steps will reproduce the problem?
1. type "drop" at input
Should print an error; instead, it quits with a Null Pointer exception.
Original issue reported on code.google.com by [email protected]
on 19 Aug 2011 at 6:08
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 20 Aug 2011 at 2:55
At startup:
/Users/jon/java/alt_repack:533 $ java -jar ZEngine.jar
/Users/jon/java/alt_repack/./src/gamefiles
You are in a hallway
You can see exits to the NORTH and SOUTH
There is TRACT and here.
propspath = /Users/jon/java/alt_repack/./src/gamefiles/props/
>>
Original issue reported on code.google.com by [email protected]
on 4 Sep 2011 at 2:42
Dump of game, from startup to crash:
/Users/jon/java/alt_repack:534 $ java -jar ZEngine.jar
/Users/jon/java/alt_repack/./src/gamefiles
You are in a hallway
You can see exits to the NORTH and SOUTH
There is TRACT and here.
propspath = /Users/jon/java/alt_repack/./src/gamefiles/props/
>> take flashlight
FLASHLIGHT,
You have a FLASHLIGHT.
The FLASHLIGHT is OFF
>> look
Exception in thread "main" java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
at java.util.AbstractList$Itr.next(AbstractList.java:343)
at zengine.Room.listItems(Unknown Source)
at zengine.Room.description(Unknown Source)
at zengine.State.look(Unknown Source)
at gamefiles.grammar.Look.execute(Unknown Source)
at zengine.Sentence.execute(Unknown Source)
at zengine.Parser.processMove(Unknown Source)
at zengine.Parser.makeMove(Unknown Source)
at zengine.ZEngineMain.start(Unknown Source)
Original issue reported on code.google.com by [email protected]
on 4 Sep 2011 at 2:44
What steps will reproduce the problem?
1. Take flashlight
2. turn flashlight on
3. inventory
What is the expected output? What do you see instead?
Flashlight should be reported as "on", instead remains off.
(Dan - this is more of a note-to-self, I did say I'd have a look at this and I
don't want to let it slip off my stack)
Original issue reported on code.google.com by [email protected]
on 9 Aug 2011 at 5:36
Debug Mode. See TODO list in Wiki for details.
Original issue reported on code.google.com by [email protected]
on 9 Aug 2011 at 12:44
typical feature of these games: player is scored for triggering certain events
(finding a treasure, getting a certain reaction from an npc, entering a certain
room, whatever)
How would we do this?
Original issue reported on code.google.com by [email protected]
on 8 Aug 2011 at 6:23
Look at how this will be distributed to the world, and whether that affects
structure of the code.
Original issue reported on code.google.com by [email protected]
on 29 Aug 2011 at 2:02
Currently, any misspelled words on input don't do anything and any further
input results in a NoSuchElementException. This may be due to the changes you
have done to the Parser, but I haven't really looked through your changes yet.
I'll have a look at this tonight probably, but this is here as a reminder
should I forget.
Original issue reported on code.google.com by [email protected]
on 30 Aug 2011 at 10:03
Restructuring of packages. See TODO list in the Wiki for details.
Original issue reported on code.google.com by [email protected]
on 9 Aug 2011 at 12:43
Current implementation of Sentence ignores regularities of English grammar (and
other language, ignoring that for now), pushing phrase relations down into the
word level. This is incorrect, see the implementation of a prepositional phrase.
Original issue reported on code.google.com by [email protected]
on 20 Aug 2011 at 4:10
Implementation of Events to be designed and implemented. Timings and Priority
Queue to be implemented first, as Events will use these.
Event diagram on zwibbler.com.
Original issue reported on code.google.com by [email protected]
on 29 Aug 2011 at 2:42
What steps will reproduce the problem?
1. Type quit
2. do other stuff
3. type "yes"
Program exits if "yes" is typed after "quit". I would prefer that the confirm
time out after one move. This is a job for an internal game clock and events.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2011 at 5:15
"Hall" is loaded three times on intializing.
Investigate, can we skip that?
Original issue reported on code.google.com by [email protected]
on 7 Aug 2011 at 3:43
Work on being able to parse multiple word names. This would also be a base for
using descriptions in commands, such as "Take the sharp sword", or "Use the
rusty key".
This will probably involve a partial rewrite of the Parser, so this is not a
high priority.
Original issue reported on code.google.com by [email protected]
on 29 Aug 2011 at 12:31
It seems that the file paths need to be made to work cross-platform.
This is not difficult, I think, but I'm logging it to address later.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2011 at 4:32
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