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Material Type: Project; Class: SOFTWARE ENGINEERING METHODOLOGY; Subject: Computer Science; University: Rice University; Term: Spring 2005;
Typology: Study Guides, Projects, Research
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Jessica Wu Comp 410 April 12, 2005
Because we can install any new entity and attribute into the system, and because behaviors check for strings rather than classnames, there is the potential for lots of bugs due to different strings being used. Therefore, I have set up two databases to keep track of these names under Tequila Attributes and Tequila Behaviors at http:// www.bandgap.cs.rice.edu/sites/comp410s05/model/default.aspx. When coding for a new scenario, you should always start with attributes, then behaviors, then entities. This was chosen because attributes can be modified using different behaviors, and behaviors can be shared among entities. Also, this order makes sure that the behaviors modify attributes that are potentially in the system (rather than modifying some attribute that exists in the ether). With that in mind…
Before you even start coding, go to http://www.bandgap.cs.rice.edu/sites/comp410s05/model/default.aspx and fill out a new entry for your attribute under Tequila Attributes. Attributes are very simple and require no actual code in Tequila. They exist purely as a data entry in the relationship between entities, behaviors, and attributes. Entities contain attributes, and behaviors modify attributes. Each attribute contains
Before you even start coding, go to http://www.bandgap.cs.rice.edu/sites/comp410s05/model/default.aspx and fill out a new entry for your behavior under Tequila Behaviors. All behaviors should be found under the namespace SkyNet.Model.ServerAssembly.Behaviors. Behaviors are what make Tequila into a game, well, game-like. Entities can execute behaviors to modify their own or other entity’s attributes. A behavior requires you to write an actual class in Tequila under the namespace SkyNet.Model.ServerAssembly.Behaivors.BehaviorName and inherit from ISendingBehavior or IReactingBehavior. For more detail, read Clement’s document (which you should do before you code anyway). From the database side, each SendingBehavior (or RespondingBehavior) contains
The entity just ties everything together in the SQL database and provides a way for the user to actually do stuff in the game. Like attributes, there is no actual code in Tequila for an entity, just a data entry. Unlike attributes, entities are special in that everything in the SQL database is linked through the EntityGUID. Only after you have finished creating the attributes that belong to this entity and the behaviors that it can execute (as well as the referencing the correct mediaPackage) can you finally encode your scenario into the game. As a note, player entities are top level and do NOT contain a ParentGUID. All other entities must be linked to a player through the player’s guid. Player entities do not have an associated Area in the Area dataset while all other entities do.
Make sure you run your own server and client to test what you have just added to the system!