Afflictions are, essentially, buffs and debuffs. You would be able to assign negative afflictions to your enemies, and get yourself positive buffs. To a certain extent things would need to know about them, but sometimes they could also be selfcontained.
- probably make a "Spell" class. There would be a mixin - has_spells
- basically, would work almost exactly like items - you would always use the accessor methods
- maybe, each one could have def process_x -> like process_output, process damage
- and everything that could be processed could be processed by any applicable spells?
- or should the methods just be aware of specific spells to begin with.
- definitely, on ticks, spells should run
So a mobile and a player are both similar. The mob, on one hand, is the same except for
- identification def sym is_named?
- display methods (display_name, display_description) display_name display_description
- On_load (this should be overriden by each mob, probably set up its ai) def on_load
- processing what it sees controller ? receive_data ? hear_line hear
- maybe it will also have a
react_to()
- This is actually, great.
- room.trigger_reaction takes care of this
- I have some items. You can use the sword as a weapon