说我刚从船上新鲜是轻描淡写的.我觉得这个解决方案对于一个经验丰富的程序员来说非常简单,但我对C#和编码一般都是新手,所以如果我完全缺乏理解而冒犯任何人,我会道歉.话虽如此,我们还是会感谢那些对编码完全陌生的人.基本上,请假设没有先验知识.
我正在做短文冒险作为学习经历.我正在尝试建立一个对话系统,玩家可以选择三种对话选项:
玩家说了些什么 - > NPC回应 - >玩家响应NPC的回应 - > NPC再次响应 - >选项循环回三个初始对话选项
玩家说了些什么 - > NPC回应 - >选项循环回到三个初始对话选项
玩家结束对话 - >选项返回主对话选项(包含以下代码)
这是我到目前为止所提出的:
//Talk to Smith
if (Input == "TALK TO SMITH")
{
{
Console.Clear();
Console.WriteLine("Initial discussion and character introduction");
Console.WriteLine("(Enter the corresponding number with what you want to say)");
Console.WriteLine("What would you like to discuss with Smith?");
}
do
{
correct = 0;
Console.WriteLine("1. Dialogue Option #1");
Console.WriteLine("2. Dialogue Option #2");
Console.WriteLine("3. Dialogue Option #3");
Input = Console.ReadLine().ToUpper();
if (Input == "1")
{
Console.Clear();
dialogue = 1;
correct = 1;
Console.WriteLine("Dialogue Option #1");
Console.WriteLine("Response #1");
Console.WriteLine("1. Dialogue Option #1A");
Console.WriteLine("2. Dialogue Option #1B");
Input = Console.ReadLine().ToUpper();
do
{
if (Input == "1")
{
dialogue = 0;
Console.Clear();
Console.WriteLine("Dialogue Option #1A");
Console.WriteLine("Response #1A");
Console.ReadKey();
correct = 1;
}
if (Input == "2")
{
dialogue = 0;
Console.Clear();
Console.WriteLine("Dialogue Option #1B");
Console.WriteLine("Response #1B");
Console.ReadKey();
correct = 1;
}
} while (correct == 1 && dialogue == 0);
}
if (Input == "2" && dialogue == 0)
{
Console.Clear();
dialogue = 1;
correct = 1;
Console.WriteLine("Response #2");
Input = Console.ReadLine().ToUpper();
}
if (Input == "3")
{
Console.Clear();
dialogue = 1;
correct = 0;
Console.WriteLine("Response #3");
Input = Console.ReadLine().ToUpper();
}
} while (correct == 1 && location == 1);
}
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(这只是游戏代码的一部分,而不是整个程序本身)
问题是,一旦我选择了选项#1A,#1B或#2,程序就不会循环回到与NPC的对话,而是我设置的主菜单.我尝试了多种方法,但似乎都没有.
实际上,计算机科学中有一个正式的概念,可以很好地映射到你想要做的事情:有限状态机.
有限状态机的想法是它是一个系统,它可以处于有限数量的状态,系统总是处于一个状态,并且每个状态包含一定数量的已定义的转换,这些转换将系统置于新国家.
对话树非常适合FSM概念.系统的初始状态是对话的开始,并且每个玩家的可能响应都会导致转换到新状态.它有助于正式建模如下:
State 0:
MessageBox(NPC001, "Is there anything else you need to know?")
Response "Where is the castle located?":
GotoState 1
Response "What sort of defenses does the castle have?":
GotoState 2
Response "Are we sure the Princess is being held in this castle?":
GotoState 3
Response "No, I think that's all.":
GotoState 4
State 1:
MessageBox(NPC001, "It is located two days' journey to the north, on the other side of the Dark Forest")
GotoState 0
State 2:
MessageBox(NPC001, "The castle is defended by monsters conjured forth by the Sorcerer King. Be sure to bring plenty of healing potions!")
GotoState 0
State 3:
MessageBox(NPC001, "Of course! What do you think this is, a Mario game?")
GotoState 0
State 4:
MessageBox(NPC001, "Farewell, heroes. May the Gods be with you on your journey!")
//no state transition here, so execution of the state machine ends at this point
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将此大纲转换为实际的C#代码留给读者作为练习,但基本思想是每个State是状态机对象上的一个方法,它继续运行一个接一个的方法,直到它执行一个不结束的方法告诉它下一个国家应该是什么.(如果你使用Boo,你可以定义一个状态机宏,上面的大纲可以简单地说是对话树的代码,但那是另一回事.)
对有限状态机如何工作的理论做一些研究,你会发现这样的实现变得容易多了.
这是为这样的事情实现FSM的一种方法.
class DialogueTree {
public void Execute()
{
int state = 0;
while (state >= 0)
{
switch (state)
{
case 0:
state = this.State0();
break;
case 1:
state = this.State1();
break;
//and so on
}
}
}
}
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每种方法都会显示一些对话和选择,并根据玩家的选择返回状态机的下一个状态.要退出对话,方法应返回-1.这有帮助吗?
请记住,这是一种可行的方法.还有其他实现,其中一些对于State Machine概念的某些应用程序可能更好或更差.
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