Author: gmilare Date: Sat Mar 15 17:01:02 2008 New Revision: 18
Modified: documentation/feebs.tex Log:
Modified: documentation/feebs.tex ============================================================================== --- documentation/feebs.tex (original) +++ documentation/feebs.tex Sat Mar 15 17:01:02 2008 @@ -1,5 +1,24 @@ +%% LyX 1.5.1 created this file. For more info, see http://www.lyx.org/. +%% Do not edit unless you really know what you are doing. +\documentclass[english]{article} +\usepackage[T1]{fontenc} +\usepackage[latin1]{inputenc} +\IfFileExists{url.sty}{\usepackage{url}} + {\newcommand{\url}{\texttt}} + +\makeatletter +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Textclass specific LaTeX commands. +\newenvironment{lyxlist}[1] +{\begin{list}{} +{\settowidth{\labelwidth}{#1} + \setlength{\leftmargin}{\labelwidth} + \addtolength{\leftmargin}{\labelsep} + \renewcommand{\makelabel}[1]{##1\hfil}}} +{\end{list}}
-% Copyright (c) 2007,2008 Gustavo Henrique Milar� +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% User specified LaTeX commands. + +% Copyright (c) 2007,2008 Gustavo Henrique Milar� % % This file is part of The Feebs War. % @@ -16,24 +35,20 @@ % You should have received a copy of the GNU General Public License % along with The Feebs War. If not, see http://www.gnu.org/licenses/.
-\documentclass[english]{article} -\usepackage[T1]{fontenc} -\usepackage[latin1]{inputenc} -\IfFileExists{url.sty}{\usepackage{url}} + + + +\IfFileExists{url.sty}{\usepackage{url} +} {\newcommand{\url}{\texttt}}
\makeatletter %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Textclass specific LaTeX commands. -\newenvironment{lyxlist}[1] -{\begin{list}{} -{\settowidth{\labelwidth}{#1} - \setlength{\leftmargin}{\labelwidth} - \addtolength{\leftmargin}{\labelsep} - \renewcommand{\makelabel}[1]{##1\hfil}}} -{\end{list}} +
\IfFileExists{url.sty}{\usepackage{url} + } {\newcommand{\url}{\texttt}}
@@ -44,6 +59,9 @@
\makeatother
+ +\makeatother + \usepackage{babel} \makeatother
@@ -56,12 +74,11 @@
\maketitle \begin{abstract} -\textit{The Feebs War} is a modified version of Planet of the Feebs -\url{http://www.cliki.net/%7D, a game made for people learn and improve -their lisp and code manipulation tecniques. The graphics are now displayed -using Lispbuilder \url{http://lispbuilder.sourceforge.net%7D%27s libraries, -so the problems with portability from CMUCL and X Window Sistem do -not exist anymore. Also the code is cleaner and more extensible. +\textit{The Feebs War} is a modified version of Planet of The Feebs \url{http://www.cliki.net/Planet%5C%20of%5C%20the%5C%20Feebs%7D, +a game made for people learn and improve their lisp and code manipulation +tecniques. The graphics are now displayed using Lispbuilder \url{http://lispbuilder.sourceforge.net%7D%27s +libraries, so the problems with portability from CMUCL and X Window +Sistem do not exist anymore. Also the code is cleaner and more extensible. \end{abstract} \tableofcontents{}
@@ -101,24 +118,25 @@ \begin{itemize} \item The graphics are not based on X Window Sistem anymore, but on \textit{Lispbuilder}, and there are no CMUCL's event handler. This way, the code is more -portable and graphics can be improved. Just creating some image -files of a feeb and your feeb is much more personalized! -\item Every element of the map (including walls) is a list, so the brain of -a feeb doesn't need to test all the time if the element is an atom +portable and graphics can be improved. Just creating some image files +of a feeb and your feeb is much more personalized! +\item Every element of the map (including walls) is a list, so the brain +of a feeb doesn't need to test all the time if the element is an atom or a list (wich, in my opinion, is really boring, unlispy and unnecessary in this case). That was only a reason to duplicate code and work, -adding no results at all... -\item Many functions and variables are changed and others were added +adding no results at all... +\item Many functions and variables are changed and others were added \item Documentation is more objective than the one provided with \textit{Planet of the Feebs}, and is fully compatible with the code. This way it -is easier to understand the game. -\item Security is improved. Now it the behavior functions are allowed to store -and change structures and vectors passed to it. -The parameters can't be change by those functions while inside the game. -\item It is possible now to extend the rules: the code is object oriented and -new rules, special moves, change the behavior of flames, etc, can be done -by adding new classes and/or methods. This manual is just the beginning! -end{itemize} +is easier to understand the game. +\item Security is improved. Now it the behavior functions are allowed to +store and change structures and vectors passed to it. The parameters +can't be change by those functions while inside the game. +\item It is possible now to extend the rules: the code is object oriented +and new rules, special moves, change the behavior of flames, etc, +can be done by adding new classes and/or methods. This manual is just +the beginning! end{itemize} +
\section{The Game}
@@ -132,67 +150,66 @@ After all feebs move, the flames thrown before also move (or dissipate), carcasses may rot and mushrooms may grow, accordingly to some rules.
-The game rules are defined by parameters. These parameters can be read -by the command \textsf{\textbf{(get-feeb-parm~}'parameter\textbf{)}} -To see all parameters, values and also all the documentation, one can use -\textsf{\textbf{(list-parameter-settings)}}. Using -\textsf{\textbf{(change-feeb-parm}'parameter~value\textbf{)}} +The game rules are defined by parameters. These parameters can be +read by the command \textsf{\textbf{(get-feeb-parm~}}\textsf{'parameter}\textsf{\textbf{)}} +To see all parameters, values and also all the documentation, one +can use \textsf{\textbf{(list-parameter-settings)}}. Using \textsf{\textbf{(change-feeb-parm}}\textsf{'parameter~value}\textsf{\textbf{)}} gives the possibility to change them (but not during the game) and -\textsf{\textbf{(documentation~}'parameter~'feeb-parm\textbf{)}} -can be used to know them. Just remember that every probability -must be a rational number (like 1/2). - -But don't panic! These parameters are just for one to know how -the game is going to be, but in the begining there is no need -to explicitly use them when creating the brain of a feeb. -The best way to create a feeb is watching a game (among system feebs), -improving it (it is defined in file brains.lisp) a little more, -testing the changes... +\textsf{\textbf{(documentation~}}\textsf{'parameter~'feeb-parm}\textsf{\textbf{)}} +can be used to know them. Just remember that every probability must +be a rational number (like 1/2). + +But don't panic! These parameters are just for one to know how the +game is going to be, but in the begining there is no need to explicitly +use them when creating the brain of a feeb. The best way to create +a feeb is watching a game (among system feebs), improving it (it is +defined in file brains.lisp) a little more, testing the changes...
These are some global parameters:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{'game-length}}}] Number of turns the game -will last. -\item [{\textsf{\textbf{'points-for-killing}}}] How many points some +\item [{{\textsf{\textbf{'game-length}}}}] Number of turns the game will +last. +\item [{{\textsf{\textbf{'points-for-killing}}}}] How many points some feeb earn for killing someone. -\item [{\textsf{\textbf{'points-for-dying}}}] How many points some +\item [{{\textsf{\textbf{'points-for-dying}}}}] How many points some feeb earn for dying (usually negative). -\item [{\textsf{\textbf{'maze-x-size}}}] Horizontal size of the maze. -\item [{\textsf{\textbf{'maze-y-size}}}] Vertical size of the maze. +\item [{{\textsf{\textbf{'maze-x-size}}}}] Horizontal size of the maze. +\item [{{\textsf{\textbf{'maze-y-size}}}}] Vertical size of the maze. \end{lyxlist}
\subsection{Throwing flame}
-If a feeb decides to throw a flame, if it is prepared to and has -enough energy, the next turn there will be a flame in the square -in front of the feeb, and it will see it, so the feeb shouldn't move -forward. For a few turns, the feeb will not be able to -throw flames. Each turn, the flame moves forward destroing mushrooms and -killing feebs it encounters, transforming them into carcasses. If there -is a wall, the flame can reflect, and, if so, it will turn 180 degrees. - -Once a feeb is killed (or starves), in it's place in the maze there will appear -a carcass. The feeb goes to the end of the dead feebs line. When the -carcass rots, the first feeb in line reincarnates. So, dying is not so terrible. +If a feeb decides to throw a flame, if it is prepared to and has enough +energy, the next turn there will be a flame in the square in front +of the feeb, and it will see it, so the feeb shouldn't move forward. +For a few turns, the feeb will not be able to throw flames. Each turn, +the flame moves forward destroing mushrooms and killing feebs it encounters, +transforming them into carcasses. If there is a wall, the flame can +reflect, and, if so, it will turn 180 degrees. + +Once a feeb is killed (or starves), in it's place in the maze there +will appear a carcass. The feeb goes to the end of the dead feebs +line. When the carcass rots, the first feeb in line reincarnates. +So, dying is not so terrible.
These are the parameters related to flames:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{'flame-energy}}}] Amount of energy lost after +\item [{{\textsf{\textbf{'flame-energy}}}}] Amount of energy lost after throwing a flame. -\item [{\textsf{\textbf{'fireball-guaranteed-lifetime}}}] Number of +\item [{{\textsf{\textbf{'fireball-guaranteed-lifetime}}}}] Number of turns that a fireball is guaranteed not to dissipate, unless it encounters -a wall. -\item [{\textsf{\textbf{'fireball-dissipation-probability}}}] Probability -of the flame to dissipate each turn after the apropriate time. -\item [{\textsf{\textbf{'fireball-reflection-probability}}}] Probability +a wall. +\item [{{\textsf{\textbf{'fireball-dissipation-probability}}}}] Probability +of the flame to dissipate each turn after the apropriate time. +\item [{{\textsf{\textbf{'fireball-reflection-probability}}}}] Probability of the flame to reflect when encountering a wall. -\item [{\textsf{\textbf{'flame-no-recovery-time}}}] Number of turns -that a feeb cannot fire. -\item [{\textsf{\textbf{'flame-recovery-probability}}}] Probability +\item [{{\textsf{\textbf{'flame-no-recovery-time}}}}] Number of turns +that a feeb cannot fire. +\item [{{\textsf{\textbf{'flame-recovery-probability}}}}] Probability of the feeb to recover the hability to throw a flame, after the apropriate -time. +time. \end{lyxlist}
\subsection{Eating food} @@ -200,27 +217,27 @@ There are two kinds of food, carcasses and mushrooms. Carcasses usually give less energy than mushrooms, and may rot, but, while it does not rot, a feeb can feed as long as it wishes. Mushrooms disapear after -being eaten. By eating food, the feeb -will be able to recover energy, wich is important because, if a feeb -stays with 0 or less units of energy, it starves. +being eaten. By eating food, the feeb will be able to recover energy, +wich is important because, if a feeb stays with 0 or less units of +energy, it starves.
These are the quantities:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{'mushroom-energy}}}] Amount of energy recovered +\item [{{\textsf{\textbf{'mushroom-energy}}}}] Amount of energy recovered when the feeb eats a mushroom. -\item [{\textsf{\textbf{'carcass-energy}}}] Amount of energy recovered +\item [{{\textsf{\textbf{'carcass-energy}}}}] Amount of energy recovered each turn that the feeb eats a carcass. -\item [{\textsf{\textbf{'carcass-guaranteed-lifetime}}}] Number of -turns that a carcass will surely not rot. After these turns, it -can rot, depending on probabilities. -\item [{\textsf{\textbf{'carcass-rot-probability}}}] Probability of +\item [{{\textsf{\textbf{'carcass-guaranteed-lifetime}}}}] Number of +turns that a carcass will surely not rot. After these turns, it can +rot, depending on probabilities. +\item [{{\textsf{\textbf{'carcass-rot-probability}}}}] Probability of the carcass to rot, after the apropriate time. -\item [{\textsf{\textbf{'maximum-energy}}}] Maximum amount of energy +\item [{{\textsf{\textbf{'maximum-energy}}}}] Maximum amount of energy that a feeb can have eating. -\item [{\textsf{\textbf{'starting-energy}}}] Amount of energy a feeb +\item [{{\textsf{\textbf{'starting-energy}}}}] Amount of energy a feeb has when it reincarnates. -\item [{\textsf{\textbf{'number-of-mushrooms}}}] Quantity of mushrooms +\item [{{\textsf{\textbf{'number-of-mushrooms}}}}] Quantity of mushrooms that exist in the maze. \end{lyxlist}
@@ -231,12 +248,11 @@ \begin{itemize} \item The name, a string. \item The brain is a function that decides what the feeb will do next, based -on what it is seeing and feeling. +on what it is seeing and feeling. \item The set of graphics is an image file (of format BMP, JPEG, PNG, and any others that supported by SDL_image). \end{itemize} -One can create a feeb calling -\textsf{\textbf{(define-feeb}~name~brain~\textbf{:graphics}~graphics\textbf{)}}. +One can create a feeb calling \textsf{\textbf{(define-feeb}}\textsf{~name~brain~}\textsf{\textbf{:graphics}}\textsf{~graphics}\textsf{\textbf{)}}. If name is already used, a warning will be signaled, and the old feeb will be substituted. Calling \textsf{\textbf{(list-of-feebs)}} will return the list of the feebs (names only) that will be defined when @@ -256,28 +272,28 @@ The possible values that the brain function can return are these:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{:move-forward}}}] Move one square forward, unless -there is a wall in front of the feeb. -\item [{\textsf{\textbf{:turn-left}}}] Turn 90 degrees to the left. -\item [{\textsf{\textbf{:turn-right}}}] Turn 90 degrees to the right. -\item [{\textsf{\textbf{:turn-around}}}] Turn 180 degrees. -\item [{\textsf{\textbf{:flame}}}] Throw a flame. The flame will be created -next turn in the front square of the feeb. -\item [{\textsf{\textbf{:wait}}}] Do nothing in this turn. -\item [{\textsf{\textbf{:peek-left}}}] Peek to the left around a corner. +\item [{{\textsf{\textbf{:move-forward}}}}] Move one square forward, +unless there is a wall in front of the feeb. +\item [{{\textsf{\textbf{:turn-left}}}}] Turn 90 degrees to the left. +\item [{{\textsf{\textbf{:turn-right}}}}] Turn 90 degrees to the right. +\item [{{\textsf{\textbf{:turn-around}}}}] Turn 180 degrees. +\item [{{\textsf{\textbf{:flame}}}}] Throw a flame. The flame will be +created next turn in the front square of the feeb. +\item [{{\textsf{\textbf{:wait}}}}] Do nothing in this turn. +\item [{{\textsf{\textbf{:peek-left}}}}] Peek to the left around a corner. The creature does note actually move, but, in the next turn, the creature will have the same vision that it would have if he had moved one step -foward and turned left (and one step back because the feeb needs to see -what is actually in front of it). Peeking used so a feeb can analize a corridor -before trespassing it. -\item [{\textsf{\textbf{:peek-right}}}] Peek to the right around a corner, -analogous to \textsf{\textbf{:peek-left}}. -\item [{\textsf{\textbf{:eat-carcass}}}] Eat a carcass if there is any -available in the feeb's square. The amount of the parameter -\textsf{\textbf{'carcass-energy}} is restored to the feeb's energy. -\item [{\textsf{\textbf{:eat-mushroom}}}] Eat a mushroom if there is any -available in the feeb's square. The amount of the parameter -\textsf{\textbf{'mushroom-energy}} is restored to the feeb's energy. +foward and turned left (and one step back because the feeb needs to +see what is actually in front of it). Peeking used so a feeb can analize +a corridor before trespassing it. +\item [{{\textsf{\textbf{:peek-right}}}}] Peek to the right around a +corner, analogous to \textsf{\textbf{:peek-left}}. +\item [{{\textsf{\textbf{:eat-carcass}}}}] Eat a carcass if there is +any available in the feeb's square. The amount of the parameter \textsf{\textbf{'carcass-energy}} +is restored to the feeb's energy. +\item [{{\textsf{\textbf{:eat-mushroom}}}}] Eat a mushroom if there is +any available in the feeb's square. The amount of the parameter \textsf{\textbf{'mushroom-energy}} +is restored to the feeb's energy. \end{lyxlist}
\subsection{Information available} @@ -297,174 +313,241 @@ feeb. To access them, one must call:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{(name}}\textsf{\emph{~status}}\textsf{\textbf{)}}}] \begin{flushleft} -The name of the feeb. +\item [{{\textsf{\textbf{(name}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The name of the feeb. \par\end{flushleft} -\item [{\textsf{\textbf{(facing}}\textsf{\emph{~status}}\textsf{\textbf{)}}}] \begin{flushleft} -Where the feeb is facing to, one of the constants provided: \textsf{\textbf{north}}, + +\item [{{\textsf{\textbf{(facing}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Where the feeb is facing to, one of the constants provided: \textsf{\textbf{north}}, \textsf{\textbf{east}}, \textsf{\textbf{south}} or \textsf{\textbf{west}}, -wich are 0, 1, 2 and 3 respectivelly. +wich are 0, 1, 2 and 3 respectivelly. \par\end{flushleft} -\item [{\textsf{\textbf{(x-position}\emph{~status}\textbf{)}}}] \begin{flushleft} -The horizontal position of the feeb, starting with 0 and increasing to east. -If \textsf{\textbf{'sense-location-p}} is nil, it returns nil instead. -\par\end{flushleft} -\item [{\textsf{\textbf{(y-position}\emph{~status}\textbf{)}}}] \begin{flushleft} -The vertical position of the feeb, starting with 0 and increasing to south. -If \textsf{\textbf{'sense-location-p}} is nil, it returns nil instead. -\par\end{flushleft} -\item [{\textsf{\textbf{(peeking}\emph{~status}\textbf{)}}}] \begin{flushleft} -If it is \textsf{\textbf{:peek-left}} or \textsf{\textbf{:peek-right}}, it means -that the current \textsf{\emph{vision}} provided is result of a previous -\textsf{\textbf{:peek-left}} or \textsf{\textbf{:peek-right}} command -of the same feeb. Otherwise, it is \textsf{\textbf{nil}}. Note that -\textsf{\emph{proximity}} is \emph{not} affected. -\par\end{flushleft} -\item [{\textsf{\textbf{(line-of-sight}\emph{~status}\textbf{)}}}] \begin{flushleft} -Indicates the amount of valid entries in \textsf{\emph{vision}}. It actually -means that \textsf{\textbf{(aref}\emph{~vision~}\textbf{(line-of-sight}\emph{~status}\textbf{))}} -will return \textsf{\textbf{'(:rock)}}. -\par\end{flushleft} -\item [{\textsf{\textbf{(ready-to-fire}\emph{~status}\textbf{)}}}] \begin{flushleft} -If \textsf{\textbf{T}} indicates that the feeb is ready to fire. -If \textsf{\textbf{Nil}} indicates it is not. -\par\end{flushleft} -\item [{\textsf{\textbf{(aborted}\emph{~status}\textbf{)}}}] \begin{flushleft} -Related with timing. Returns \textsf{\textbf{T}} if the last move of feeb -was aborted because of timing issues. + +\item [{{\textsf{\textbf{(x-position}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The horizontal position of the feeb, starting with 0 and increasing +to east. If \textsf{\textbf{'sense-location-p}} is nil, it returns +nil instead. \par\end{flushleft} -\item [{\textsf{\textbf{(last-move}\emph{~status}\textbf{)}}}] \begin{flushleft} -The feeb's previous move, or \textsf{\textbf{:dead}} if it has just reincarnated. + +\item [{{\textsf{\textbf{(y-position}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The vertical position of the feeb, starting with 0 and increasing +to south. If \textsf{\textbf{'sense-location-p}} is nil, it returns +nil instead. \par\end{flushleft} + +\item [{{\textsf{\textbf{(peeking}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +If it is \textsf{\textbf{:peek-left}} or \textsf{\textbf{:peek-right}}, +it means that the current \textsf{\emph{vision}} provided is result +of a previous \textsf{\textbf{:peek-left}} or \textsf{\textbf{:peek-right}} +command of the same feeb. Otherwise, it is \textsf{\textbf{nil}}. +Note that \textsf{\emph{proximity}} is \emph{not} affected. +\par\end{flushleft} + +\item [{{\textsf{\textbf{(line-of-sight}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Indicates the amount of valid entries in \textsf{\emph{vision}}. It +actually means that \textsf{\textbf{(aref}}\textsf{\emph{~vision~}}\textsf{\textbf{(line-of-sight}}\textsf{\emph{~status}}\textsf{\textbf{))}} +will return \textsf{\textbf{'(:rock)}}. +\par\end{flushleft} + +\item [{{\textsf{\textbf{(ready-to-fire}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +If \textsf{\textbf{T}} indicates that the feeb is ready to fire. If +\textsf{\textbf{Nil}} indicates it is not. +\par\end{flushleft} + +\item [{{\textsf{\textbf{(aborted}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Related with timing. Returns \textsf{\textbf{T}} if the last move +of feeb was aborted because of timing issues. +\par\end{flushleft} + +\item [{{\textsf{\textbf{(last-move}}\textsf{\emph{~status}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The feeb's previous move, or \textsf{\textbf{:dead}} if it has just +reincarnated. +\par\end{flushleft} + \end{lyxlist}
\subsubsection{Proximity and vision}
The brain receives also information about what is near the feeb and -what the feeb sees. We note that, contrary to \emph{Planet of the Feebs}, -it is safe to change anything inside these structures, so you are -alowed to keep them stored and to modify them as you wish. +what the feeb sees. We note that, contrary to \emph{Planet of the +Feebs}, it is safe to change anything inside these structures, so +you are alowed to keep them stored and to modify them as you wish.
The structure \textsf{\emph{proximity}} has the contents of the squares near the feeb (not affected by peeking) with these fields:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{(my-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}] \begin{flushleft} -Contents of the feeb's current square. +\item [{{\textsf{\textbf{(my-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Contents of the feeb's current square. +\par\end{flushleft} + +\item [{{\textsf{\textbf{(left-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Contents of the right square of the feeb. \par\end{flushleft} -\item [{\textsf{\textbf{(left-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}] \begin{flushleft} -Contents of the right square of the feeb. + +\item [{{\textsf{\textbf{(right-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Contents of the left square of the feeb. \par\end{flushleft} -\item [{\textsf{\textbf{(right-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}] \begin{flushleft} -Contents of the left square of the feeb. + +\item [{{\textsf{\textbf{(rear-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Contents of the square behind the feeb. \par\end{flushleft} -\item [{\textsf{\textbf{(rear-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}}] \begin{flushleft} -Contents of the square behind the feeb. -\par\end{flushleft} -\item [{The}] vector \textsf{\emph{vision}} has the contents of the squares -that are in front of the feeb. For example, -\textsf{\textbf{(aref}\emph{~vision~}0\textbf{)}} -will return the contents of the square in front of the feeb, -\textsf{\textbf{(aref}\emph{~vision~}1\textbf{)}} + +\item [{{The}}] vector \textsf{\emph{vision}} has the contents of the +squares that are in front of the feeb. For example, \textsf{\textbf{(aref}}\textsf{\emph{~vision~}}\textsf{0}\textsf{\textbf{)}} +will return the contents of the square in front of the feeb, \textsf{\textbf{(aref}}\textsf{\emph{~vision~}}\textsf{1}\textsf{\textbf{)}} will return the contents of the next square, and so on. As said before, -\textsf{\textbf{(aref}\emph{~vision~}\textbf{(line-of-sight}\emph{~status}\textbf{))}} -will be the first \textsf{\textbf{'(:rock)}} encountered. All subsequents square, like -\textsf{\textbf{(aref}\emph{~vision~}\textbf{(+}~1~\textbf{(line-of-sight}\emph{~status}\textbf{)))}}, -will be garbage and should not be used. +\textsf{\textbf{(aref}}\textsf{\emph{~vision~}}\textsf{\textbf{(line-of-sight}}\textsf{\emph{~status}}\textsf{\textbf{))}} +will be the first \textsf{\textbf{'(:rock)}} encountered. All subsequents +square, like \textsf{\textbf{(aref}}\textsf{\emph{~vision~}}\textsf{\textbf{(+}}\textsf{~1~}\textsf{\textbf{(line-of-sight}}\textsf{\emph{~status}}\textsf{\textbf{)))}}, +will be garbage and should not be used. \end{lyxlist} The contents of one square returned by any of these calls is either -a list of elements, a wall \textsf{\textbf{'(:rock)}} (i.e. a list with -one element, a \textsf{\textbf{:rock}}) or \textsf{\textbf{()}} if the -square is empty. Each element of the square is one of these: +a list of elements, a wall \textsf{\textbf{'(:rock)}} (i.e. a list +with one element, a \textsf{\textbf{:rock}}) or \textsf{\textbf{()}} +if the square is empty. Each element of the square is one of these:
\begin{itemize} -\item \textbf{Feeb image.} One can call \textsf{\textbf{(feeb-image-p}~element\textbf{)}} +\item \textbf{Feeb image.} One can call \textsf{\textbf{(feeb-image-p}}\textsf{~element}\textsf{\textbf{)}} to see if element is a feeb image. -\item \textbf{Fireball image.} One can call \textsf{\textbf{(fireball-image-p}~element\textbf{)}} +\item \textbf{Fireball image.} One can call \textsf{\textbf{(fireball-image-p}}\textsf{~element}\textsf{\textbf{)}} to check if element is a fireball image. \item \textsf{\textbf{:carcass}}. If there is a \textsf{\textbf{:carcass}} in the square of the feeb (i.e. in \textsf{\textbf{(my-square}}\textsf{\emph{~proximity}}\textsf{\textbf{)}}), the call \textsf{\textbf{:eat-carcass}} will make the feeb eat it. \item \textsf{\textbf{:mushroom}}. Analogous to \textsf{\textbf{:carcass}}. -A mushroom appears randomly in places previously marked in the map. +A mushroom appears randomly in places previously marked in the map. \end{itemize}
\subsubsection{Feebs and fireballs images}
Both fireballs and feebs that are given to the brain function are not the real ones, but just images with contents that the brain function -can access. It is allowed to keep and change its contents because they -won't be used internally. +can access. It is allowed to keep and change its contents because +they won't be used internally.
These are the accessors available (they read and change the fiels):
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{(feeb-image-name}~feeb-image\textbf{)}}}] \begin{flushleft} -The name of the feeb. (Maybe you know it's weakpoints?) +\item [{{\textsf{\textbf{(feeb-image-name}}\textsf{~feeb-image}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The name of the feeb. (Maybe you know it's weakpoints?) \par\end{flushleft} -\item [{\textsf{\textbf{(feeb-image-facing}~feeb-image\textbf{)}}}] \begin{flushleft} -The facing of the feeb. This way the brain function can -see if the feeb-image either sees the feeb which is playing or not. -\par\end{flushleft} -\item [{\textsf{\textbf{(feeb-image-peeking}~feeb-image\textbf{)}}}] \begin{flushleft} -Returns \textsf{\textbf{:peek-left}} or \textsf{\textbf{:peek-right}} if the -feeb is peeking to (its) left or right, or \textsf{\textbf{nil}} if -not. + +\item [{{\textsf{\textbf{(feeb-image-facing}}\textsf{~feeb-image}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The facing of the feeb. This way the brain function can see if the +feeb-image either sees the feeb which is playing or not. +\par\end{flushleft} + +\item [{{\textsf{\textbf{(feeb-image-peeking}}\textsf{~feeb-image}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +Returns \textsf{\textbf{:peek-left}} or \textsf{\textbf{:peek-right}} +if the feeb is peeking to (its) left or right, or \textsf{\textbf{nil}} +if not. \par\end{flushleft} -\item [{\textsf{\textbf{(fireball-image-direction}~fireball-image\textbf{)}}}] \begin{flushleft} -The direction where the fireball image is going to. + +\item [{{\textsf{\textbf{(fireball-image-direction}}\textsf{~fireball-image}\textsf{\textbf{)}}}}]~ + + +\begin{flushleft} +The direction where the fireball image is going to. \par\end{flushleft} + \end{lyxlist}
\subsubsection{Vision-left and vision-right}
\textsf{\emph{vision-left}} and \textsf{\emph{vision-right}} are vectors similar to vision, but they are less precise in the contents. Also -their valid contents are limited by \textsf{\textbf{(line-of-sight}~\emph{status}\textbf{)}}, -so \textsf{\textbf{(aref}~\emph{vision-left}~\textbf{(line-of-sight}~\emph{status}\textbf{))}}, +their valid contents are limited by \textsf{\textbf{(line-of-sight}}\textsf{~}\textsf{\emph{status}}\textsf{\textbf{)}}, +so \textsf{\textbf{(aref}}\textsf{~}\textsf{\emph{vision-left}}\textsf{~}\textsf{\textbf{(line-of-sight}}\textsf{~}\textsf{\emph{status}}\textsf{\textbf{))}}, for example, will return \textsf{\textbf{:unknown}}.
Note that feebs that are not peeking, mushrooms and carcasses are \emph{not} be detected by these vectors. Also, if there is a feeb -peeking to the opposite side, it won't be detected either. The -elements in \textsf{\textbf{vision-left}} and \textsf{\textbf{vision-right}} +peeking to the opposite side, it won't be detected either. The elements +in \textsf{\textbf{vision-left}} and \textsf{\textbf{vision-right}} are lists containing these elements:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{:peek-letf}}}] This means that in that square there -is a feeb peeking to (its) left. -\item [{\textsf{\textbf{:peek-right}}}] This means that in that square +\item [{{\textsf{\textbf{:peek-letf}}}}] This means that in that square +there is a feeb peeking to (its) left. +\item [{{\textsf{\textbf{:peek-right}}}}] This means that in that square there is a feeb peeking to (its) right. -\item [{\textsf{\textbf{:rock}}}] This square is just a wall. In this case, -this is the only element in the square. +\item [{{\textsf{\textbf{:rock}}}}] This square is just a wall. In this +case, this is the only element in the square. \end{lyxlist}
\subsection{Extra functions provided}
Before making the brain of your feeb, you might want to take a look -at the Extra functions that are available at the end of the feebs.lisp -file. The only thing you need so you can use them is to see their -code and know what they do. +at the Extra functions that are available in the file \emph{definitions/extra.lisp}. +The only thing you need so you can use them is to see their code and +know what they do.
\subsection{Changing the map layout}
-It is possible to change the layout of the map by calling -\textsf{\textbf{(change-layout}~new-layout\textbf{)}}. +It is possible to change the layout of the map by calling \textsf{\textbf{(change-layout}}\textsf{~new-layout}\textsf{\textbf{)}}. There are a few predefined mazes that are in variables \textsf{\textbf{{*}maze-0{*}}} -(which is set by default) throw \textsf{\textbf{{*}maze-5{*}}}. -In a layout, `X' represents a wall, `e' represents a feeb entry point -(there will be as many entry points as feebs in the maze at the same time), -`m' represents a mushroom site and ` ' is a blank space. +(which is set by default) throw \textsf{\textbf{{*}maze-5{*}}}. In +a layout, `X' represents a wall, `e' represents a feeb entry point +(there will be as many entry points as feebs in the maze at the same +time), `m' represents a mushroom site and ` ' is a blank space.
If you want to create a new map, you can start by an empty template -of any size that is provided by \textsf{\textbf{(make-template}~x-size~y-size\textbf{)}}, -or you can get a reandom map calling -\textsf{\textbf{(generate-maze}~x-size~y-size~\textbf{:density}~density\textbf{)}} -The density is a number, recomended to be between 0.25 and 0.45, -which tells the portion of the maze should be blank spaces. -The function quits after a while if it doesn't meet this portion. See -its documentation for more details and options. +of any size that is provided by \textsf{\textbf{(make-template}}\textsf{~x-size~y-size}\textsf{\textbf{)}}, +or you can get a reandom map calling \textsf{\textbf{(generate-maze}}\textsf{~x-size~y-size~}\textsf{\textbf{:density}}\textsf{~density}\textsf{\textbf{)}} +The density is a number, recomended to be between 0.25 and 0.45, which +tells the portion of the maze should be blank spaces. The function +quits after a while if it doesn't meet this portion. See its documentation +for more details and options.
\subsection{Graphics} @@ -482,7 +565,7 @@ After creating the image file, you must call \textsf{\textbf{(create-graphics}}\textsf{~path-to-image-file}\textsf{\textbf{)}}. If you now how to work with sdl surfaces in lispbuilder, you may use the function with a surface instead of a image file; or you can call -\textsf{\textbf{(create-graphics}~path-to-image-file~nil\textbf{)}} +\textsf{\textbf{(create-graphics}}\textsf{~path-to-image-file~nil}\textsf{\textbf{)}} if the surface should not be freed after the call. The result must be the third argument given to define-feeb.
@@ -492,13 +575,12 @@ The game loop is started by calling \textsf{\textbf{(simple-play)}}.
- \section{Contests}
I sugest that you see this chapter only after you have created at least a basic brain feeb, which is better than the (simple) provided -brain, or if you want to participate of a contest or a game with -your friends. +brain, or if you want to participate of a contest or a game with your +friends.
\subsection{\label{sub:Map}Map} @@ -512,25 +594,25 @@ what is really in the maze, but only the possible ways.
To get the map, one can call \textsf{\textbf{(get-maze-map)}}. This -function will return \textsf{\textbf{nil}} if parameter -\textsf{\textbf{'may-get-maze-map-p}} is also \textsf{\textbf{nil}}. -Otherwise, the map returned is an array, so that calling -\textsf{\textbf{(aref}~map~x~y\textbf{)}} will get the contents -in the position (x,y) (like euclidean but inverting the y axis). -The contents of a cell could be one of these: - -\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{:mushroom-place}}}] A mushroom patch, i.e. when -a mushroom is reincarnate, it could reincarnate here. -\item [{\textsf{\textbf{:feeb-entry-place}}}] A feeb entry, i.e. if a carcass -rots a feeb can appear here. -\item [{\textsf{\textbf{:rock}}}] A wall. Feebs cannot come to this place. -\item [{\textsf{\textbf{nil}}}] An {}``empty'' place, i.e. neither of -the previous. +function will return \textsf{\textbf{nil}} if parameter \textsf{\textbf{'may-get-maze-map-p}} +is also \textsf{\textbf{nil}}. Otherwise, the map returned is an array, +so that calling \textsf{\textbf{(aref}}\textsf{~map~x~y}\textsf{\textbf{)}} +will get the contents in the position (x,y) (like euclidean but inverting +the y axis). The contents of a cell could be one of these: + +\begin{lyxlist}{00.00.0000} +\item [{{\textsf{\textbf{:mushroom-place}}}}] A mushroom patch, i.e. +when a mushroom is reincarnate, it could reincarnate here. +\item [{{\textsf{\textbf{:feeb-entry-place}}}}] A feeb entry, i.e. if +a carcass rots a feeb can appear here. +\item [{{\textsf{\textbf{:rock}}}}] A wall. Feebs cannot come to this +place. +\item [{{\textsf{\textbf{nil}}}}] An {}``empty'' place, i.e. neither +of the previous. \end{lyxlist} +This map can safelly be used since \textsf{\textbf{(get-maze-map)}} +makes a new copy every time it is called.
-This map can safelly be used since \textsf{\textbf{(get-maze-map)}} makes -a new copy every time it is called.
\subsection{Timing}
@@ -541,17 +623,17 @@ To make this available, someone must set these parameters:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{'slow-feeb-noop-switch}}}] If is non-nil, -there is a possibility that the move of a feeb is aborted according -to its function time. -\item [{\textsf{\textbf{'slow-feeb-noop-factor}}}] The probability -of the feeb to abort will be this factor times the amount of time -the feeb takes to have a decision, divided by the total time taken +\item [{{\textsf{\textbf{'slow-feeb-noop-switch}}}}] If is non-nil, there +is a possibility that the move of a feeb is aborted according to its +function time. +\item [{{\textsf{\textbf{'slow-feeb-noop-factor}}}}] The probability +of the feeb to abort will be this factor times the amount of time +the feeb takes to have a decision, divided by the total time taken by all the feebs in the current turn or divided by a reference time. -\item [{\textsf{\textbf{'reference-time}}}] Time taken by reference -if non-nil. -\item [{\textsf{\textbf{'points-for-slow-down}}}] Points earned when -a feeb's move is aborted due to slowness. +\item [{{\textsf{\textbf{'reference-time}}}}] Time taken by reference +if non-nil. +\item [{{\textsf{\textbf{'points-for-slow-down}}}}] Points earned when +a feeb's move is aborted due to slowness. \end{lyxlist}
\subsection{Sense of location} @@ -562,10 +644,9 @@ These are the parameters:
\begin{lyxlist}{00.00.0000} -\item [{\textsf{\textbf{'sense-location-p}}}] If nil, -\textsf{\textbf{x-position}} and \textsf{\textbf{y-position}} -will return nil when someone tries to invoke it. -Otherwise return the position. +\item [{{\textsf{\textbf{'sense-location-p}}}}] If nil, \textsf{\textbf{x-position}} +and \textsf{\textbf{y-position}} will return nil when someone tries +to invoke it. Otherwise return the position. \end{lyxlist}
\subsection{Changing the rules} @@ -574,11 +655,10 @@ feebs are defined, because in a feeb definition it could use the values of the variables to make a global strategy.
-All the parameters, values and documentation that can be listed using -\textsf{\textbf{(list-parameter-settings)}} can be changed using -\textsf{\textbf{(change-feeb-parm name value)}}, which is deactivated -during the game. Also, they all have documentation about themselves, so feel free to use -\textsf{\textbf{(documentation~}}\textsf{'parameter~'feeb-parm}\textsf{\textbf{)}} +All the parameters, values and documentation that can be listed using +\textsf{\textbf{(list-parameter-settings)}} can be changed using \textsf{\textbf{(change-feeb-parm +name value)}}, which is deactivated during the game. Also, they all +have documentation about themselves, so feel free to use \textsf{\textbf{(documentation~}}\textsf{'parameter~'feeb-parm}\textsf{\textbf{)}} and see what each parameter does. Documentation is available to external functions as well.
@@ -589,5 +669,6 @@ Fahlman, S. E. \textbf{\emph{Planet of the Feebs -}} \emph{A Somewhat Educational Game.} \url{ftp://ftp.csl.sri.com/pub/users/gilham/feebs/feebs.tex}. \end{quote} +\end{itemize}
\end{document}
the-feebs-war-cvs@common-lisp.net