Sly 2:Game state: Difference between revisions
Jump to navigation
Jump to search
Content added Content deleted
TheOnlyZac (talk | contribs) (Created page for game mechanic) |
TheOnlyZac (talk | contribs) (→Tasks: Improved format and layout) |
||
Line 2: | Line 2: | ||
== Tasks == |
== Tasks == |
||
The DAG is a directed graph of nodes, where each node is called a "task". For instance, |
The DAG is a directed graph of nodes, where each node is called a "task". For instance, <code>t1_follow_dmitri_on_streets</code> is the task of tailing Dimitri in the "Follow Dimitri" job (the prefix <code>t1</code> indicates that it is a task in Episode 1, and <code>follow</code> is the codename for the "Follow Dimitri" job). |
||
=== Task States === |
=== Task States === |
||
Each task has a ''state'', which is one of the following: |
Each task has a ''state'', which is one of the following: |
||
* Unavailable |
* {{color|red|Unavailable}} |
||
* Available |
* {{color|dodgerblue|Available}} |
||
* Complete |
* {{color|limegreen|Complete}} |
||
* Final |
* {{color|gray|Final}} |
||
All tasks in the DAG start off as Unavailable. A task becomes Available once all of its predecessors are Complete. Tasks become Complete through conditions being met in the level scripts, and tasks become Final through missions. |
All tasks in the DAG start off as {{color|red|Unavailable}}. A task becomes {{color|dodgerblue|Available}} once all of its predecessors are {{color|limegreen|Complete}}. Tasks become {{color|limegreen|Complete}} through conditions being met in the level scripts, and tasks become {{color|gray|Final}} through missions. |
||
=== State Forcing === |
|||
At all times, every ''before'' an Available task must be Complete or Final. Additionally, every task ''after'' an Available task must be unavailable. It is possible to "force" a task to a particular state, which propagates throughout the DAG to ensure those conditions are always met. |
At all times, every ''before'' an Available task must be Complete or Final. Additionally, every task ''after'' an Available task must be unavailable. It is possible to "force" a task to a particular state, which propagates throughout the DAG to ensure those conditions are always met. |
||
== Missions == |
|||
Tasks in the node can be grouped into ''missions''. These missions usually refer to particular jobs in the game's story. For instance, |
Tasks in the node can be grouped into ''missions''. These missions usually refer to particular jobs in the game's story. For instance, <code>m1_follow</code> is the job "Follow Dmitri" (the prefix <code>m1</code> indicates that it is a mission in Episode 1). |
||
If a task belongs to a mission and the "exit" task in that mission is Completed, then all the tasks in that job become Final. |
If a task belongs to a mission and the "exit" task in that mission is Completed, then all the tasks in that job become Final. |