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96: Re: mud grammar

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From: "Jon A. Lambert" <jlsysinc@ix.netcom.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 20 Mar 1997 02:08:52 -0500
Organization: Kanga.Nu
> From: claw@null.net
> >> I was hoping soneome here would use ACE.  I've been buried in
> >> working thru OSE again to see how it compares to OpenClass and
> >> (soon) RogueWave's STL.  ACE's lack of docs has been offputting.

I am using two of RogueWave's STL classes.  The priority queue and
hash table implementations.  It happened to come bundled with BorlandC.

I disliked how iterators are used in STL.  They seem rather clumsy to me.
The ForEach() iterator functions had a serious drawback to my
implementation
although I can't remember exactly what it was.  I think it had something to

violating my data encapsulation.  Much of STL is implemented in a style
that will offend many object-oriented purists and they make no apologies
for this. :-P
   



The overhead does in fact occur primarily in the command parser. > I do allow for this in my own system, but I also have > lower level command access for both PCs and NPCs, and in general, PCs tend > to use the command buffer more, NPCs the lower level access. This is interesting, I have thought of black-boxing low level routines so they can easily be integrated in higher level scripts. You then come up with two levels of user-programming. Your more sophisticated mud-programmers creating these lower-level routines and your less sophisticated users accessing these at a more abstracted level. > :>I have attempted to balance this by programming some > :>NPCs to be "marshalls" for other NPCs or controllers of city/town > :>subsystems. Thus not all NPC scripts are active and consuming resources > :>all the time. For instance city guard captains are programmed to issue > :>patrol orders and attack orders to their charges. An interesting side > :>affect is that by taking out a "marshall" or subsystem controller, a > ^e? > :>great amount of chaos ensues until a replacement NPC is found. > > :Cute. I like this. > > Hmmm. I tend to like everything remotely active to be completely active, > thinking for itself to a greater or lesser extent. I agree with this, the type of activity I refer to occurs whether or not players are present. The individual tactical activity occurs when players are present. > *grin* I modeled a bit of that into my graphical project... I like it too, > and hope someone will eventually run such a world with a Physmud++ base... > I certainly provided enough support for that, and for alternative physical > models... nonetheless, any consistant model will create a better mud, > whatever the model may be. > I would be pleasantly surprised. I suspected that my model to be inconsistent with a model based on real physics. My world is round with a hole in the middle. Water flows into one hole and out of the other. It is suspended in aether. The sun is exactly 30 miles in diameter and is in fact a flat golden disc that descends and ascends into the hole. The stars are in fact fixed in the firmament of the heavens. The amount of aether present in an object determines its attraction or repulsion to earth. > :>They demand sacrifices, quests and generally participate in mortal > :>affairs. As such they are roleplayed by whomever is granted with the > :>responsibility. With this in mind, I have done away with my solar/lunar > :>timer events and have assigned maintenance and execution of these events > :>to the Apollo NPC's and Artemis NPC's subsystems. > > Quite nice. How do you model the Deiatic charis > What does this mean? I am intimately familiar with Homer,Hessiod, the five playwrights and Plato, although only in English translation. > Linking scheduling is quite simple in my system, partly because I had to > allow for the distorted physics of the region around a black hole, the > effects of time dialation, and simpler matters such as different planetary > systems, differing gravitational fields, free fall localities, fluid > environments... I think I could link in a "gods" system fairly easilly. > The whole point of Physmud++ is that it can model any, _any_ set of laws > to the universe. Even if these laws are consistent in their inconsistency? I think part of the charm of such an environment is that it can conveniently match with observed behavior and be believable in context. I keep thinking of the scene in Monty Python's Holy Grail where a discussion about how to determine whether the lady in question was a witch. Can such ridiculous observable behavior occur in your physical model. Is the lady, lighter or heavier than a duck? In my model there would be ample observable evidence to support the lighter than a duck theory, since if the lady be a witch she would have a good deal of aether within. Thus she would readily be repelled by the earth, more so than a duck. ;-)