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15802: Re: [MUD-Dev] Object Models
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From: KevinL <darius@bofh.net.au>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 24 Nov 2000 12:57:56 +1100
References: [1]
Organization: Kanga.Nu
>>> Bruce wrote
> Taking the example of a weapon, we might look at the case of a
> sword. Possible characteristics of a sword, in trying to model
> how it interacts with its environment might include:
> * Can be wielded in one hand.
> * When used, it can inflict damage:
> * Slicing
> * Piercing
> * Blunt trauma
>
> Perhaps we want to allow the user to be able to sharpen weapons,
> potentially allowing them to cause greater damage. To do so, we
> create a new action that can be carried out: sharpen edge.
> Sharpening an edge knows to look for the slicing behavior of an
> object, and then seeks to collaborate with that behavior to carry
> out its effect. Doing so would allow the sharpening edge
> behavior to work with -any- object that implements/possesses a
> slicing behavior. (In practice, we'd probably want to constrain
So, I've got to ask: How do you deal with the difference between wooden
"edged" weapons, steel, lead, etc? Do you design a separate behaviour for
each, or do you mix behaviours with some sort of prototype/component which
then get used by different objects?
Or the difference between sharpening a sword, and sharpening a plough? Do the
objects themselves mix in their own attributes to modify the behaviour
(ploughs being larger and presumably taking more time to sharpen)?
KevinL
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