Re: [DM-dev] okay, just so I'm clear...
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From: Stephan B. <ste...@ei...> - 2001-06-06 10:52:28
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On Tuesday 05 June 2001 23:38, you wrote: > Generations should potentially go up to 100, for large dungeons/small > maxAge's - I haven't explored that yet but it should remain possible. That's no problem. The enum can be extended. Also, for all functions=20 which use the enum, I've made them take "int" instead of "SquareType"=20 just for this reason: so people can extend the square types and pass=20 them to "core" functions without having to modify the SquareType enum. > > be recreated from the grid, is my point. This is the environment > > the crawlers want, if I remember correctly, so we can get a nice > > separation of the "dungeon basics" and the "fleshing out" of the > > dungeon by the crawlers. > > Very good, this is indeed what the Crawlers want, every cell one > value designating its content. Excellent. This allows us to keep the user-side design completely=20 separate from anything the crawlers need. =2E.. > I had a Wall class like that designed earlier, just the .h file, with > WallStartX ,Y , DoorOffset, DoorWidth, ... forget what else... This is very similar to what I've been thinking, but I didn't know for=20 sure if you were okay with doors bigger than 1 square. > > data is easily user-editable, so they could mix/match if they want > > by using emacs (though editing with vi must be righteously > > unsupported ;). > > I guess. If I do the "dungeon evolution" thing, i would also need the > ability to store data in two files, one "rooms"-file, and one > "Evolving"-file. I laid those out in an earlier posting. Yup, I've been thinking about how to handle that. I'm thinking one=20 central object, which is a proxy for several input/output files. That=20 would allow a user to set DungeonElements and genetic data into one=20 place, and that object could then (if needed) split it into separate=20 files. I don't know if that's terribly useful, though. > Hit things beautifully, i'd say.=20 Oh, good. > Isn't it much nicer and easier, > flat-hierarchy style?=20 Easier and harder, actually. The base design is easier, fundamentally,=20 but harder for my brain because I've got what I like to call "The Peter=20 Syndrom," named after my friend and computer mentor Pete Angerani, in=20 Houston. He designs so much flexibility into everything that it never=20 gets finished. You want a text editor which can do your laundry if you=20 write extension LISP code? Pete could do it. He used to "program"=20 pacemakers (it's all done via circuitry, though - no software). He=20 wanted to make them coin-operated, but his mgt didn't like that.=20 I have to back away from that far-too-flexible approach sometimes,=20 because it's not always needed. It's certainly an exercise in=20 self-restraint ;). I agree completely that it's the best approach for=20 this app, though, it's just difficult for me to K.I.S.S. sometimes. > One thing in case that's not clear: There is no > need for myself to be able to save dungeons in flat style - all > saving can be done as higher level objects (in rooms-file). The I'm trying to take the approach of the higher-level user (i.e., QUB),=20 but you're right in your statement below, I think: > Dungeonmaker then reads those in, generates flat dungeon, and > delivers pointer to that dungeon map to library users. Generally, > users will put more data on the map, and save the map in their own > format and style. That's what I'm thinking, as well. Okay, let me finish up and "flatten out" the object moswl and write up=20 a sample app and then we can begin to mix that in with the existing=20 system, or start writing towards the new genetic stuff you want. I=20 suspect that you will want to wait until colder weather hits before=20 doing that, which (of course) is fine. I can start by porting these=20 objects into the existing DM 0.9x/1.0 architecture, and making an=20 intermediary prototype so we can see where we need to go from there. See ya! ----- Stephan Generic Universal Computer Guy st...@ei... - http://www.einsurance.de Office: +49 (89) 552 92 862 Handy: +49 (179) 211 97 67 "...control is a degree of inhibition, and a system which is perfectly inhibited is completely frozen." -- Alan W. Watts |