;; Perhaps together, we can work out an ontology of a sample Mud. Here is a start..
;;
;;Need critiques additions, renamings and modifications to these very incomplete ontologies
;;
;;If it developes into a D&D pragma we can also try to see how the upper branches could get more generic for example:
;;
;;'MagicalItemMudObject' should be changed to 'SpecialOperatedItem' that partions into 'SuperNaturalItem' and 'HighTechItem'
;;
;;Good ontologies (in my experience), are made from nitpicking and thinking up what-if exceptions and adjusting accordingly.
;;
;;Sometimes a discovery is made when you think up a 'MagicRoom' where would that go in MudObjectObjectiveMt and MudObjectSubjectiveMt..
;;Is there a combination? or a missing alignment?
;;
;;
;;
;;
;;;; MudObjectObjectiveMt
;;MudObject
;; |__AreaMudObject
;; |__InclosedAreaMudObject
;; |__GenericRoomInstance* (default AreaMudObject)
;; |__CaveInstance*
;; |__NonInclosedAreaMudObject
;; |__ForestInstance*
;; |__ComponentMudObject (Meaning it is a part to something and not creatable)
;; |__AreaPartMudObject
;; |__GroundFloorInstance**
;; |__AirInstance**
;; |__BodyPartMudObject
;; |__HeadInstance**
;; |__NeckInstance**
;; |__NonComponentMudObject
;; |__SentientMudObject
;; |__PlayerMudObject
;; |__PlayerInstance*
;; |__NPCMudObject
;; |__HeroInstance* (only one instance )
;; |__MobMudObjectInstance* (can have more then one in the Mud)
;; |__CruelOrcsMobInstance* (specialization of parent)
;; |__BlueDragonInstance* (specialization of parent)
;; |__GenericNonSentientMudObjectInstance* (blank can be furthur specialized)
;; |__FurnitureMudObject
;; |__FountainInstance* (specializations of GenericNonSentientMudObjectInstance)
;; |__EntranceInstance*
;; |__BattleMudObject
;; |__SwordInstance*
;; |__SheildInstance*
;; |__PreviouslySentientMudObject
;; |__GhostedPlayerInstance*
;; |__DeadHeroInstance*
;; |__PackagingMudObject
;; |__UrnInstance*
;; |__FlaskInstance*
;; |__SatchelInstance*
;;
;;
;;* Has Prototype Specs
;;** Is Reified from MudObject example: (AirInstanceFn ?Area) => AirInstance*
;;
;;Having two ontogies is generally usefull.
;;
;;One for the Objective view above and another for a Subjective view bellow:
;;
;;;; MudObjectSubjectiveMt
;;MudObject
;; |__ToolMudObject
;; |__KeyTypeMudObject
;; |__LightGivingMudObject
;; |__MagicalItemMudObject
;; |__CreationMagicMudObject
;; |__DestructionMagicMudObject
;; |__ConsumableMudObject
;; |__DrinkableMudObject
;; |__ChewableMudObject
;; |__WearableMudObject
;; |__WearableOnHeadMudObject
;; |__WearableOnFeetMudObject
;; |__MovableMudObject
;; |__AnnamateMudObject
;; |__InannamateMudObject
;; |__SolidMudObject
;; |__LiquidMudObject
;;
;;
;;
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
;; Perhaps together, we can work out an ontology of a sample Mud. Here is a start..
;;
;;Need critiques additions, renamings and modifications to these very incomplete ontologies
;;
;;If it developes into a D&D pragma we can also try to see how the upper branches could get more generic for example:
;;
;;'MagicalItemMudObject' should be changed to 'SpecialOperatedItem' that partions into 'SuperNaturalItem' and 'HighTechItem'
;;
;;Good ontologies (in my experience), are made from nitpicking and thinking up what-if exceptions and adjusting accordingly.
;;
;;Sometimes a discovery is made when you think up a 'MagicRoom' where would that go in MudObjectObjectiveMt and MudObjectSubjectiveMt..
;;Is there a combination? or a missing alignment?
;;
;;
;;
;;
;;;; MudObjectObjectiveMt
;;MudObject
;; |__AreaMudObject
;; |__InclosedAreaMudObject
;; |__GenericRoomInstance* (default AreaMudObject)
;; |__CaveInstance*
;; |__NonInclosedAreaMudObject
;; |__ForestInstance*
;; |__ComponentMudObject (Meaning it is a part to something and not creatable)
;; |__AreaPartMudObject
;; |__GroundFloorInstance**
;; |__AirInstance**
;; |__BodyPartMudObject
;; |__HeadInstance**
;; |__NeckInstance**
;; |__NonComponentMudObject
;; |__SentientMudObject
;; |__PlayerMudObject
;; |__PlayerInstance*
;; |__NPCMudObject
;; |__HeroInstance* (only one instance )
;; |__MobMudObjectInstance* (can have more then one in the Mud)
;; |__CruelOrcsMobInstance* (specialization of parent)
;; |__BlueDragonInstance* (specialization of parent)
;; |__GenericNonSentientMudObjectInstance* (blank can be furthur specialized)
;; |__FurnitureMudObject
;; |__FountainInstance* (specializations of GenericNonSentientMudObjectInstance)
;; |__EntranceInstance*
;; |__BattleMudObject
;; |__SwordInstance*
;; |__SheildInstance*
;; |__PreviouslySentientMudObject
;; |__GhostedPlayerInstance*
;; |__DeadHeroInstance*
;; |__PackagingMudObject
;; |__UrnInstance*
;; |__FlaskInstance*
;; |__SatchelInstance*
;;
;;
;;* Has Prototype Specs
;;** Is Reified from MudObject example: (AirInstanceFn ?Area) => AirInstance*
;;
;;Having two ontogies is generally usefull.
;;
;;One for the Objective view above and another for a Subjective view bellow:
;;
;;;; MudObjectSubjectiveMt
;;MudObject
;; |__ToolMudObject
;; |__KeyTypeMudObject
;; |__LightGivingMudObject
;; |__MagicalItemMudObject
;; |__CreationMagicMudObject
;; |__DestructionMagicMudObject
;; |__ConsumableMudObject
;; |__DrinkableMudObject
;; |__ChewableMudObject
;; |__WearableMudObject
;; |__WearableOnHeadMudObject
;; |__WearableOnFeetMudObject
;; |__MovableMudObject
;; |__AnnamateMudObject
;; |__InannamateMudObject
;; |__SolidMudObject
;; |__LiquidMudObject
;;
;;
;;