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From: Cpt. B. <cpt...@te...> - 2003-12-04 06:21:33
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I admit I like the idea...but I don't know if it's practical to make it more
general. For the basic tech-tree, most everything falls into fairly well
defined categories...but enough items don't that I think it would defeat the
purpose. And once the game is modded, and the tech tree starts to grow, I
think it would be more of a hindrance than a help.
-The Captain
-----Original Message-----
From: xen...@li...
[mailto:xen...@li...]On Behalf Of
Andrew Pokrovski
Sent: December 3, 2003 8:36 PM
To: xen...@li...
Subject: RE: [Xenocide-programming] Tech Tree XML layout
Hi guys, I joined up a while back, but have been REALLY busy with coursework
(in fact, still will be until the 16th, then I"m done for the semester).
Anyway, I'd think it would be best to decouple an alien's rank from the
race. It should make the XML parsing logic a little easier to follow, i.e.
more object-oriented.
With the compound value (<topic name="Sectoid Commander">), if you just
wanted the rank you'd have to parse through the whole string (i.e.
nameString->getSubstring(starting at "sectoid"->length+1, ending at string
terminator))
On the other hand, <topic name="sectoid" rank="commander">, you can
presumably just call something like XMLtag->getParameter("rank") and let the
XML parser do that.
Computationally speaking, if we're writing our own XML parser, it shouldn't
make that much of a difference in terms of effeciency, but it'll be a lot
easier to understand the code if we separate rank from race. Similar things
should go for other things, for example
<topic category="laser" specifictype="rifle"> or
<topic category="laser" specifictype="grenade>.
Just kidding, there are no laser grenades. :)
Andrew / "Nick Aragua"
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