Room coding
Furball
K.L.Lo-94 at student.lut.ac.uk
Thu Mar 13 21:32:19 CET 1997
Hi folks,
My name is Ling Lo and I'm working on a LPMud driver (of the Amylaar
flavour)... My mud is aiming for a space opera kind of theme, it has a
webpage situated at http://dark.x.dtu.dk/~ceilidh (temporary). So far so
good, I've managed to write my own mudlib but recently, the driver is
becoming a hinderance to my needs (speed mainly, it's extremely flexible).
One of which is stated below:
On Wed, 12 Mar 1997, Nathan Yospe wrote:
> On Wed, 12 Mar 1997, Furball wrote:
>
[stuff cut out]
> :The assassin waits patiently...
>
> The assassin should have recieved a message when Ross zipped by, triggered
> by the request to the room to move Ross from point A to point B in the
> assassin's corridor. Now, if the event waiting state of the assassin was
> tight on the trigger, fire on the first thing that moves, there should
> have been a toss up between Ross and the assassin, no typing needed on the
> assassin's part, in that permission to move request.
I agree on the no typing bit, it seems insane to have to control your
character's every move down to the smallest detail. Muds which do require
fast reactions tend to be dominated by the clients with the fastest
triggers.
> :The reason I present such a weird scenario is coz, if there are
> :transparent exits and characters run, in my system, the characters would
> :appear in the mudworld at certain points skipping the intervening space...
>
> Right, noticed this.
>
> :Any ideas on this one?
>
> Running should poll ahead, not just for assassins, but for covered pits,
> loose gravel, etc, etc, etc. Of course, this does work better in an event
> driven system with sleeping events, a concept I borrowed from threads. My
> events are very much based on threads, in fact. Aside from that, perhaps
> smaller, faster steps? If you are running on a pulsed cycle, that may not
> be possible....
Yep, I'm running on a pulsed cycle, which means I can't run any real time
movement effectively but I can try. Maybe I could spend the summer
hacking away at a driver. Anyone care to teach me something on this? :)
A solution I just thought up whilst typing is to place an object the size
of the assassin's field of vision on the floor of the corridor. Anything
colliding with the object will trigger a reaction on behalf of the
assassin. Although, I need to work out how to check collisions first...
Ling aka Ceilidh at a few muds.
|
_O_O_ Ling - Freshwater fish
More information about the mud-dev-archive
mailing list