[MUD-Dev] Object Models
Ben Chambers
bjchambers at pheonixdsl.com
Wed Nov 22 18:02:14 CET 2000
Bruce wrote:
> KevinL wrote:
>
>> John Robert Arras wrote
>>
>>> So, the "key/monster" thing I would set up by making
>>> a monster, then make it so you can pick up the monster,
>>> then make it so you can wield/hold the monster, then
>>> add a "key" chunk of data, and then add some information
>>> to that chunk (some flag) that says "if this key is used
>>> in the wrong door, attack the user". I would then add a
>>> small piece of code to the "unlock" function which says
>>> if the key can fight and if this flag is set, and the
>>> door is wrong, the key leaps from your hand and attacks
>>> you.
>>>
>>>
>>> At any rate, this method is really really simple. Stuff
>>> just falls into place and works without me putting in
>>> much effort.
>>
>> Whereas, I'd create an object, and tell it to inherit from
>> key and from monster, and optionally setup the behaviour
>> of the critter in question (to attack if used in the wrong
>> door) off the 'unlock' method provided by the key.
>
>
> Another, possibly interesting, way to look at this is in terms of
> modelling aspects of the behavior of objects and the interaction
> between objects and the behaviors of objects in their
> surroundings.
>
> For example, a chest is something that can be opened. A lock is
> something that can constrain the opening of the chest. This can
> be implemented in many ways, depending upon your choice of
> implementation language, any existing object models, among other
> factors.
>
> Especially when you're trying to simulate an environment, the
> last thing that you want to do is have to custom code the
> interactions for each type of object. :) To have a lego-like
> world, I think it is valuable to step back from the individual
> objects and look at the aspects of those objects and their
> behaviors and how that might be abstracted from the vagaries of
> any particular object.
Interesting concept, it has merit, but what about mobs and charachters?
How do you model them?
What about weapons. I can see the merit in your system for a basic
standpoint but what about for EVERY
object in a MUD?
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