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Author Topic: DF MUD Development Thread  (Read 32758 times)

eerr

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Re: DF MUD Development Thread
« Reply #135 on: May 18, 2009, 01:08:22 pm »


I think i'm set to upload V1 for material_properties.h
Code: [Select]
My current ideas for accessing the material system are somewhat developed, however, I have a vague idea of how I will sort them sorted.

possible Properties of Materials(most of which should be the same for items produced from it):
Material_Type.h

organization-types, weapon power, properties,

isstone=false
isore=false
ismetal=false
isflux=false //steel requires flux, iron, and carbon heat

isorganic=false //organic materials rot in their original form, well, eventually
isfood=false //food rots outside of containers, by default, well, eventually
isbone=false
iswood=false
iscloth=false


traps=0 //deffered untill we think about traps
sharp=0  //obsidian is 1, most metals are 5+, allows shorter or longer blades of the given type- note that certain metals aren't suitable for greatswords irl
hard =0 //lead, and most materials can't make blunt weapons, stone is excluded for this and might allow the possiblity of crude hammers or maces,
protective =0 //0 means it makes no armour, 10 means it makes all? armour
boltsmade=0 //0 for false, if greater than 0 then you can make bolts, it's open to change if you're feeling a new system


burnsat= 500000
burnrate=0 (if the item releases heat, like wood)

meltingpoint= 500000 //some default values, note that melting points are the same as freezing points,
//and probably only adamantine, iron, steel, nickel, nickel silver, and platinum will resist melting.
vaporizepoint=600000 //the wood gets technical

//material->isore-<makes metal x>, metal per

//inheritance tree
//"Material_Type.h"-> Material_Type.c-> Material.c
//under this system, adamantine would obtain a really high melting point, and the easiest+,most effective way to define adamantine thread is from adamantium
//Material_Type.h->metal.c->adamantine.c->adamantine_thread.c
//obsidian would gain the sharp property, allowing bladed weapons of obsidian

there will be alot of inheritance!
with that said, I will avoid setting damage properties (which may matter) untill wood, stone, ect.
because It requires research, therefore breaking my maximum standard for work.
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Tahin

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Re: DF MUD Development Thread
« Reply #136 on: May 18, 2009, 01:24:47 pm »

I like it. Seems to me like it would be simpler to store as a huge mapping. It would make the most sense to have it split in categories, such as plant, mineral, and animal, and have a separate mapping for each, or something. The base system is nearly perfect, though. I'm just not sure how storing it as a .h file would work. You'd have to have a ton of constants like "ELMWOOD_BURNSAT" and so on, and all the materials would have to be hard coded. Storing them in mappings would be much more flexible.

I'm going to work on my digging stuff some more, today.
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eerr

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Re: DF MUD Development Thread
« Reply #137 on: May 18, 2009, 01:58:47 pm »

with seperate files, it allows much ineritance

though I suppose mappings are worth the extra work(copying a page of typing, vs 3 layers of digging)
also, that makes the form of creation run sort of like this?:
player types "forge iron hammer"
the parser daemon calls


canforge(int mat, weapon s){
if(s.chkvalidmaterial(mat)) then
{return true;}
else {return false;}
}
and the weapon will take form;

int material
int reqsharp = 3

create(int mat){
material=mat;
set power = materialmap[1][power];
}
chkvalidmaterial(int mat){
if(materialmap[1][sharp]>=mat)then
{return true;}
else {return false;}
}


or I suppose we could just type out makes sword=true it by hand, how many weapons from DF will we use.
also,  inform me on any LPC grammer mistakes.
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Deon

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Re: DF MUD Development Thread
« Reply #138 on: May 19, 2009, 06:41:31 am »

Greetings. I know C but I've never been into mud programming. Can anybody help me to start? :) Some private talk in a lounge would be nice.
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Lear

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Re: DF MUD Development Thread
« Reply #139 on: May 19, 2009, 03:10:51 pm »

So I have a few questions..



Is the premise of the game going to be a single fortress or will a player eventually be able to leave with a few others and found a new one?

Will it be possible to be a different race and run a dark fortress or (armok forbid) elf retreat?

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Tahin

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Re: DF MUD Development Thread
« Reply #140 on: May 19, 2009, 04:48:01 pm »

The idea is that we will start off with a single fortress, but eventually move over to a multi-fortress system if we get enough players that it becomes crowded with a single fortress.

We'll see if that ever happens, and if it does, a goblin dark fortress or something may be possible.
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PTTG??

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Re: DF MUD Development Thread
« Reply #141 on: May 19, 2009, 04:56:12 pm »

I find it hard to imagine having more than 200 players, though.
I will say that spending a few hours to take trade goods to annother (human)Dwarf Fortress could be very fun. Even more so if they try to pour magma on us for bringing annother load of stoneware mugs.
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Tahin

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Re: DF MUD Development Thread
« Reply #142 on: May 19, 2009, 05:27:15 pm »

I never said anything about 200 players.

About 10 players online at any given time would be "crowded" for a single fortress, I think.
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eerr

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Re: DF MUD Development Thread
« Reply #143 on: June 01, 2009, 02:30:22 am »

Ahh, college break finally hit, so I've had time out of my ears to play DF.

Also, I still think using 3 mappings is a bit excessive:
material["wood"]["maple"]["weight"]

I prefer these for ease of use:
wood["maple"]["weight"]
material["maple"]["weight"]   

« Last Edit: June 01, 2009, 03:41:36 am by eerr »
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Tahin

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Re: DF MUD Development Thread
« Reply #144 on: June 01, 2009, 02:52:03 pm »

The issue with that, is then the basic material types are kind of hardcoded, which isn't such a bad thing, really, but it would be nice to be able to add a new class of materials without having to add to the switch, or whatever.

Hm. Actually... Yeah.

As long as you separate out the different material classes, or at least keep an array on the side so we have something to search through for an appropriate material. I really just need a list I can have it look at to determine which type of stone a room is composed of or what type of tree to spawn, for instance.
« Last Edit: June 01, 2009, 02:53:36 pm by Tahin »
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Tahin

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Re: DF MUD Development Thread
« Reply #145 on: June 14, 2009, 03:33:27 am »

We've gone a while without an update, and I am pleased to announce that terrain is now kind of working. Here's what it looks like:

Code: [Select]
A Vast Plain
---------
|       |
|       |
|#--*   |
| / |   |
|#  #   |
---------

A land room. There are downward slopes to the south, west, and southwest. There are sharp dropoffs to the north, east, northeast, southeast, and northwest.

Obvious exits: south, west, southwest

I gave up on the Southwestdown thing because it would require way too much modification of existing code to get it work properly, but this system should hopefully be clear enough. I need to get it playing nice with the digging system, and then I can move on to more interesting ground. Note that the "A Vast Plain" title thing should be ignored. I'm not entirely sure of the best way to make it choose an appropriate title, but I'd like that to be something like "At The Top Of A Cliff."
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magikarcher

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Re: DF MUD Development Thread
« Reply #146 on: June 14, 2009, 06:29:08 pm »

Is it mac compatible?
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qwertyuiopas

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Re: DF MUD Development Thread
« Reply #147 on: June 14, 2009, 06:56:45 pm »

Server: unlikely.
But as even the most basic MUD client or even telnet works as a client. As long as it gives an almost unfiltered TCP plaintext link, it should be compatible.
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Tahin

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Re: DF MUD Development Thread
« Reply #148 on: June 14, 2009, 08:06:35 pm »

Actually, I think you can compile the server for Macintosh, but that's a different issue entirely.

Anyway, what do you think of that style of description? I can change it as I need to. My goal is to have something like:

>look

A Slope (Height: 3)
The ground slopes downward to the south. There is an upward slope to the north. There are downward slopes to the south and west.
There is an old oak tree here. Tall, dry grass covers the ground.
The sun is low in the western sky. A cool breeze blows.

>go north

Top of a Hill (Height: 4)
There are downward slopes to the north, northeast, east, southeast, south, southwest, west, and northwest.
There are three young oak saplings here. Tall, dry grass covers the ground.
The sun is low in the western sky. A cool breeze blows.

>go south

A Slope (Height: 3)
The ground slopes downward to the south. There is an upward slope to the north. There are downward slopes to the south and west.
There is an old oak tree here. Tall, dry grass covers the ground.
The sun is low in the western sky. A cool breeze blows.

>dig north

You begin digging into the soft soil of the hillside to the north with your masterpiece steel pickaxe.
You continue digging through the soil with your masterpiece steel pickaxe.
You have exposed granite!

>look

A Slope (Height: 3)
The ground slopes downward to the south. There is an upward slope to the north. There are downward slopes to the south and west.
There is an old oak tree here. Tall, dry grass covers the ground.
The sun is low in the western sky. A cool breeze blows.
Someone has exposed granite beneath the northern slope.

You strike the granite wall with your masterpiece steel pickaxe.
You strike the granite wall with your masterpiece steel pickaxe.
You have carved a short tunnel into the rock!
You stop digging.

>look

A Slope (Height: 3)
The ground slopes downward to the south. There is an upward slope to the north. There are downward slopes to the south and west.
There is an old oak tree here. Tall, dry grass covers the ground.
The sun is low in the western sky. A cool breeze blows.
There is a narrow granite tunnel dug into the northern slope.

>go north

Narrow Granite Tunnel (Height: 3)
This is a narrow tunnel carved from granite. Light shines in from the south.


Note that the (Height: 3) things are just there to illustrate that the top of a hill area is one "z level" higher than the other rooms, and that the tunnel is directly under that room. Digging into a hill side would disable the slope, similarly to how slopes/ramps work in Dwarf Fortress. I did not bother typing out the list of exits. The "The ground slopes downward to the south." bit would be determined by the fact that there is an upward slope to the north and a downward slope to its opposite, the south.
« Last Edit: June 14, 2009, 08:09:10 pm by Tahin »
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Bluerobin

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Re: DF MUD Development Thread
« Reply #149 on: June 14, 2009, 08:23:57 pm »

ooooh I really like that.  I think the other way was just going to end up getting needlessly complex anyway, and this should be able to handle what needs to be done.  Plus, if you had all of the other options the descriptions would start getting really messy. 

*thumbs up*
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