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<H1>[MUD-Dev] Re: Room descriptions</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Room descriptions</LI>
<LI><em>From</em>: Hal Black &lt;<A HREF="mailto:hal#moos,ml.org">hal#moos,ml.org</A>&gt;</LI>
<LI><em>Date</em>: Wed, 30 Sep 1998 21:30:35 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Tue, Sep 29, 1998 at 12:10:33PM -1000, Nathan F Yospe wrote:
&gt; On Sun, 27 Sep 1998, Hal Black wrote:
&gt; 
&gt; :Someone has to make the universe rules.  And the game engine is your tool for
&gt; :making that reality manifest to immerse players in it.  Surely you shouldn't
&gt; :have to tell players this...  But what happens when some circumstance happens
&gt; :that they DO end up outside?  Either you can monitor the game all the time as
&gt; :the admin and type stuff in (which I'd never attempt) or you can code it once
&gt; :and let the players play and let the engine take care of this kind of thing.
&gt; 
&gt; Bingo. Either another convert, or convergent design.

8')  Convergent design in this case I think.  I've been planning this sort of
thing for some time, since before I joined the list.  Looks like you are doing
some excellent stuff with Physmud from what I have read in the archives.
Can't wait to see it in action.

&gt; :What???
&gt; :  I just said that if they are different, they get different perceptions.
[...]
&gt; :if (character.body.can_see()) character.render(VISION,room.desc);
&gt; :if (character.body.can_smell())  character.render(SMELL,room.scent);
&gt; 
&gt; :In a nutshell: if Mark can't smell, he doesn't get smell messages!!!
&gt; :               if Sam can't see, he doesn't get vision messages!!!
&gt; 
&gt; Of course, you might want to make this less absolute... see my (superceded)
&gt; earlier design with a sensory level based markup language... now consider a
&gt; version that takes into account lighting levels, etc...

I absolutely plan to do it that way.  The aim above was to have a very simple
example for purposes of illustration and brevity.  The real model will have
different types of energy at different magnitudes.  Maybe a member of a canid
race will be able to hear that thief sneaking up behind him because of his
acute hearing, while a human might not, etc.

&gt; :&gt; Hal Black :
&gt; :&gt; &gt;Sam in his spacesuit.
&gt; 
&gt; :&gt; &gt;Sam in a leaky spacesuit.
&gt; 
&gt; :&gt; see above ;)
&gt; 
&gt; :Here is some pseudo-code for you to implement this.  What's good about it is
&gt; :that you only have to implement the body once, and it will work in any
&gt; :environment.  There are other, more sophisticated, ways to do this too, so that
&gt; :vampires don't breathe, for instance if you don't want them to breathe in your
&gt; :world.  I am trying to be brief here.
&gt; 
&gt; :    body human interfaces living {
&gt; :       breathe {
&gt; :          if (not breathable(environment.air)) {
&gt; :	       choke();
&gt; :          }
&gt; :          call(1 seconds, breathe);
&gt; :       }
&gt; :       bool breathable(gas theGas) {
&gt; :          if theGas = earthlike return true;
&gt; :          else return false;
&gt; :       }
&gt; :    }
&gt; 
&gt; :    environment room {
&gt; :       theAir = smoky;
&gt; :       gas air() {
&gt; :          if (body.in_sealed_container())
&gt; :             return body.container.environment.air();
&gt; :          else
&gt; :             return theAir;
&gt; :       }
&gt; :    }
&gt; 
&gt; :    environment suit {
&gt; :       gas air() {
&gt; :          if (punctured)
&gt; :             return (environment.air());
&gt; :          else
&gt; :             return earthlike;
&gt; :       }
&gt; :    }
&gt; 
&gt; :So it is kinda messy wrt to variable names and type names...  sue me, it's
&gt; :pseudo-code. 8')
&gt; 
&gt; And looks suspiciously java-inspired. Or is that just me? :)

Caught red handed.  8')
  Yup, current (non)working code is in Java.

&gt; :&gt; Dont you see though, that "viewer specific" descriptions do this just
&gt; :&gt; as forcefully, and "un-correctly" as a static one. The only difference is
&gt; :&gt; whoever
&gt; :&gt; wrote the specific descriptions tried to get inside that viewers character
&gt; :&gt; more than one time. He just colored thousands more descriptions with his
&gt; :&gt; own personal ideas, prejudices, understandings, than the person that
&gt; :&gt; writes one. Those "viewer specific" descriptions are no more accurate 
&gt; :&gt; or entertaining than one, in fact, they have intruded so much, that now
&gt; :&gt; wherever I go, im told, "for my specific circumstances" what I see, hear
&gt; :&gt; etc. Cant I get a chance to do that? Why does the game engine have to kick
&gt; :&gt; me out of my character in each room, and tell me specifically for my character
&gt; :&gt; now, what i see, hear, etc..
&gt; 
&gt; :I have never advocated that the game engine should take you out of your
&gt; :character and tell you how you feel.  However, the physical body of your
&gt; :character will - IN SOME CASES - bias your viewpoint.  The engine can give
&gt; 
&gt; Yes. In fact... well, if you look in the archives, you'll even see posts
&gt; about implementing "blind rage" and the like, along with player-intelligence
&gt; based perception...

Yes, there is a very interesting post in the archives somewhere about using
player intervention to override instinctive action by the character.  (search
for Kzin)  That is a very cool feature I'd like to add for some of the advanced
roleplaying races.

&gt; :&gt; Im going to use a simple principle here :
&gt; 
&gt; :&gt; Akhams Razor.
&gt; :
&gt; :Actually it's either Ockham's or Occam's Razor in English.
&gt; 
&gt; Occam's. I'm a scientist. I use

There are actually two accepted spellings as mentioned above.  I don't think
they were as strict about spelling back in the day as we are now.

&gt; :Occam was born before there were things like quantum physics.  8')
&gt; 
&gt; :Since you're quoting Occam, it is interesting to note in the context of this
&gt; :debate that he applied his theory to psychological powers distinct for each
&gt; :mode of sense.  8')
&gt; 
&gt; Also, the quote considered only viable explanations. And quantum physics is
&gt; pretty simple, honest. Now, high energy quantum chromodynamics... or string
&gt; theory... or supersymmetry...

Heh.  I wish I knew more about that kind of thing.  I'm an EE so at least
I could have taken some solid state, but I took more math instead.  Only
so much time I guess.


</PRE>

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<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="01315" HREF="msg01315.html">[MUD-Dev] Re: Room descriptions</A></STRONG>
<UL><LI><EM>From:</EM> Hal Black &lt;hal#moos,ml.org&gt;</LI></UL></LI>
<LI><STRONG><A NAME="01371" HREF="msg01371.html">[MUD-Dev] Re: Room descriptions</A></STRONG>
<UL><LI><EM>From:</EM> Nathan F Yospe &lt;yospe#hawaii,edu&gt;</LI></UL></LI>
</UL></LI></UL>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Room descriptions</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01318" HREF="msg01318.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
Hal Black <a href="mailto:hal#moos,ml.org">hal#moos,ml.org</a>, Mon 28 Sep 1998, 00:58 GMT
<UL>
<LI><strong><A NAME="01321" HREF="msg01321.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 28 Sep 1998, 02:19 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01320" HREF="msg01320.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 28 Sep 1998, 01:16 GMT
</LI>
</ul>
<LI><strong><A NAME="01371" HREF="msg01371.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 29 Sep 1998, 22:11 GMT
<UL>
<LI><strong><A NAME="01395" HREF="msg01395.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
Hal Black <a href="mailto:hal#moos,ml.org">hal#moos,ml.org</a>, Thu 01 Oct 1998, 01:09 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="01316" HREF="msg01316.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 27 Sep 1998, 23:19 GMT
<UL>
<LI><strong><A NAME="01322" HREF="msg01322.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Mon 28 Sep 1998, 02:35 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01319" HREF="msg01319.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
apocalypse <a href="mailto:apocalypse#pipeline,com">apocalypse#pipeline,com</a>, Mon 28 Sep 1998, 01:11 GMT
</LI>
<LI><strong><A NAME="01331" HREF="msg01331.html">[MUD-Dev] Re: Room descriptions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 28 Sep 1998, 14:07 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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