<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: Resets and repops --> <!--X-From-R13: pynjNahyy.arg --> <!--X-Date: from fabius.globecomm.net [207.51.48.6] by mx01.ny.us.ibm.net id 858704447.29126-1 Tue Mar 18 17:00:47 1997 --> <!--X-Message-Id: 332ec9b931ff002#msgSFO01,schwab.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199703180142.BAA159180#out2,ibm.net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: Resets and repops</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:claw#null,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00138.html">Previous</a> | <a href="msg00140.html">Next</a> ] Thread: [ <a href="msg00138.html">Previous</a> | <a href="msg00140.html">Next</a> ] Index: [ <A HREF="author.html#00139">Author</A> | <A HREF="#00139">Date</A> | <A HREF="thread.html#00139">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: Resets and repops</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "Mud Dev Mailing List" <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: Resets and repops</LI> <LI><em>From</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> <LI><em>Date</em>: Tue, 18 Mar 97 08:42:39 -0800</LI> <LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On 17/03/97 at 12:17 PM, "Jon A. Lambert" <jlsysinc#ix,netcom.com> said: >I heartily agree with your sentiments. I am attempting something >similar. I treat most NPCs identically to characters. The subsystems >that NPCs run issue commands to an input buffer. In like fashion, the >players' input buffers are written to by the network process. I don't distinguish between any sort of objects, be they rooms, mobiles, dumb objects, or players. They're all the same, all do the same things, and outside of the IO going to a connection object for players, all run exactly the same code. What I don't do is bind player characters or non-player objects to using the parsed command line. Any object may directly call any method, with any set of arguments, on any other object. Of course it is then up to the receiving object's security criteria as to how and if it accepts the call (stolen straight from COOL). As such the automation code for mobiles (that's all a mobile is: a normal object with an event chain that causes state changes in the mobile) can directly call the relevant methods to affect the subject mobile, or it can lodge command strings to be parsed into a direct method call (which in truth is just another method call with the command as an argument). Part of the neat aspect of this is that I expect players to augment themselves and their character objects with home-grown, purchased, stolen, or otherwise acquired code to implement various neat features. Earlier discussion focussed on the Combat Packages aspect of this (more or less intelligent user-written combat AI libraries), but I can also see it happening with socials, naming cards (objects which auto-register/de-register names on teh recipient), mana factories/sinks, etc. BYOC takes a whole new meaning. >I also agree with the concept that NPC activity continues in areas/zones >that players are not present in. There can be significant overhead >involved with this. Hehn. I took a classic (for me) tack, and decided to ignore the problem on the basis that it would invalidate the server both for simulation work, and because addressing it would cause any unrelated synergy across the MUD world to dissappear (eg rumours of events in areas not populated with players would no longer propagate, which would cause remote reactions to their rumours (cf watchers, spoofs and triggers) to no longer occurr). >I have attempted to balance this by programming some >NPCs to be "marshalls" for other NPCs or controllers of city/town >subsystems. Thus not all NPC scripts are active and consuming resources >all the time. For instance city guard captains are programmed to issue >patrol orders and attack orders to their charges. An interesting side >affect is that by taking out a "marshall" or subsystem controller, a >great amount of chaos ensues until a replacement NPC is found. Cute. I like this. >In a related vein, I was inspired by Nathan's description of his >implementation of the physical laws of the universe to do something not >altogether dissimilar in my server. While Nathan's model seems highly >appropriate to a real world with real laws of physics, my world's physics >are entirely subject to the whims of the gods. I don't believe in >physics, I believe in divine intervention. (*grin*) It was my original >intention that all immortals/deities actually be THAT. They can be >player/administrator run and can be used literally as gods. My immortal >pantheon is very similar to the greek mythos albeit with different names. >They demand sacrifices, quests and generally participate in mortal >affairs. As such they are roleplayed by whomever is granted with the >responsibility. With this in mind, I have done away with my solar/lunar >timer events and have assigned maintenance and execution of these events >to the Apollo NPC's and Artemis NPC's subsystems. > It may be that Apollo might wish to delay the sunrise to allow a favored >player to gain advantage in an early morning attack or Artemis decides >that an eclipse would be appropriate to auger a significant event. With >the NPC always "playing", it is possible for them to respond in an >automated way to sacrifices, prayers and quests. There are many other >possibilities, as I decide which dieties' subsystems control which mud >events. cf the original Gods system. You can find a passable description in Bartle's original MUD survey. -- J C Lawrence Internet: coder#null,net ----------(*) Internet: coder#ibm,net ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00138.html">Re: Resets and repops</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00140.html">Re: Resets and repops</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00138.html">Re: Resets and repops</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00140.html">Re: Resets and repops</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00139"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00139"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Resets and repops</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00126" HREF="msg00126.html">Resets and repops</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Tue 18 Mar 1997, 02:59 GMT </LI> <LI><strong><A NAME="00134" HREF="msg00134.html">Re: Resets and repops</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 18 Mar 1997, 15:05 GMT </LI> <LI><strong><A NAME="00136" HREF="msg00136.html">Re: Resets and repops</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 18 Mar 1997, 23:44 GMT </LI> <LI><strong><A NAME="00138" HREF="msg00138.html">Re: Resets and repops</A></strong>, Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Wed 19 Mar 1997, 00:57 GMT </LI> <LI><strong><A NAME="00139" HREF="msg00139.html">Re: Resets and repops</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Wed 19 Mar 1997, 01:00 GMT </LI> <LI><strong><A NAME="00140" HREF="msg00140.html">Re: Resets and repops</A></strong>, Furball <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Wed 19 Mar 1997, 08:28 GMT </LI> <LI><strong><A NAME="00144" HREF="msg00144.html">Re: Resets and repops</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 20 Mar 1997, 07:49 GMT </LI> <LI><strong><A NAME="00150" HREF="msg00150.html">Re: Resets and repops</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 20 Mar 1997, 13:23 GMT </LI> <LI><strong><A NAME="00151" HREF="msg00151.html">Re: Resets and repops</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 20 Mar 1997, 14:40 GMT </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>