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<H1>Re: [MUD-Dev] Population container</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Population container</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Tue, 01 Jul 97 18:16:56 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In <Pine.SOL.3.94.970627153251.16316E-100000#eduserv1,rug.ac.be>, on
06/27/97
at 07:57 PM, Wout Mertens <Wout.Mertens#rug,ac.be> said:
>On Tue, 24 Jun 1997 clawrenc#cup,hp.com wrote:
>> In <Pine.SOL.3.94.970619203725.20110E-100000#eduserv1,rug.ac.be>, on
>> 06/19/97
>> at 08:39 PM, Wout Mertens <Wout.Mertens#rug,ac.be> said:
>>
>> >What is it? Well, you take a kind of monster that you want to
>> >populate a zone with. Now make a population model, something like
>> >Fibonacci's row or so (rabbits!), and update the model every once in
>> >a while. Now, if a player is about, and he 'spots' one (or more) of
>> >the population, decrease you population by one (or more) and make the
>> >appropriate monster appear.
>>
>> >This way, you can have zillions of flies, musquito's, dwarfs, etc
>> >etc, you could even describe the critters from the container (some
>> >dwarfs are lurking about) (tho I think that's a bit farfetched), and
>> >all with virtually no memory or cpu overhead.
>>
>> A good idea. Problem:
>>
>> Bubba does a speed run thru the zone and manages to "see" every
>> single mosquito (he's exceptionally shard sighted). You container is
>> empty and you have lots of live, animated mosquito objects.
>
>I think Firebrand kinda gave a solution to that one: His grouping
>container doesn't instantiate objects until very close inspection.
>Otherwise, it just gives a group desc with special descs for people
>you know.
Okay, Bubba does his seep run while wearing his Goggles Of Incredibly
Detailed Eyesight... (ie I'm taking a deliberate extreme here)
>Now, if Bubba happens to be affected by
>Flaming_Torch_Of_Musquito_Killing_Area_Spell, then the zillion of
>critters will have to be decimated in hitpoints and a large number
>killed. But that was very predictable and the same problem would have
>arisen were you to have the actual 1 zillion objects.
Precisely. Instantiating and then killing 1 kazott of insects is not
going to be fun on your server. Short circuiting is needed.
>This can, of course, be rectified by letting the population model
>handle the killings, and the spell would have to be redesigned a bit
>to do that. Which is not too great, but then again letting loose 1
>zillion musquito's and allowing people to hurt them all isn't
>either...
Bingo...the mosquito union lawyers are already on the phone with an
discrimination suit.
>> You also need a way of folding the "dead" (ie unseen) objects back
>> into the container at some point. The problem is guaranteeing that
>> that folding is not detectable by players:
>>
>> > l
>> You are in a corridor that runs east west.
>> There is a T-Rexx here.
>> > w
>> You are at the end of a corridor that runs east west.
>> The only exit is to the east.
>> > e
>> You are in a corridor that runs east west.
>> There is a T-Rexx here.
>> The T-Rexx leaves west.
>> > wait a really long time.
>> > w
>> ...no T-Rexx...
>Well, the only feasible solution to both problems seems to me: Allow
>only a certain number of instances max. to run loose in the area
>controlled by the population container. It would involve a slight
>redefinition: The population container is a virtual container, that
>contains both the real and virtual ('real' meaning virtual to us, of
>course. This is getting philosophical :)) instances of the
>population, and the model is calculating the numbers.
I prefer something like:
If a mobile has travelled a minimum of X unique rooms, during which
time he has had available a minumim of Y alternate routes (ie
different exits from a given room), and if during that time he has not
passed or encountered any objects which either queried any of his
methods, or redirected his IO (ie outgoing descriptions, entrance/exit
strings etc), then that object can be de-instantiated.
>Which leaves me to think that maybe it should be called Population
>Model and not Container... Or how a clever idea turns into a standard
>solution :)
>Ah well, it's not as if I'm not used it on this list :)
You put up the targets and we'll do our best to shoot them down or
paint them a different colour. Heck you guys have sandblasted enough
of my own already.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
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<li><strong><A NAME="00066" HREF="msg00066.html">Re: [MUD-Dev] Population container</A></strong>
<ul compact><li><em>From:</em> Wout Mertens <Wout.Mertens#rug,ac.be></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] A simple political/social system?</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00088" HREF="msg00088.html">Re: [MUD-Dev] A simple political/social system?</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 08 Jul 1997, 04:32 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00024" HREF="msg00024.html">Re: [MUD-Dev] Population container</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 08:17 GMT
<UL>
<LI><strong><A NAME="00084" HREF="msg00084.html">Re: [MUD-Dev] Population container</A></strong>,
Raz <a href="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</a>, Mon 07 Jul 1997, 05:21 GMT
<UL>
<LI><strong><A NAME="00089" HREF="msg00089.html">Re: [MUD-Dev] Population container</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 08 Jul 1997, 04:38 GMT
</LI>
</UL>
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</UL>
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00025" HREF="msg00025.html">Re: [MUD-Dev] Population container</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 08:24 GMT
<UL>
<LI><strong><A NAME="00066" HREF="msg00066.html">Re: [MUD-Dev] Population container</A></strong>,
Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Thu 03 Jul 1997, 22:31 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00023" HREF="msg00023.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 08:16 GMT
<UL>
<LI><strong><A NAME="00158" HREF="msg00158.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Thu 17 Jul 1997, 07:05 GMT
<UL>
<LI><strong><A NAME="00174" HREF="msg00174.html">Re: [MUD-Dev] "short" Introductory Message (fwd)</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 18 Jul 1997, 07:56 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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