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<H1>Re: [MUD-Dev]  Virtual Chemistry</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]  Virtual Chemistry</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Mon, 11 Aug 97 15:41:33 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg00327.html">Pine.LNX.3.96.970801224918.136Q-100000#mpc,dyn.ml.org</A>&gt;, on
08/01/97 
   at 03:09 PM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said:

&gt;On Wed, 30 Jul 1997 clawrenc#cup,hp.com wrote:

&gt;&gt; First thoughts on a representational model:
&gt;&gt; 
&gt;&gt;   Create a coordinate system.  
&gt;&gt;   The axis of the coordinate system are the principles of your
&gt;&gt;     alchemy system (yes, lotsa dimensions).
&gt;&gt;   The purpose of the coordinate system is to define the 
&gt;&gt;     behaviour of a substance.
&gt;&gt;   Given a substance, a coordinate location can be computed from 
&gt;&gt;     its components.
&gt;&gt;   Given a coordinate location, the effect of the substabce can 
&gt;&gt;     be derived.

&gt;I was initially unsure about this, but the more I thought - the more
&gt;I liked it, and, for what I want to create, it makes perfect sense,
&gt;and seems to work nicely (at least theoretically).

FWIW I'd strongly recommend using a sparse array and interpolating the
missing chunks at runtime.

&gt;&gt; Thus the leaves of the herb WaggaWagga might have a coodinate weight
&gt;&gt; of (-5, 8, 3) presuming the simplistic case of only 3 principles.  The
&gt;&gt; root of the UmbaUmba plant might have a value of (2, 9, -10).  Mix
&gt;&gt; then together with GooGoo mud (0, 0, 2), and you get a substance (-3,
&gt;&gt; 17, -5).  That location can be plotted in the coordinate system and a
&gt;&gt; result computed:
&gt;&gt; 
&gt;&gt;   A minor weakening agent (-3) that also a *really* effective sleeping
&gt;&gt; draught (17), and reduces physical dexterity (-5).

&gt;Yup. Of course, you'd need many more properties tracked.. but still,
&gt;we have the basic spirit captured here. First things which came to
&gt;mind were properties to track reactivity of substances, acidity, and
&gt;magical capacitance. More general things with relevant to the mixing
&gt;of chemicals. A question rose subsequently here - what about by
&gt;products? How do we tell if a by product should be produced? I have
&gt;yet to answer that one.

Yeah, the above example is deliberately simplistic and trivial.  

By products are really a side effect of standard combinations.  Some
sort of indexed reaction is needed.  If you further extend the array
as follows, it can be done:

  Each substance has a unique ID value in its array.

  Each substance array also encludes a member which is a list of
arrays (maps really) which represents what quantities of what products
are produced when the current substance is mixed with the named (by
ID) substances.  

&gt;Incidentally, bringing in the concept of tracking state produces a
&gt;flaw in the design of many stock (LP) bases - you have a drink
&gt;inheritable, which all drinkable substances must include, defining
&gt;alchoholic properties etc (this is pretty standard accross LP,
&gt;excepting very different games). Of course, this is not going to
&gt;really work with liquids - in theory you can drink any liquid, but
&gt;you don't want to inherit drink into all of them!

The problem is a bad object model.  They should have a state base
class from which a liquid class is descended (or is a base class). 
</PRE>

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<li><strong><A NAME="00486" HREF="msg00486.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Virtual Chemistry</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
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<ul compact>
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<ul compact>
<LI><strong><A NAME="00359" HREF="msg00359.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 04 Aug 1997, 04:33 GMT
<UL>
<LI><strong><A NAME="00360" HREF="msg00360.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 04 Aug 1997, 05:06 GMT
<UL>
<LI><strong><A NAME="00383" HREF="msg00383.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 05 Aug 1997, 03:36 GMT
<UL>
<LI><strong><A NAME="00388" HREF="msg00388.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 05 Aug 1997, 13:40 GMT
</LI>
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</ul>
<LI><strong><A NAME="00478" HREF="msg00478.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 00:00 GMT
<UL>
<LI><strong><A NAME="00486" HREF="msg00486.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 12 Aug 1997, 06:19 GMT
<UL>
<LI><strong><A NAME="00564" HREF="msg00564.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 20:43 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00336" HREF="msg00336.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 02 Aug 1997, 19:12 GMT
<UL>
<LI><strong><A NAME="00480" HREF="msg00480.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 01:07 GMT
</LI>
</UL>
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