Open GoogleCodeExporter opened 8 years ago
Okay. I've been thinking about this for a while, and I agree: It is very
necessary. Thanks for the suggestion! Now, I have a question of opinion.
The way that I'm planning to implement this is in an extension to the existing
ActorOptions setup. I'll add a table of "ActorOptionSets" (or similar name)
that would have the following options: "BaseActorForm" ("Type" or "ID"),
"BaseActorIdentifier" (TypeID, actor ID, or unused for default),
"ActorGroupForm" ("Type" or "ID"), "ActorGroupStart", "ActorGroupEnd"... That's
kind of hard to see, so I'll give an example
rail_state["ActorOptionSets"] = {}
rail_state["ActorOptionSets"]["Players"] = {}
rail_state["ActorOptionSets"]["Players"]["BaseActorForm"] = "Type"
rail_state["ActorOptionSets"]["Players"]["BaseActorIdentifier"] = 0
rail_state["ActorOptionSets"]["Players"]["ActorGroupForm"] = "Type"
rail_state["ActorOptionSets"]["Players"]["ActorGroupStart"] = 1
rail_state["ActorOptionSets"]["Players"]["ActorGroupEnd"] = 25
This example would cause all types between 1 and 25 to imitate type 0. You
would still have to specify a "ByType"][0] = {} block.
Would that be sufficient to solve this problem in your situation?
Original comment by faithful...@gmail.com
on 2 Sep 2010 at 3:48
Yes, that would solve my little "problems" :)
That's a nice solution. And although I have to admit that I needed your example
and its description to understand the idea, I have nothing more simple in mind
right now, and this solution is actually quite straightforward once you get how
it works (using an existing ActorOptionSets as a "model"/behavior pattern for
others).
Still, I have a question: what would the "Players" label be used for?
Nothing? (just a label to distinguish 'families' and help remember what we were
describing)
or used somewhere else as a shortcut to this 'family'? in which case it might
get messy: is the model (here '0') excluded from the definition of the family?
what about cascaded, interwoven or clustered families? (like a single "swordman
class" family can not be made without defining behavior for Swordman, then
making a family for Knight based on it, then Crusader (as the Type are not
contiguous), etc... point being that there wouldn't be a nice swordmanClass
label to used as shortcut -if that's indeed the idea- but some
swordmanClassPart1, swordmanClassPart2, and so on, instead)
I'm not trying to be annoying here. Just trying get your idea (/be sure about
it), and maybe help you check that there is no blind spot in it.
Original comment by talimek...@hotmail.com
on 8 Sep 2010 at 12:47
I've been thinking on this. The "players" label would simply be a unique
identifier for that group. It would not be used by the AI other than to
reference the unique settings.
I don't think that nested/cascaded families would be of a great benefit. It'd
make the configuration even more difficult to understand for what seems to be
minimal gain. To take your swordsman hierarchy as an example, would defining
actions to take against a crusader be anything similar to swordman? I'm not
convinced that it would be. Setting up a hierarchy in a configuration like
RAIL_State would be more difficult than simply making new groups for each, and
there would be nothing stopping multiple groups from modeling off of the same
base actor.
What do you think?
Original comment by faithful...@gmail.com
on 17 Sep 2010 at 5:08
If the "players" label is just something for us, then it's perfectly fine to
make multiple groups. I don't think that we need anything more complicated
Original comment by talimek...@hotmail.com
on 22 Sep 2010 at 9:41
I've been thinking a little about this, i don't know too much about LUA
programming, but there must be a way to accomplish this, how about an
intelligent way to write the config for families? i.e:
rail_state["ActorsGroup"] = {}
rail_state["ActorsGroup"]["Players"] = {}
rail_state["ActorsGroup"]["Players"]["BaseActorForm"] = "ByType"
Here's when it can start to get tricky:
rail_state["ActorsGroup"]["Players"]["GroupValues"] = 0.25,27,30.40
Now in this string we find the values separated by dots (.) or by comas (,).
Anything between dots means it's a range, in the previous example we have
"0.25", meaning a range from 0 to 25 and later we have coma separated values,
which mean included in the group one by one "27,30" meaning the value 25 and 30
are part of the group as well.
I find this very convenient not only for PvP WoE but also for friending.
I know it can increase the complexity of configuration writing at a point, but
that's what the wiki is for isn't it?
Then we just add the normal configuration for any actor (these are just random
values):
rail_state["ActorsGroup"]["Players"]["MaxCastsAgainst"] = 3
rail_state["ActorsGroup"]["Players"]["FreeForAll"] = false
rail_state["ActorsGroup"]["Players"]["AttackAllowed"] = true
rail_state["ActorsGroup"]["Players"]["SkillsAllowed"] = true
rail_state["ActorsGroup"]["Players"]["TicksBetweenSkills"] = 0
rail_state["ActorsGroup"]["Players"]["Priority"] = 3
rail_state["ActorsGroup"]["Players"]["MaxSkillLevel"] = 5
rail_state["ActorsGroup"]["Players"]["DefendOnly"] = false
Original comment by Kusanag...@gmail.com
on 22 Sep 2010 at 2:09
Yeah it shouldn't be THAT hard to do.
http://lua-users.org/wiki/SplitJoin
Original comment by Kusanag...@gmail.com
on 22 Sep 2010 at 6:06
That would be even neater indeed, if it's not too much of a hassle/too
time-consuming to implement properly
Original comment by talimek...@hotmail.com
on 25 Sep 2010 at 8:55
If I was going to implement a range as described by Kusanagi, I would use the
more standard hyphens and periods: 0-25,27,30-40. This is easier to
distinguish. Also, the table
I'm still deciding the best way to implement ranges. I'm thinking that it
should be split apart when loaded because splitting it on every access would
cause the script to slow to a crawl if there were many different groups.
Original comment by faithful...@gmail.com
on 5 Dec 2010 at 2:57
Original issue reported on code.google.com by
talimek...@hotmail.com
on 22 Aug 2010 at 7:49