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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>: Wout Mertens <<A HREF="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</A>></LI>
<LI><em>Date</em>: Fri, 27 Jun 1997 16:02:59 +0200 (MET DST)</LI>
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<PRE>
On Tue, 24 Jun 1997 clawrenc#cup,hp.com wrote:
> In <<A HREF="msg01362.html">Pine.SOL.3.94.970619203725.20110E-100000#eduserv1,rug.ac.be</A>>, 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.
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.
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...
> 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.
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 :)
Wout.
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<LI><STRONG><A NAME="01483" HREF="msg01483.html">Re: [MUD-Dev] Population container</A></STRONG>
<UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01362" HREF="msg01362.html">Population container</A></strong>,
Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Fri 20 Jun 1997, 01:51 GMT
<UL>
<LI><strong><A NAME="01383" HREF="msg01383.html">[MUD-Dev] Population container</A></strong>,
Brandon Cline <a href="mailto:brandon#sedona,net">brandon#sedona,net</a>, Fri 20 Jun 1997, 16:08 GMT
</LI>
<LI><strong><A NAME="01391" HREF="msg01391.html">Re: [MUD-Dev] Population container</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 21 Jun 1997, 05:16 GMT
</LI>
<LI><strong><A NAME="01483" HREF="msg01483.html">Re: [MUD-Dev] Population container</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 25 Jun 1997, 06:44 GMT
<UL>
<LI><strong><A NAME="01558" HREF="msg01558.html">Re: [MUD-Dev] Population container</A></strong>,
Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Fri 27 Jun 1997, 22:37 GMT
</LI>
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<li><Possible follow-up(s)><br>
<LI><strong><A NAME="01555" HREF="msg01555.html">Population container</A></strong>,
Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Fri 27 Jun 1997, 21:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01358" HREF="msg01358.html">Re: [MUD-Dev] Name/language generation</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 19 Jun 1997, 21:48 GMT
<LI><strong><A NAME="01348" HREF="msg01348.html">Name/language generation</A></strong>,
Oliver Jowett <a href="mailto:oliver#sa-search,massey.ac.nz">oliver#sa-search,massey.ac.nz</a>, Thu 19 Jun 1997, 06:13 GMT
<UL>
<LI><strong><A NAME="01352" HREF="msg01352.html">[MUD-Dev] Name/language generation</A></strong>,
Jamie Norrish <a href="mailto:jamie#sans,vuw.ac.nz">jamie#sans,vuw.ac.nz</a>, Thu 19 Jun 1997, 14:36 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>
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