Friday, August 31, 2007
Okay, I'm serious this time
Thursday, March 01, 2007
Dead? Of course not!
Yes, I know I'm not funny.
This project is by no means dead, it's just hibernating. James and I are going to get right on it as soon as class simmers down a little. Worry not, my loyal readers!
Not that I have loyal readers, but I do like talking to myself.
Sunday, July 16, 2006
Changes ftw
Forgot to update last night.
Ok, here's the deal. I've fixed a disgusting number of bugs, removed grammatical inconsistencies, added respawning to mobs, added respawning to players, updated command stacking, added command repetition, tweaked item interaction extensively so that it's more intuitive and English, added 'all' and numerical values to the interactions, added (filled) containers to the ItemScript, modularized npcsets and itemsets (previously unique to worlds), and various other cute changes.
Yay!
Tuesday, July 11, 2006
And He's Back
Was just on a one week vacation to the Outer Banks with a good friend of mine. Consequently, I'm now hooked on Lost, but that's neither here nor there. So, hopefully this explains the week-long silence, and I just wanted to announce that I'm back from the beach and ready to rock once more!
Next on my plate is respawn timers!
Friday, June 30, 2006
Tweaks and Such
In terms of Containers, I did a little tweaking such that an indicator of how 'full' it is is appended to the end of the description. This functions like desc/desc2 in Mobiles, only it's not a separate paragraph. This trend will continue for indicators such as 'size' for other Items.
Hurray, magical!
Corpses, etc
The end.
Monday, June 26, 2006
Containers
Fin.
Friday, June 23, 2006
Zomg, change!
Today, I made several huge changes.
Well, more additions, I guess.
First and most importantly - bags and other containers now completely work! In theory!
- Containers are correctly stored in the database, theoretically.
- Containers are correctly pulled from the database, in theory.
- Containers can now have items put in them and retrieved from them, supposedly.
- Containers can now be looked inside of, hypothetically.
- Bags can be opened and closed, if all's gone well.
The only problem is that all of these changes are completely untested, as I have yet to make functionality for scripting bags! Zing!
In addition, from a code standpoint, I added more niceness. The 'player' plugin was split into another 'items' plugin, for code that deals with, well, items. Eventually some commands from 'client' will move there as well. I also added 'put' to the help doc, and cleaned up a little code. In terms of functionality, I moved a lot of code from Door back to Openable, where it was belong, tidied some stuff up, and added a Bag class that extends both Openable and Container (in reverse order). Pity Ruby can't do that. Take that Barnett, multiple inheritance wins. In addition to all this, I added obj_type filters to Container and EquipmentModel, which Room has had for a long time.
Finally, I removed all hope from 'open' and 'close' every functioning on other players. No longer can you open or close other peoples' bags with these commands... yet. I intend to add a Subtlety skill called 'target' that will allow for such features.
Over and out.
Monday, June 19, 2006
A Lull
I could make excuses (and I will later), but here's what I accomplished since the last post -
Item inheritance has been tidied up. That's about it. Templates can now be defined, which pass their traits to items. Additionally, templated items can pass their traits down to subitems. Sadly, my progress stops there.
Now for my rationalization!
Friday through Saturday I was busy partitioning my drive and setting up Ubuntu linux. Sunday, I worked all day, just like every week.
So there we have it!
Now I just need to work on making my wireless work on linux.
I mean, making PyMUD work. =]
Saturday, June 17, 2006
Item Inheritance
It didn't work out as well as planned, so I reopened the ticket and tried again.
Attempt 2 is splendid, but still requires cleaning up. I'll finish it, commit it, and document it here tomorrow. :)
Thursday, June 15, 2006
0.8 Completed!
Our first milestone has been reached and closed a whole 3 weeks early! The rate of progress is truly getting frightening.
So, let's take a look at today's accomplishments.
A new 'users' component was added, with the class UserManager. Now, UserManager is a truly magical entity. It depends on very little other than the existence of the World and Database services, and as such, will be completely reloadable when the time comes to implement... reloadability, heh. Right now it houses all database interactions for logging and logging out, as a web of callbacks. As a coorelary to adding this new component, I tweaked client.py and dialogues.py to use it, in the process abstracting out all database calls.
Now, here's where things get FUN.
Since I had little else to do today, I went ahead and implemented storing and retrieving items from the newer database tables. That is to say, when you log in, your inventory and equipment tables are scanned and loaded in as new items based on unique codes that are assigned when you log out. Theoretically, even nesting items into bags works, though this requires extensive testing.
As another neat aside, I implemented a new 'load' attribute to items on NPCs. The value is a float, which is the percent chance to load an item. Rarer items should always come first in the list, and will close the possibility of other, more common items loading instead.
Cool, eh?
Wednesday, June 14, 2006
Wonderful Accomplishments
Today, James and I did something absolutely wonderful with the database!
Well, fine, it was mostly James.
But, the point is that we moved to twisted.enterprise for great asynchronous database power! No more of that convoluted pymud.database stuff.
However, the new component is still far too fluid for my liking, as we plan on adding many new features, so I'm hestitant to start storing things in my new SQL tables in the database. Instead, this evening I worked on making Items more useful.
I did! They work!
Now, Items (as well as Races, NPCs, and Modifiers) can directly tweak various things such as attack damage, dodge chance, hit chance, crit chance, hp, mp, ep, etc! This is good!
In addition to this, I added a new Dice class to lib that allows for random numbers applying to stats. Though primarily geared towards attack damage, I foresee many possible uses.
To make use of the new Item possibilities, I went ahead and added a means of connecting Items to NPCS. With the new equipment and inventory tags, you can directly append Items to them! My future plans include allowing random chances associated with a given Item showing up, for rarity purposes.
Over and out for tonight.
Tuesday, June 13, 2006
Initial Post!
I really should have made this blog back in November, so that progress could be readily tracked, but eh. We'll just have to start with a well developed pre-release!
Today, I managed to finish AI (moved it around in the source) for Combat, as well as the ScriptManager and action scripts in general. What this means is that once my content team gets write access to src/pymud/scripts, we can start making spells and abilities! And having them work! FABULOUS!
In addition, tonight James worked at revamping the current (disgusting) database component to use twisted.enterprise.adbapi, or that is to say, an asynchronous 'real' component as opposed to the hack we have now. This will allow us to easily implement future database changes, such as the upcoming persistence of equipment and inventory into special database tables.
Good night, and I'll tell you all how much I rocked the database tomorrow!