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''' | '''Warning: Things on this page may be wrong! (not up to date)''' | ||
= Calculations done (on colonies) = | |||
== Every other minute == | |||
For now calculations take place every other minute. r_nnn below is the ratio on that order setting. Using a linear model. This makes one colony "slow to turn" but by using many colonies it gets done faster. Use ar_worker=worker/(worker+warrior) in some formulas instead of r_worker to reflect the actual population. | |||
* capacity += r_expand * ar_worker * const | |||
* secret capacity += r_expand * ar_worker * r_secret * const (NOTE: secret is a part of the capacity) | |||
* workers += if (worker+warrior < capacity) r_breed * r_worker * const | |||
* warriors += if (worker+warrior < capacity) r_breed * r_warrior * const | |||
* food += min(capacity, (r_food * ar_worker - level) * (workers+warriors) * const), Gathering and eating, if r_food*ar_worker kept at level or above the food increase, else it decreases. Testing with level = 0.4. NOTE: Food can be negative, to affect how many dies in steps below. | |||
Transform workers to warriors and vice versa | |||
* if (to many warriors compared to workers) warriors -= const, worker +=const , i.e. if ar_worker > r_worker + 0.01 | |||
* if (to many workers compared to warriors) warriors += const, worker -=const , i.e. if ar_worker < r_worker - 0.01 | |||
* | Starving: | ||
* if (food < 0) workers += food*ar_workers, warriors += food*(1-ar_workers) | |||
* if (workers + warriors < 2) colony is dead | |||
Decaying. | |||
* food turn bad, slowly decreases? -= const similar to setting 1%? | |||
* | Decaying both inhabited and not inhabited | ||
* if (capacity > 10 or not inhabited) capacity slowly decreases -= const similar to setting 1%? | |||
* | * if (capacity < 2 and not inhabited) nest is broken and destroyed | ||
* | |||
== Every 12 minutes == | |||
* Animals at colonies eat and destroy | |||
== | = Network = | ||
* Server controls what is on the map (the client shall not assume anything) | |||
== Client == | == Client == | ||
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* Notification from server if nearby actions take place, the notifications shall contain enough data to update the info in the client (typically attacks) | * Notification from server if nearby actions take place, the notifications shall contain enough data to update the info in the client (typically attacks) | ||
= Occurance of things = | |||
== Animals == | == Animals == | ||
* | * Amount of animals: Is currently linear to the number of colonies | ||
* Have a an (average) lifetime and disappears after that time (no matter if in inventory or on ground) | * Have a an (average) lifetime and disappears after that time (no matter if in inventory or on ground) | ||
* Show up | * Show up on colonies with notification to owners | ||
== Food == | == Food == | ||
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** After som time food disappear at the current location and get new distribution, with overlap. TODO HOW?) | ** After som time food disappear at the current location and get new distribution, with overlap. TODO HOW?) | ||
** There are fixed areas where the food appear. Over time the internal pos and location is changed. Two overlapping formulas or just one and a fix time when it is changed to the new. Once a week the removed resources are reset and the new ones appear? | ** There are fixed areas where the food appear. Over time the internal pos and location is changed. Two overlapping formulas or just one and a fix time when it is changed to the new. Once a week the removed resources are reset and the new ones appear? | ||