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Technical Implementation: Difference between revisions

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Just some comments to myself:
'''Warning: Information on this page IS out of date'''
* Server controls what is on the map (the client shall not assume anything)
 
'''Note: This page contains some technical details as they were in an early stage of the game development '''
 
= Calculations done (on colonies and inventory) =
== Every other minute ==
For now calculations take place every other minute. r_nnn below is the ratio on that order setting and ar_nnn in the acyual ratio in the nest (may differ from 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


== Internal actions ==
== Every 10 minutes ==
* Show Map
* Animals at colonies eat and destroy.
* Show Map at pos x,y
* Food in inventory slowly decay.
* Show Map at nest n
* Each warrior in inventory eat 0.01 food (if available), i.e. 0.06 per hour. (Comparison: They eat 0.1 per hour when in the colony)
* Help about n (predefined constants in app) - or use the wiki pages?
* Warriors in inventory without food decrease in number by both by 0.2% and 5 in actual numbers.
* Show spieces chat with prepared message/location x,y


etc
= Network =


== Determine water vs land ==
* Server controls what is on the map (the client shall not assume anything)
http://stackoverflow.com/questions/3645649/i-need-to-know-the-predefined-point-is-in-the-sea-or-on-the-land
That pixel or one next to it just to bu sure?


== 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 ==
* Amout of animals: Linear to the number of active players.
* Amount of animals: Is currently linear to the number of colonies + the number of old energy bars (attracting bears)
* 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 nearby users, or on locations where users have been.
* Show up on colonies with notification to owners
* Notifications to nearby users (with setting)


== Food ==
== Food ==
* Pretty evenly distibuted on earth
* Pretty evenly distributed on earth
* Only visible on zoomed in.
* Only visible on zoomed in.
* TODO Decrease and disappear after some time? New show up. How?
* If dropped, decrease and disappear after some time.
* When looking at area x1,x1 -> x2,y2, maybe it "scans the lines" and the distance to the next food occurrence is relative to the latitude to get it evenly distibuted. (instead of checking a square pattern)
* TODO But how to figure out where to spawn more food and where has it already been done?
* Math pattern having a fixed amount of food and a table with the removed ones (and dropped) and let the patters slowly slide/change in some way...
* Math pattern having a fixed amount of food and a table with the removed ones (and dropped) and let the patters slowly slide/change in some way...
* Where is it calculated?
* Where is it calculated?
** One table with lat L,LL and long L,LL values showing where it has been added
** One table with lat L,LL and long L,LL values showing where it has been added
** One table with actual food items on the map. When picked up, they respawn efter some time, or grow up again.
** One table with actual food items on the map. When picked up, they spawn after some time, or grow up again.
** 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. (Maybe in the future: 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?
 
== DB ==
* nest - about nests and the  potentially colony living there
* nest_distance - actual distance between nearby nests
* country - move the strings here and store a pointer in the nest-table
* sub country location - move the strings here and store a pointer in the nest-table
 
* items on the map
** animals - location
** animals_log/history - what they did... some how. Needed?
** food
 
* user - basic user data
* user_unit - about each unit connected for each player (needed for notifications)
* user_location - track user location, once per hour or so to be able to spawn creatures at resonable locations, and prevent cheating.
* user_inventory - in some way....
 
* log - what happened and when. (id ref to types of actions)
* log_user - what event are useful for what user
 
* historical scores, statistics, log of scores... or something..., even if it all may be calculated by replaying the log.... to be able the get graphs etc. A parts of nest dump every 25h or so...
** This means that nests may not be deleted from the table, just "inactivated" when destroyed.
 
* chat - todo