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Re: [palito-dev] game-protocol


From: Gabriel Blum
Subject: Re: [palito-dev] game-protocol
Date: Fri, 7 Mar 2003 13:37:52 -0300

decent, but missing lots of important things

example:

> shot [<rate>|<count>]<target> ...

how is <target>  specified ?

I think that instead <rate> you mean <frequency>
A rate is a comparison between two things. Frequency is how much times that
thing will happen in a fixed ammount of time.

regards,
brain


----- Original Message -----
From: <address@hidden>
To: <address@hidden>
Sent: Friday, March 07, 2003 4:48 AM
Subject: [palito-dev] game-protocol


>
> is it vaguely comprehensible?  if it is...
> is it decent, or should i scrap it? :}
>
> -----------------------------
> palito
> game protocol
> version 1
>
>
> client to server command protocol
> used exclusively to control units
>
> SCRATCHING IT AS CONSOLE COMMANDS
> status: alpha
>
>
>
> alias <id> <any-string>
> # e.g.:
> # alias commander com1
> # alias base 100,150x2 # position and zoom level
>
>
> REGION
> <coord> := <unit|point>
> <coord>[-<coord>|..<coord>][:<zoom>|r<radius>]
> # e.g.:
> # tank1 # use coordinate of the unit (dynamic)
> # tank1:2 # dynamic unit coord, zoom
> # 10,20 # x,y
> # 10,20-30,40 # start, end
> # 10,20-30,40-5,5 # p1,p2,p3
> # 10,20..30,40 # upper-left, bottom-right
> # 10,20r40 # center, radius
> # 10,20:4 # center, zoom
>
> goto <region>
>
> # the server uses the position that the client is looking
> # to update it more frequently than the rest of the map
>
>
> UNIT
>
> create [order|group|mark] [<pos>]
> # to hold order-lists or serve as control points on paths
>
> # order: unit that is capable of all but dont execute anything,
> #        just hold the orders to others inherit or copy from it.
> # group: kind of meta unit that is capable from all and execute it,
> #        moves, wait for its children to build and move next on queue.
> # mark:  just serve to mark position, moves very fast
> #        (somehow may hold area and zoom information) [redefine]
>
> metaclass:
> all weapon
> plane wplane
> ground wground
> sea wsea
> resource energy metal
>
> class:
> refering by unit class, e.g. peeper:
> ppr1    - the peeper creation id 1
> ppr99   - the peeper creation id 99
> ppr1,2  - the peeper creation id 1 and 2
> ppr1..9 - the peeper creation id 1 to 9
> ppr     - one peeper (random, the most inactive)
> ppr?    - one peeper (random, the most inactive)
> ppr?10  - teen peepers (random, the most inactive)
> ppr!    - all peepers
>
> other player units, e.g. light tank:
> (enemies are representad by letters A,B,C,D,E,F,G,H)
> Altk1
> Bltk2,3
> Cltk  - the closer light tank
> ?ltk  - any enemy's light tank
> !ltk  - all(?!) enemy's light tank
>
>
> ACTION
>
> <unit> [queue|prequeue] [persist] <action>
>
> move [<rate>] <region>
> # e.g.:
> # tank1 move 10,10
> # tank1 move p1
>
> shot [<rate>|<count>]<target> ...
> # ant1 move path1 shot ! # shot all on the path, like a patrol
>
> nano [<rate>|<count>] <class> [inherit <order>]
> # e.g.:
> # factory1 nano 20tank # build 20 tanks and stop
> # factory2 nano .9tank nano .1ant # continuously build at this rate
> # factory3 nano .9tank inherit patrol1 nano .1ant inherit build_fusion
> # ant1 move path1 nano .2hlt nano .8wall # make wall and hlt on the path
> # ant2 nano tank1 # repair
> # ant3 nano tank1 inherit attack1 # repair and counter-attack
>
> standby
>
> autodestruct [<countdown>] # default 5 seconds
>
> do <order>
>
>
> ORDER
> # works like an unit, just order it and its stored
> # e.g.:
> # attack1 move enemy_front attack wplane
> # attack1 queue move 10% behind_enemy_lines shot weapon
> # attack1 queue persist move enemy_base shot energy
> #
> # tank1 do attack1
>
>
> GROUP
> # also works like a unit, and all associated
> # units perform the given order
> # e.g.: group1 move p1
>
> group <group_id> <unit> [<unit> ...]
> ungroup <group_id> <unit> [<unit> ...] # remove from this group
> disband <group_id> [<group_id> ...] # remove all units from group
> solo <unit> [<unit> ...] # remove from all groups
>
> <group_id> <action>
>
>
> RATE/COUNT
>
> 1    # make one unit
> 10   # make ten units
> .1   # use 10% of the power to make it
> 20%  # use 20% of the power to make it
> 1.   # use full power to make it
> 100% # use full power to make it
>
> # if the sum of the ratios surpass 100% they count as priorities
>
>
> STATUS
>
> ls unit
> # <metaclass> <coordinate> <age> <armor/hitpoint> <e/m use rate>
>
>
>
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