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Reconstructing this. I'm pondering the all sorts of uses for it. Some things to ponder:

This is leaning towards scrapping this below and use recorded info raw. Now I'm giving you an example from combat. BECASE THIS IS WHAT I'M CODING RIGHT NOW DOESNT MEAN BODIES ARE COMBAT EXCLUSIVE.

action[Fred hits Prodigy]
| fred->hitTarget(prodigy, with_what)
| | lookup_body_part(prodigy) from daemon
| | | prodigy == human, returned "humanoid"
| | | roll_to_hit("humanoid", with_what)
| | | scored head
| | | | what_is_worn(head)
| | | < returned {helmet of vigour}
| | | calculate_dmg(with_what, {helmet of vigour})
| | | | lookup damage dealt, what happened with the head and helmet
| | | < return it.
| | < return
| < return
| fred->damage(prodigy)
< return message
Fred clouts Prodigy over the head with a spiked club. 
  Prodigy's helmet of vigour cracks in two and the hit causes him to see stars.
Might be slightly more complicated that it would look like in the end, but its straight from my head.

Body Allocation Daemon

Daemon giving shapes to all living things mudwise. The bodies are not as detailed as players, but will provide with rough estimates of body segments and their use.

  1. Property scanning. Scan for removers (noleg, nohead etc). Store as flags. Scan for size.
  2. Body Building. Scan again and use base shape to create full chains of things. If not, process information as it comes and build the body. Use flags to make the body look in some kind of funky way.
  3. cache result

Data

Methods

Uses for bodies

Missing things

Suggestions


Body module, m_body

a simple module m_body that gives storage capacity for a body to anything inherritting this module.

Some data

Useful methods

Suggestions

-- FreD - 23 Feb 2005

Topic BodyAllocationDaemon . { Edit | Attach | Ref-By | Printable | Diffs | r1.8 | > | r1.7 | > | r1.6 | More }
Revision r1.8 - 11 Mar 2005 - 13:06 GMT - FreD
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