Bryan Donlan on Fri, 2 Jul 2004 08:41:11 -0500 (CDT) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
Re: [spoon-discuss] Re:The Direct Approach. |
On Thu, 1 Jul 2004 23:07:59 -0400 (EDT), Zarpint <athena@xxxxxxxxxxxxxxx> wrote: > > On Thu, 1 Jul 2004, Araltaln wrote: > > > My point is, while an automated system would work great for ruleset > > changes, it would take a good deal of work to create one that would be > > great for gamestate changes. Not, mind you, that at least having an > > automated way to deal with the simple cases is a bad thing, but we > > probably need to start with a method that has players in charge of > > everything, and automate from there. Which, come to think of it, you > > said anyway, bd. So I'm not sure what my point is, just that I have one. > > > > Although, by the same token, maybe we should start working on a BNF for > > proposals or something. > > I think we should restrict the automation here to changes in the ruleset > also, for the same reasons. Our game tends to quickly outgrow any BNF we > could give it. > > In terms of writing it up, I think the web interface should consist of > entering a script with functions like > delete(450); > > add("The Fish Rule", "There exists an entity called Bob the Voting Fish.", > "Chutzpah", 7, "Gender", "foobar"); > > // creates a new rule with title "The Fish Rule", text "There exists an > // entity called Bob the Voting Fish, Chutzpah 7, and Gender foobar > > replace(333, "Call for Inquiry", "Call Shenanigans", "The Admin", > "Almighty Bob"); > > // replaces the text "Call for Inquiry" with "Call Shenanigans" and the > // text "The Admin" with "Almighty Bob" anywhere it occurs. > > We then have a CGI script (or however we want to do that) that calls > functions to delete, replace, or add an entry in the ruleset file, which > should be written with unambiguous and clear syntax determining where > rules start and stop. The parsing would probably be done most easily in > Perl. > > Also, note that bd's version of Araltaln's prop is different than the > actual prop, which doesn't matter now, but will, considering that we are > all devious Players who love breaking things. bd's version creates a new > rule which repeals itself, whereas the original prop created no new > rules. So if there were side effects for creating a rule, say Dying, > it would matter. True. I'd expect the automation to be simply bypassed in real use (unless a suitable API's available) -- bd _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss