Task System

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Revision as of 13:44, 21 May 2008 (edit)
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(Task Types - Expanding and unifying task types)
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== Task Types == == Task Types ==
-* Courier+=== Courier ===
-** Originator gives object/information to Actor who must deliver it to Objective.+* '''Description''': Actor must deliver a package from Originator to Target
-** Roles:+* '''Roles''':
-*** Originator+** Originator
-*** Actor (courier?)+** Actor
-*** Deliveree?+** Target
-* Knowledge+=== Knowledge ===
-** Originator dictates X pieces of Objective knowledge Actor must become familiar with/memorize.+* '''Description''': Actor must become familiar with and/or memorize the topics decreed by Originator
-*** Originator+* '''Roles''':
-*** Actor+** Originator
-* Exploration+** Actor
-** Originator dictates location Objective that Actor must become familiar with/memorize.+=== Exploration ===
-*** Originator+* '''Description''': Actor must become familiar with and/or memorize a specific location.
-*** Actor+* '''Roles''':
-* Elimination+** Originator
-** Originator dictates Objective target that Actor must kill.+** Actor
-*** Originator+* '''Notes''': This may actually be a subset of Knowledge, do we want to split them like this for clarity of purpose?
-*** Actor+=== Elimination ===
-*** Target+* '''Description''': Actor must kill Target dictated by Originiator
-* Collection+* '''Roles''':
 +** Originator
 +** Actor
 +** Target
 +=== Collection ===
** Originator dictates X Objective items that Actor must gather. ** Originator dictates X Objective items that Actor must gather.
-* Escort+=== Escort ===
** Originator dictates Actor must escort Objective to destination. ** Originator dictates Actor must escort Objective to destination.
*** Originator *** Originator
*** Actor *** Actor
*** Escorted *** Escorted
-(suggestions by twi -- dunno if some of these are too uwieldy for the system being envisioned)+=== Heal ===
-* Heal+
** Originator dictates Objective target with an injury, malady, or curse that Actor must remedy. ** Originator dictates Objective target with an injury, malady, or curse that Actor must remedy.
-* Befriend+=== Befriend ===
** Originator dictates Objective target of whom Actor must acquire friendship (befriended status). ** Originator dictates Objective target of whom Actor must acquire friendship (befriended status).
-* Recruit+=== Recruit ===
** Originator dictates Objective target of whom Actor must acquire "ownership" (command). ** Originator dictates Objective target of whom Actor must acquire "ownership" (command).
-* Arbitrate+=== Arbitrate ===
** Originator dictates two or more Objective targets for whom Actor must forge a friendship between (reciprocal befriended status) ** Originator dictates two or more Objective targets for whom Actor must forge a friendship between (reciprocal befriended status)
-* Ally+=== Ally ===
** Originator dictates two or more Objective targets for whom Actor must forge a command relation between. ** Originator dictates two or more Objective targets for whom Actor must forge a command relation between.
-* Convert+=== Convert ===
** Originator dictates Objective target that Actor must convince/force to change worships. ** Originator dictates Objective target that Actor must convince/force to change worships.
-* Protect+=== Protect ===
** Originator dictates Objective target(s) that the Actor must protector from harm for some delimited amount of time [with the amount of injury that can be sustained and the proportion of the targets that must survive being variables]. ** Originator dictates Objective target(s) that the Actor must protector from harm for some delimited amount of time [with the amount of injury that can be sustained and the proportion of the targets that must survive being variables].
-* Guard+=== Guard ===
** Originator dictates Objective target item(s) that must be kept in a location for some delimited amount of time. ** Originator dictates Objective target item(s) that must be kept in a location for some delimited amount of time.
-* Alter+=== Alter ===
** Originator dictates Objective target item(s) that must be altered in some way -- cursed, uncursed, enchanted, disenchanted, sharpened, repaired. ** Originator dictates Objective target item(s) that must be altered in some way -- cursed, uncursed, enchanted, disenchanted, sharpened, repaired.
-* Destroy+=== Destroy ===
** Originator dictates Objective target item(s) that must be destroyed. ** Originator dictates Objective target item(s) that must be destroyed.
-* Dissention+=== Dissention ===
** Orginiator dictates Actor must cause strife between targets Objective. Polar opposite of Ally. ** Orginiator dictates Actor must cause strife between targets Objective. Polar opposite of Ally.
- 
-[removed suggestions by iggy; see discussion. --twi] 

Revision as of 13:51, 21 May 2008

This page is for the developers to discuss, debate, and collaborate on the in-process dynamic task system. To start I'll outline the various sections that I think we will need to interact with and then list the expected interactions there of.

Contents

Incarnos

  • ability to store gathered tasks
  • ability to show and retrieve information on stored tasks via show?

Autonomon

  • This section will all likely be encompassed by an extension attachable to a living. Incarnoi could possibly inherit this functionality?
  • ability to know it's a task granter
  • ability to poll for available, and suitable, tasks
  • ability to respond to queries for available tasks
  • ability to describe available tasks to incarnoi
  • ability to evaluate progress of an incarnoi's relevant task
  • ability to complete and reward an incarnoi who completes a relevant task

Task Daemon

  • broker for task type definitions
  • stores all tasks? ever? (database interaction?) at minimum, provides ability to specify an incarnos/autonomon/unique-tag and find out what active tasks in the MUD it is involved with and what roles it has in them
    • should tasks that are defined at an individual level for say Losthaven be kept track of by a centralized daemon or a project specific daemon? Are there any physical limitations to holding a potentially large subset of tasks in a central place like that? interlacing it with the SQL would be interesting, I'd like to see the available tasks able to be thrown up on the webpage dynamically.

Task Descriptor

Fields

  • Task_Type_Code
    • Data type: int
    • Description: Identifies the task's type which defines default beavhior.
    • Defined by: /lib/task_types.h, /def/task_type/*
    • Example: Task_Type_Elimination
    • See: Task System#Task Types
  • Task_Name
    • Data type: string
    • Description: A basic short title for the task.
    • Example: "Aildrek's Rat Problem"
  • Task_Description
    • Data type: string
    • Description: A verbose description of what the task entails.
    • Example: "Aildrek's tavern, the Lost Lamb, has an ongoing rat problem that needs dealing with."
  • Task_Status
    • Data type: ?? (should this be a Task_Flag instead?)
    • Description: ...
    • Example: ...
  • Task_Roles
    • Data type: mapping
    • Description: An infostore field that will hold the varying roles unique to each task type.
    • Example: ([ "actor" : "/usr/erebus", "originator" : "/d/Almeria/Losthaven/npc/aildrek", "target" : "/d/Almeria/Losthaven/Sewers/mon/rat" ])
    • See: Task System#Task Types
  • Task_Objectives
    • Data type: ?? (does this need to be a seperate descriptor type possibly?)
    • Description: This would ideally describe the objective of the task in some meaningful way.
    • Example: ([ "/d/Almeria/Losthaven/Sewers/mon/rat" : 30 ])
  • Task_Info
    • Data type: variable
    • Description: A general purpose infostore for the descriptor.
  • Task_Flags
    • Data type: bitmask
    • Description: This field holds the various bitmask flags for the descriptor.
    • Example: Task_Flag_Active
    • See: Task System#Flags
  • Task_Unique_Tag
    • Data type: int
    • Description: A system generated unique numeral tag for this task.
    • Example: -1159877561

Flags

  • Task_Flag_Active

Functions

  • task_setup?
    • this will do basic setup for the descriptor and the Actor for the task type
    • for example with the elimination type above it could setup an At_Kill hook on the Actor that would check for its target against the killed, and if found flip the task to completed
  • task_validate
    • validates the task descriptor against the defined 'win' conditions, returns true or false
  • task_complete
    • completes the task, awarding any rewards and setting the task to completed

Task Types

Courier

  • Description: Actor must deliver a package from Originator to Target
  • Roles:
    • Originator
    • Actor
    • Target

Knowledge

  • Description: Actor must become familiar with and/or memorize the topics decreed by Originator
  • Roles:
    • Originator
    • Actor

Exploration

  • Description: Actor must become familiar with and/or memorize a specific location.
  • Roles:
    • Originator
    • Actor
  • Notes: This may actually be a subset of Knowledge, do we want to split them like this for clarity of purpose?

Elimination

  • Description: Actor must kill Target dictated by Originiator
  • Roles:
    • Originator
    • Actor
    • Target

Collection

    • Originator dictates X Objective items that Actor must gather.

Escort

    • Originator dictates Actor must escort Objective to destination.
      • Originator
      • Actor
      • Escorted

Heal

    • Originator dictates Objective target with an injury, malady, or curse that Actor must remedy.

Befriend

    • Originator dictates Objective target of whom Actor must acquire friendship (befriended status).

Recruit

    • Originator dictates Objective target of whom Actor must acquire "ownership" (command).

Arbitrate

    • Originator dictates two or more Objective targets for whom Actor must forge a friendship between (reciprocal befriended status)

Ally

    • Originator dictates two or more Objective targets for whom Actor must forge a command relation between.

Convert

    • Originator dictates Objective target that Actor must convince/force to change worships.

Protect

    • Originator dictates Objective target(s) that the Actor must protector from harm for some delimited amount of time [with the amount of injury that can be sustained and the proportion of the targets that must survive being variables].

Guard

    • Originator dictates Objective target item(s) that must be kept in a location for some delimited amount of time.

Alter

    • Originator dictates Objective target item(s) that must be altered in some way -- cursed, uncursed, enchanted, disenchanted, sharpened, repaired.

Destroy

    • Originator dictates Objective target item(s) that must be destroyed.

Dissention

    • Orginiator dictates Actor must cause strife between targets Objective. Polar opposite of Ally.
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