Difference between revisions of "UC MUD Code Planning"

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(Table brainstorming)
(Database)
Line 25: Line 25:
  
 
==Database==
 
==Database==
* Rooms
+
===Fact tables===
* Items
+
Every fact table has a non-null primary key (not listed b/c I don't want to have to type "PK" over and over). If a column is a FK link to another table, it will be noted.
* Characters
+
 
* Monsters/NPCs
+
{|
* Actions
+
! Table !! Columns !! Notes
 +
|-
 +
| Objects || wizard_id (FK to wizards), creation date, mass, size_id || wizard_id is id of wizard who created object
 +
|-
 +
| Sizes || size_name, size_order
 +
|-
 +
| Room instance || area, actions,
 +
|-
 +
| General room || description columns
 +
|-
 +
| Items || object_id (FK to objects)
 +
|-
 +
| Item personalization || item_id (FK to items), character_id (FK to characters), new field name, description
 +
|-
 +
| Living creatures || size, race_id (FK to races),
 +
|-
 +
| Characters ||
 +
|-
 +
| Races || size limitations, stat modifiers, racial_adjustment_id (FK to racial adjustments),
 +
|-
 +
| Random monster generation parameters ||
 +
|-
 +
| Actions ||
 +
|-
 +
| Guilds ||
 +
|-
 +
| Skills ||
 +
|-
 +
| Areas ||
 +
|-
 +
| Item class ||
 +
|-
 +
| Actions ||
 +
|-
 +
| Spells ||
 +
|-
 +
| Status adjustments ||
 +
|-
 +
| Racial adjustments ||
 +
|-
 +
| Metadata || table name, column name, PK_flag, FK_flag, FK_link (FK to metadata_id, self-referential) || Can we have this auto-generate? Based on system tables?
 +
|-
 +
| Players || user_id, object_id (FK to objects), password (encrypted?),
 +
|-
 +
| Character sort orders || sort column, asc/desc
 +
|-
 +
| Wizards || character_id (FK to characters), wizard_class_id (FK to Wizard Class), wizarding_start_date
 +
|-
 +
| Wizard Class || class_name, permissions
 +
|}
 +
 
 +
===Dimension tables===
 +
Where X and Y are items in different fact tables.
 +
* If X will have at most one of Y, then X should have a foreign key to Y's primary key (noted above)
 +
** If X will always have one Y, then that foreign key should be constrained to not null
 +
* If X can have many Y, and Y can have many X, then X and Y need a dimension table. Said table should consist of only two items: the primary keys of X and Y
 +
 
 +
{|
 +
! X !! Y !! This represents ...
 +
|-
 +
| Characters || Skills
 +
|-
 +
| Characters || Guilds
 +
|-
 +
| Characters || Status adjustments
 +
|-
 +
| Characters || Racial adjustments
 +
|-
 +
| Actions || Meta-table item
 +
|-
 +
| Items  || Item class
 +
|-
 +
| General room || Room instance ||
 +
|-
 +
| Characters || Spells
 +
|-
 +
| Items || Spells
 +
|-
 +
| Character sort order | Player
 +
|}
 +
 
 +
 
 +
 
 +
===Working tables===
 +
Temp tables to be used while player is logged in, dropped after/at reboot
 +
* Inventory? How to persist, write to more permanent table?
 +
* Status that wears off
 +
 
  
 
===Table brainstorming===
 
===Table brainstorming===
# Everything as an item?
+
# Everything as an object
 
#* Rooms are containers
 
#* Rooms are containers
 
#* Characters and Monsters/NPCs modeled the same, also containers
 
#* Characters and Monsters/NPCs modeled the same, also containers
#* Item=object. Table includes very basic information common to all objects. PK/FK link to other tables
+
#* Object table includes very basic information common to all objects. PK/FK link to other tables
 
# All actions have common ties
 
# All actions have common ties
 
#* Actions include spells and attacks, but also skills, emotes, buying, etc.  
 
#* Actions include spells and attacks, but also skills, emotes, buying, etc.  

Revision as of 12:16, 25 October 2011

Interface and code

  • Web based?
  • AJAX?
  • Rails?

Brainstorming

  1. Have defined sections of the page for basic ways to interact with game
    • Room/environment view box
    • Inventory
      • Item view
    • Other characters/NPCs
      • separate from room? or basically like the room is a container and a subwindow that shows what's in the room--items, players, npcs. Things #an go in and out without changing the view of the environment.
    • Combat
    • Conversations
      • Include emotes here? basically, an action window?
      • Split between chat lines/tells/room actions? If we have chat lines/tells
  2. Obvious and non-obvious methods of interaction
    • Obvious methods (go north, wield sword, don armor, press button) as clickable links
    • Non-obvious methods not displayed, but given an empty text box to input commands
  3. Way to script things?
  4. Mobile site?
  5. Telnet option
    • Web interface a wrapper around all information given, but with traditional telnet interface of many lines coming at you?
    • Or telnet interface with a text-based browser style? Keep the different windows?

Database

Fact tables

Every fact table has a non-null primary key (not listed b/c I don't want to have to type "PK" over and over). If a column is a FK link to another table, it will be noted.

Table Columns Notes
Objects wizard_id (FK to wizards), creation date, mass, size_id wizard_id is id of wizard who created object
Sizes size_name, size_order
Room instance area, actions,
General room description columns
Items object_id (FK to objects)
Item personalization item_id (FK to items), character_id (FK to characters), new field name, description
Living creatures size, race_id (FK to races),
Characters
Races size limitations, stat modifiers, racial_adjustment_id (FK to racial adjustments),
Random monster generation parameters
Actions
Guilds
Skills
Areas
Item class
Actions
Spells
Status adjustments
Racial adjustments
Metadata table name, column name, PK_flag, FK_flag, FK_link (FK to metadata_id, self-referential) Can we have this auto-generate? Based on system tables?
Players user_id, object_id (FK to objects), password (encrypted?),
Character sort orders sort column, asc/desc
Wizards character_id (FK to characters), wizard_class_id (FK to Wizard Class), wizarding_start_date
Wizard Class class_name, permissions

Dimension tables

Where X and Y are items in different fact tables.

  • If X will have at most one of Y, then X should have a foreign key to Y's primary key (noted above)
    • If X will always have one Y, then that foreign key should be constrained to not null
  • If X can have many Y, and Y can have many X, then X and Y need a dimension table. Said table should consist of only two items: the primary keys of X and Y
X Y This represents ...
Characters Skills
Characters Guilds
Characters Status adjustments
Characters Racial adjustments
Actions Meta-table item
Items Item class
General room Room instance
Characters Spells
Items Spells
Player


Working tables

Temp tables to be used while player is logged in, dropped after/at reboot

  • Inventory? How to persist, write to more permanent table?
  • Status that wears off


Table brainstorming

  1. Everything as an object
    • Rooms are containers
    • Characters and Monsters/NPCs modeled the same, also containers
    • Object table includes very basic information common to all objects. PK/FK link to other tables
  2. All actions have common ties
    • Actions include spells and attacks, but also skills, emotes, buying, etc.
    • Any interaction with an object, including yourself. Leveling up is an action.
    • Not all actions can be called directly. Some can only be called by computer/other action. This flag can be one of the common ties
    • Actions PK/FK link to other tables to further define them
    • Are actions also items? Or can items have actions? Or can items have access to a class of actions?
  3. Classes of items/actions
    • Clearly defined definitions of items and actions. Adding a new item/action must go into one of these groups. Adding a new class rearranges the DB a bit.
    • Subclasses/Superclasses can be defined to combine/narrow things down. Probably superclasses are more likely, to make things have only one class?

Interaction

  • Modeling NPCs as computer-controlled PCs
  • Objects with built in calls for actions?
  • Characters as special kinds of items?
  • Rooms as special kinds of items?


UC_MUD