Wartbed:Architecture/Modules
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+ | ==Modules Technical Overview== | ||
The technical architecture details about the [[Wartbed:WARTBED|WARTBED]] modules. | The technical architecture details about the [[Wartbed:WARTBED|WARTBED]] modules. | ||
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==Interaction model== | ==Interaction model== | ||
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===Module Rule Sets=== | ===Module Rule Sets=== | ||
- | + | WARTBED's goal is to be able to represent as many RTT games as possible. However, some game types differ to an extent where rules for gameplay mechanics cannot meaningfully represent all. Therefore, WARTBED will be built upon the concept of ''rule sets'', which define the affordances of a game type. For instance, all ancient and medieval mêlée RTT games (SOTHR, WHDO, Myth, etc) will be representable under one such rule set. All modules thus subscribes to a rule set, and all modules of the same rule set will principally be able to interact. | |
===Unit Inheritance Hierarchies=== | ===Unit Inheritance Hierarchies=== | ||
- | :''Also see [[Wartbed:Files/Formats#Formats_related_to_unit_attributes|Unit-related file formats]]'' | + | :''Also see [[Wartbed:Files/Formats#Formats_related_to_unit_attributes|Unit-related file formats]] and the [[Wartbed:Files/Formats/Script|WARTBED Script format]]'' |
:''Also see [[Wartbed:Unit data|Unit Data]]'' | :''Also see [[Wartbed:Unit data|Unit Data]]'' | ||
The WARTBED Unit representation module purports to allow WARTBED units: | The WARTBED Unit representation module purports to allow WARTBED units: | ||
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[[Category:WARTBED]] | [[Category:WARTBED]] | ||
+ | [[Category:Unit data]] |
Current revision as of 19:06, 5 February 2010
WARTBED Architecture Architectural documents:
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WARTBED |
Contents |
Modules Technical Overview
The technical architecture details about the WARTBED modules.
Interaction model
How modules can interact with each other: f.i. how battles can be fought between units.
Module Rule Sets
WARTBED's goal is to be able to represent as many RTT games as possible. However, some game types differ to an extent where rules for gameplay mechanics cannot meaningfully represent all. Therefore, WARTBED will be built upon the concept of rule sets, which define the affordances of a game type. For instance, all ancient and medieval mêlée RTT games (SOTHR, WHDO, Myth, etc) will be representable under one such rule set. All modules thus subscribes to a rule set, and all modules of the same rule set will principally be able to interact.
Unit Inheritance Hierarchies
- Also see Unit-related file formats and the WARTBED Script format
- Also see Unit Data
The WARTBED Unit representation module purports to allow WARTBED units:
- to be translated and represented faithfully to their original games
- to allow them to possess and retain uniqueness
- to standardise their representation
- to allow them to be used interchangeably
- and to anchor their representation in such a way as to be fair and balanced
This is obviously anything but a trivial mission, and thus places great demand on how units are described (symbolically represented). To this end, WARTBED uses an Object-Oriented mark-up notation where hierarchies of data structures are assembled into "finished" units through node-tree-like inheritance. This hierarchy starts in base types that lay out the basic values of a unit of that type, which may then be adjusted by a succession of modifiers. For readability and atmosphere, the names "base type" and "modifier" can overloaded with monikers, typical examples of such might be "race" and "class".
For instance, this example shows how a number of aliases could be named, a type and a set of modifiers declared, and veteran warrior and marksman units are defined:
- Other aspects required for unit definitions are weapons, equipment, mounts, magic etc. This is not yet covered by this document. Also, this example file is oversimplified and f.i. the scope hierarchies used in the file formats document is not given here!