Wartbed:Architecture/Modules
From Dark Omen Wiki
The technical architecture details about the WARTBED modules.
Contents |
Modules Technical Overview
Interaction model
How modules can interact with each other: f.i. how battles can be fought between units.
Module Rule Sets
Placeholder
Unit Inheritance Hierarchies
- 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: