User:Maunder/Suggestions
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Jump to navigationJump to searchThis is a page for me to write at length about my suggestions for improvement to the game.
Whistles and Shouts
Note: all distances in this suggestion are calculated the cartesian way [ d = sqrt (dx^2 + dy^2) ] see the attached picture for graphical representation of ranges.
Part I : Whistle
For 1 AP, any human player over level 4 may Whistle. Whistles have base range 3.
label | message text |
---|---|
W0 | You whistle. |
W1 | (Maunder) whistles. |
W2 | Someone whistles to the (northeast). |
Results:
- The whistler gets the message W0.
- Any player in the same location will get the identified message W1.
- Any player within base range (distance <= 3) will get the distant message W2 See below for implementation.
- If the whistler is outside, then:
- all inhabitants of huts within distance 1 (base range -2) of the whistler will also get W2.
- If the whistler is inside a hut, then:
- all players outside within distance 1 (base range -2) of the hut will also get W2.
- Enraged animals within distance 6 (double base range) will move preferentially towards the whistler for a while(?).
Further options:
- option: whistles cannot be heard by spirits
- option: base range is 6 for whistlers underground (inside tunnels).
Part II - Shout
Shouts have base range 5.
For 2 AP, any human player over level 4 may Shout a short message (a few syllables). (A suggested implementation of message filtering is below.) Results:
- Any player in the same location will get one of the following two identified messages, depending on whether they understand the language:
- If the listener is on the same side (Native/Outsider), or has the Expert Language skill, the listener gets: (Maunder) shouts, "(Leave me alone!)"
- Otherwise, the listener gets: (Maunder) shouts something.
- Any player within distance 3 (base range -2) of the shouter will get an audible message, again, depending on whether they understand the language:
- If the listener is on the same side, or has the Expert Language skill, the listener gets: Someone shouts to the (northeast), "(Leave me alone!)"
- Otherwise, the listener gets: To the (northeast), someone shouts something.
- Any player not within distance 3, but within base range distance 5 of the shouter will get the distant message: You hear someone shout to the (northeast).
- If the shouter is outside, then:
- all inhabitants of huts within distance 1 (base range -4) of the shouter will get the audible message listed above, depending on language.
- all inhabitants of huts greater than distance 1 but within distance 3 (base range -2) of the shouter will get the distant message.
- If the shouter is inside a hut, then:
- all players outside within distance 1 (base range -4) of the hut will also get the audible message, depending on language.
- all players outside within distance 3 (base range -2) of the hut will also get the distant message.
- Enraged animals within distance 10 (double base range) will move preferentially towards the shouter for a while(?).
Further options:
- option: shouts cannot be understood by spirits
Implementation Notes
Below are some pseudocode algorithms for tricky parts of implementing the above suggestions.
implementation of direction:
# assuming not at same location (dx!=0 or dy!=0) # given listener coord xl,yl, and whistler coord xw,yw # result is direction string. dx = xw-xl dy = yw-yl ns = ew = if dx==0 or abs(dy/dx)>sqrt(2)-1 { ns = (dy>0)? 'north':'south' } if dy==0 or abs(dy/dx)<sqrt(2)+1 { ew = (dx>0)? 'east':'west' } result = ns.ew
rough-counting syllables in a message:
# given distance d = sqrt (dx^2 + dy^2), and copy of message msg # result is rough count of number of syllables msg =~ s/e\s+/ /g; # remove trailing e's (silent) while (msg =~ s/[b-df-hj-np-tv-z]//) { syll++ } while (msg =~ s/([aeiou]{1,2}|y)//i) { syll++ } ...wip...