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 Post subject: Re: [WIP] Diplomacy OXP
PostPosted: Sat Apr 29, 2017 10:22 pm 
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---- E L I T E ----
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Joined: Tue Mar 03, 2015 11:35 am
Posts: 436
Location: Paris
The 0.7 version is in the manager. Strategic Map !!! :D
2 evolutions:
- tech: an Alliances Engine is being implemented,
- flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.

No known bug.
The event system is disabled in this version.

Disclaimer: It is STILL a Work In Progress.
In particular, the savefile format might change in the future; so it wouldn't do to expect a savefile from an old version to work with a newer version code.
If experimenting problems, the easy way is to edit the savefile and remove the lines including "Diplomacy". Then next start, the oxp will begin anew.

In the next version, it might be that
a) the event system is speedily working,
b) an event is implemented.

Changelog

0.7 Improvement, flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.
0.6 Improvement, flavor: tax amount depends on the time spent since the last taxation.
Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.
0.5 Bugfix manifest.plist for the oxz manager.
0.4 Put into the oxz manager.
0.3 New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.
New, doc: provided a dedicated file DiplomacyRoadmap.txt
Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.
Improvement, speed: optimized the loops in the engine
Improvement, logic: when starting, the player is docked, so we should process the saved actions.
Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.
Bugfix: the init action using the api wasn't working after a restore from the savefile.
Cleaning: log cleaning, file cleaning.
0.2 The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.
0.1 First version of the Diplomacy engine. Systems are introduced as a type of "Actor". "SELFTAX" is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.


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 Post subject: Re: [WIP] Diplomacy OXP
PostPosted: Fri May 19, 2017 11:59 am 
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---- E L I T E ----
---- E L I T E ----
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Joined: Tue Mar 03, 2015 11:35 am
Posts: 436
Location: Paris
The 0.8 version is in the manager. Alliances and Snooper news edition !!! :D

-------------------------------------------------------------------------------------

Systems treasury!
Wars require money, and countries are defeated either by battles or by bankruptcy,
sometimes the latter producing the former.
The Treasury and Tax levels are displayed in the F7 system information.
Each system treasury is increased through taxation each player jump,
depending on the time past since the last jump.

Strategic map!
New F4 Interface screen: the Diplomacy Strategic Map!
There, you can see the systems which (dis)like each other...

Systems alliances!
Two systems within 7ly of each other may now form an alliance, if they like each other enough.

News!
Some Snooper news are now displayed when an alliance is formed between two systems,
and the player is within 7ly of one of the allied systems.

-------------------------------------------------------------------------------------

The next version might provide:
- the score given to a system by another depend on who they are allied to.
- Systems may break an alliance if they don't like anymore the other system.
- An Alliance API.
- The score threshold to form an alliance is configurable through the Alliance API.
- Bugfix : currently, only systems within 7 ly of the system with the highest id of the 2 systems in an alliance
are informed of the alliance. It should be systems within 7 ly of any of the 2 systems in the alliance.

-------------------------------------------------------------------------------------

Dependencies : Snoopers OXP

Known bug : currently, only systems within 7 ly of the system with the highest id of the 2 systems in an alliance are informed of the alliance. It should be systems within 7 ly of any of the 2 systems in the alliance.

Disclaimer: It is STILL a Work In Progress.
In particular, the savefile format might change in the future; so it wouldn't do to expect a savefile from an old version to work with a newer version code.
If experimenting problems, the easy way is to edit the savefile and remove the lines including "Diplomacy". Then next start, the oxp will begin anew.

-------------------------------------------------------------------------------------

Changelog

0.8 Improvement, flavor: Two systems within 7ly of each other may now form an alliance, depending
on their relation quality. Currently, each must have a score for the other of at least +0.5.
Improvement, flavor: some Snooper news are now displayed when an alliance is formed between two systems,
and the player is within 7ly of one of the allied systems.
New, oxp dev func: introduced a functional Event system.
0.7 Improvement, flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.
0.6 Improvement, flavor: tax amount depends on the time spent since the last taxation.
Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.
0.5 Bugfix manifest.plist for the oxz manager.
0.4 Put into the oxz manager.
0.3 New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.
New, doc: provided a dedicated file DiplomacyRoadmap.txt
Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.
Improvement, speed: optimized the loops in the engine
Improvement, logic: when starting, the player is docked, so we should process the saved actions.
Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.
Bugfix: the init action using the api wasn't working after a restore from the savefile.
Cleaning: log cleaning, file cleaning.
0.2 The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.
0.1 First version of the Diplomacy engine. Systems are introduced as a type of "Actor". "SELFTAX" is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.


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 Post subject: Re: [WIP] Diplomacy OXP
PostPosted: Sat Jun 03, 2017 7:04 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Mar 03, 2015 11:35 am
Posts: 436
Location: Paris
The 0.9 version is in the manager. Alliances may be broken!!! Other dev can introduce alliances rules through the Alliance API :D

-------------------------------------------------------------------------------------

Systems treasury!
Wars require money, and countries are defeated either by battles or by bankruptcy,
sometimes the latter producing the former.
The Treasury and Tax levels are displayed in the F7 system information.
Each system treasury is increased through taxation each player jump,
depending on the time past since the last jump.

Strategic map!
New F4 Interface screen: the Diplomacy Strategic Map!
There, you can see the systems which (dis)like each other...

Systems alliances!
Two systems within 7ly of each other may now form or break an alliance, if they like each other enough.

News!
Some Snooper news are now displayed when an alliance is formed between two systems,
and the player is within 7ly of one of the allied systems.

-------------------------------------------------------------------------------------

The next version might provide:
- the History
- a more complete alliance API

-------------------------------------------------------------------------------------

Dependencies : Snoopers OXP

No known bug.

Disclaimer: It is STILL a Work In Progress.
In particular, the savefile format might change in the future; so it wouldn't do to expect a savefile from an old version to work with a newer version code.
If experimenting problems, the easy way is to edit the savefile and remove the lines including "Diplomacy". Then next start, the oxp will begin anew.

-------------------------------------------------------------------------------------

Effects on game performance

This oxp works only when the player is docked, so there is no impact during the flight time.
During the docking, it works once every ten frames, the effect on player experience should be negligible.
If it isn't negligible, tell me and I'll put in the ability to choose the number of frames.
Even if the effect is negligible on the player, it uses lots of cpu, so it might not be negligible on the battery.

-------------------------------------------------------------------------------------

Changelog

0.9 Improvement, flavor: the score given to a system by another depend on who they are allied to.
Improvement, flavor: systems may now break their alliances.
Bugfix: systems within 7 ly of any of both systems in the alliance are now informed of the alliance.
Improvement, dev func: introduced an Alliance API.
0.8 Improvement, flavor: Two systems within 7ly of each other may now form an alliance, depending
on their relation quality. Currently, each must have a score for the other of at least +0.5.
Improvement, flavor: some Snooper news are now displayed when an alliance is formed between two systems,
and the player is within 7ly of one of the allied systems.
New, oxp dev func: introduced a functional Event system.
0.7 Improvement, flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.
0.6 Improvement, flavor: tax amount depends on the time spent since the last taxation.
Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.
0.5 Bugfix manifest.plist for the oxz manager.
0.4 Put into the oxz manager.
0.3 New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.
New, doc: provided a dedicated file DiplomacyRoadmap.txt
Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.
Improvement, speed: optimized the loops in the engine
Improvement, logic: when starting, the player is docked, so we should process the saved actions.
Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.
Bugfix: the init action using the api wasn't working after a restore from the savefile.
Cleaning: log cleaning, file cleaning.
0.2 The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.
0.1 First version of the Diplomacy engine. Systems are introduced as a type of "Actor". "SELFTAX" is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.


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