MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev] common server design
In <Pine.GSO.3.96.970803152545.27011J-100000@dryslwyn>, on 08/03/97
at 11:27 AM, Martin Keegan <martin#cam,sri.com> said:
>On Tue, 1 Jul 1997 clawrenc#cup,hp.com wrote:
>> In <33bc2b5e.28988475#relay,mnsinc.com>, on 06/26/97
>> at 08:59 AM, caliban#darklock,com (Caliban Tiresias Darklock) said:
>> >cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray) wrote:
>> >I made this exact same observation earlier in the discussion, along
>> >with the associated mention that this precludes the use of spaces in
>> >names. No response was ever made on the matter.
>>
>> One approach is to make command parsing a question of simple and
>> uniform expression evaluation. Make the rules simple and easy to
>> learn, and the rest should be almost automatic.
>Another approach is to model it as closely as possible on natural
>English, to the extent that typing in
>prompt> how do i fight
>should bring up the appropriate help section.
I don't see that this is an exception to the concept of having user
commands follow a simple and uniform expression syntax.
>> The simplist approach is defining that an ID string is a single
>> continuous string of non-white space characters, or a string of any
>> characters enclosed by quotes. Its ugly, but it works.
>shoving quotes and equals signs into the syntax are anathema to me.
Agreed. I'll admit exceptions however for human readability and
disambiguity.
>> More workable, but tougher to implement is automatic attempted parsing
>> of names as the command is parsed. There are obvious ambiguity traps,
>> but it can be done. The rule then becomes: an ID string is defined as
>> the shortest possible sequence of tokens in a given command which can
>> be used to uniquely identify a an indentity given the command's
>> context. A lot more runtime work, you'll need ambiguity trapping, but
>> it also works and works predictably.
>so long as you don't have too many addressable players and monsters
>in the game, the pruning and disambiguation is not all that hard.
>It's worth it though.
The fact that I don't have a global namespace really helps here.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] common server design,
clawrenc clawrenc#cup,hp.com, Wed 02 Jul 1997, 04:19 GMT
- Re: [MUD-Dev] noise,
clawrenc clawrenc#cup,hp.com, Wed 02 Jul 1997, 03:40 GMT
- Re: [MUD-Dev] Room-based vs. coordinate-based,
clawrenc clawrenc#cup,hp.com, Wed 02 Jul 1997, 03:25 GMT
[ Other Periods
| Other mailing lists
| Search
]