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Sailing

 
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undelhorn



Joined: 20 Jun 2014
Posts: 71

PostPosted: Sun Feb 18, 2018 7:06 am    Post subject: Sailing Reply with quote

I am not the best coder, but I want to try and code something for the LP Mud Base which I think (?) might be a module that could be used here to bring the sailing system to life and allow for high seas battle! From my understanding the code base is C/C++ with some custom libraries so whatever I code probably wouldn't be deployable immedately, but assuming your cool with a GitHub push or an upload here with the files for review and tweaking before a yes or no I would like to look at doing something that would:

-> Create one giant room as the ocean and coordinate ships along an X,Y axis similar to the SWR and SWRFOTE MUD systems.
---> Moving along the negative X-axis or towards 0 along the X-axis is moving west.
---> Moving along the positive X-axis or away from 0 along the X-axis is moving east.
---> Moving along the negative Y-axis or towards 0 along the X-axis is moving south.
---> Moving along the positive Y-axis or away from 0 along the X-axis is moving north.
---> Diagonals like southwest, southeast, northeast, northwest are possible.
-> Create a horizon which would hide ships and islands which are beyond 10 units away from the player's ship.
-> Automate sailing so that the ship moves along the current X,Y axis at a set rate. The rate would be the same as a combat round.
---> The player would set the course via 'course [X Y]'
---> The player would set the speed via 'sail [full/three quarters/half/one quarters/anchor]
-> Possible random wind directions so that sailing lets say east might have a -1 to ship speed or +1 depending on wind direction.
-> Expand the current sea map it so that it would allow for battles across multiple tiles.
Laerad is located at 2000,3600.
Shadow is located at 000,3600.
Deku is located at 2000,1600.
Dagger Straits are at 500,1800.
The Ocean is at 2400,1000 on the Dagger Sea.
Torm is located at 100,500 on the Dagger Sea.
Attaya is located at 2800,4300.
-> Give the current ships a face lift by adding different models for differnt things, almost like mounts.
Battleships - Good Attack, +# damage
Gallons - Can Carry Multiple People
Frigates - Good Defense, +# hull
Crusiers - Fast, +# movement rate
-> Allow the player to attack other ships.
---> The player would 'target [ship]' to target another ship tp attack.
---> The player would 'fire [ship]' to fire their cannons at another ship.
-> Allow the player if they are within 1 unit of measurement along the X,Y axis to board other ship. Once boarded combat is the same as on land with both players being in the same room.
---> The player would 'board [ship]' to board another ship.

Essentally the idea is to place the "room" that the player is in sits in a giant room that moves on a sliding scale automatically in another larger room similar to how they do now.

This could be expanded later with NPC crews or something like that, but I want to keep the project scope simple. I'm more of a scripter than full on developer, but little weekend project are fun sometimes. Mostly I'm familiar with Bash/Batch and Powershell, but I've slung some C/C++ on occasion.

Let me know what you think of the system.
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ballegator



Joined: 21 Jul 2015
Posts: 19
Location: Daytona Beach

PostPosted: Wed Jun 13, 2018 6:01 pm    Post subject: Reply with quote

I think this is a very cool idea. I have a funny feeling the coding would be intensive and therefore at the bottom of most of their lists. But again, it sounds awesome.
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undelhorn



Joined: 20 Jun 2014
Posts: 71

PostPosted: Wed Jun 13, 2018 7:33 pm    Post subject: Reply with quote

Yeah it ended up at the bottom of my list too. Preparing for a vacation/possible move to another country... again... and work stuff. Plus I've been having trouble with the newest version of Visual Studio. I rolled up from VS2015 to VS2018 and everything broke. Confused

Still I think it would offer a whole new element to the game and where I have seen it before (in the SWR code base) it works extremely well.
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Ares
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Joined: 19 Dec 2006
Posts: 1006

PostPosted: Wed Jun 13, 2018 11:20 pm    Post subject: Rooms Reply with quote

Sort of wish all of the games rooms used the same system with grid coordinates, so that we could have air above and digging of tunnels into the underdark or whatever. Probably the ocean would be the easiest way to start though. Technically you wouldn't actually need the ocean to be a room, just the boats. Then give existing boats a coordinate system like you mentioned and have the visuals based on how close the coordinates are to each other. Obviously you would want to write some descriptions for the water and shore line based on the coordinates so that when they got closer to land the descriptions were different.

The core idea wouldn't be all that hard to implement, but there would be a lot of minute details that would be required to get it all working smoothly, and the details would take a lot of time. Like what happens to players who's boats are destroyed. Do they just automatically drown? Do they sink into the ocean and get moved to some randomly generated underwater world? Do we forgo that bit for now and leave them on a wrecked boat drifting slowly towards a random island?

Anyhow, it's an interesting idea from a code perspective and something I think the players would like. Basically you would just need a daemon file that handles the interaction between different boats and keeps track of the locations of them all, possibly also handles spawning pirates/sea monsters/storms/whatever. And then the file for the boat inherit, and probably one for the various different boats. Not a lot of moving parts code wise, but a crap load of work with all the writing involved Very Happy

Good luck with your move and with this project when you get around to it. I check the boards on a fairly regular basis if you have any shadowgate related code questions that you need help with. Same goes for anybody that's working on stuff. Usually have time to offer some input code wise even when I'm doing stuff other than Shadowgate.
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undelhorn



Joined: 20 Jun 2014
Posts: 71

PostPosted: Thu Jun 14, 2018 1:00 am    Post subject: Reply with quote

I didn't think of what to do with those aboard destroyed boats until just now... Good idea with the master file too. Yup going to have to sort out VS again and get back on this one. Thanks Ares, I'll let you know if I get anywhere with it you helped me conceptualize part of how to handle it.
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Lujke
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Joined: 18 Nov 2006
Posts: 642

PostPosted: Thu Jun 14, 2018 5:35 am    Post subject: Reply with quote

There are some fairly cool ship battle Miniatures games you could look to for inspiration. I've never gotten round to it, but I've had in mind for some time to try to implement something using the Rolemaster Ship Law system.
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