Event Scope Propagation Edge Cases #139
DavidRieman
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In Event Scope Propagation in Eventing docs, we point out a limitation in the capabilities of the sensory event propagation, with the example about a tiny character in another's backpack "seeing" events happening outside the backpack.
No solution is in place yet, and we don't want to prematurely add too much complexity for detailed edge cases that most MUDs generally won't touch on at all. However, such a system could provide an interesting level of realism, if we can find a way to do it without too much complexity.
One idea - we may be able to accommodate for such edge cases with things like sensory magnitude modifiers conditionally applied to the event as it "passes down" to children (e.g. the backpack subtracts 100% of the visual magnitude of events passing through while closed, or partially while opened, but dampens audible magnitude much less so they can still "hear" what's happening outside).
Perhaps the same way could be used when chaining events to adjacent rooms and such (to hear loud things nearby and so on, trivializing the "yell" command by making it the same as "say" but with a high enough audible magnitude to bleed into adjacent rooms - depending on their dampening values - as rooms that are really "far" like big fields would probably want more dampening than rooms that represent 10 meter distances).
Another alternative may be EventScope modes which are more "traditional MUD" aware, knowing about "areas" and "rooms" and "players" and the like more intimately - and being able to craft an event that only propagates down through such traditional boundaries. Like having events that only propagate down specifically to players and not down through their equipment and other sub-things. Such events however, especially if baked into Core that way, might pose as problems for things like players-as-vehicles (perhaps space ship sims) or player-in-vehicles (perhaps cars and wagons). Those problems could then be compensated for with sensory event handlers that relay the events to their children as appropriate, like an "Outside: Bob smiles" message relayed as a new, wrapping sensory event to the players inside the vehicle.
Ultimately I'm not sure I like either of these ideas, but wanted to provide a place here for potential discussion on the topic.
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