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On Friday 23 March 2007 06:53, DystopicFro wrote:
<snip>
> but I'm
> really interested in the implementation of a design environment.
>
> However I'm afraid that I don't quite understand the scope of the project.
> My initial understanding of TCPL is that is works within an already
> established ruleset to define components...I suppose what throws me off,
> though, is the title, a "ruleset" development environment.
>
> As I conceptualize it there would be some sort of persistent storage to
> hold the components and designs already made. I have to admit that I don't
> wholly understand all of the interactions yet, nor how this would be
> entirely separate from one of the servers (as the servers contain the
> ruleset information).
>
> Basically...I'm intrigued by the project but am missing the core knowledge
> to really know what needs to be done.

Ok, Here is my attempt to explain.

Rulesets define the rules of the game, including the available object and 
order types, the components and properties of designs, and combat (plus other 
things).  Components and Properties use the TPCL language to define the 
behaviour and rules of the properties and components, which then affects 
designs.

The term "ruleset development environment" is a bit of a misnomer. While a 
large proportion of ruleset development is creating the components and 
properties, as they are fairly verbose (at least in tpserver-cpp they are). 
So helping simplifying that area would be helpful. It may be that later on, 
when the ruleset development process is better understood, that the project 
could be extended to encompass all the tasks for ruleset development.

> I envision a GUI that provides sortable lists of components, searchable,
> even, with the ability to support templates for designing components based
> off of some standard format, the easy addition of properties and all of
> that, with much cross-checking and validation where interaction between
> components occurs, but I fear that I'm imagining something far different
> from what is expected.

That's not bad. TPCL is a bit hard to design and write correctly, because it 
is a programming language inside another one. Also, it's hard to keep a track 
of all the properties and components, and test designs which use them to make 
sure they do the right thing.

Another issue which could be discussed is just what the environment should 
output. From tpserver-cpp point of view, it would be cool if it spat out a 
C++ class (.h and .cpp files) that has a method to create the properties and 
components.

> -Fro

Later
Lee Begg
tpserver-cpp Lead Developer

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