Tim Ansell pisze:
> On Sun, 2007-09-09 at 21:16 +0200, Krzysztof Sobolewski wrote:
>> I've finally gotten Starmapper's TParsecDataModel to work and look decent.
>> Attached is its first public appearance :) The map was generated for the
>> universe then current on the demo1 server. Some things of note:
> 
> Cool :P Although, I'm not sure I understand how the merging happens
> around the centre (near the yellow, red, blue bit).

That's the Plotter's work. I used CappedMixingPlotter for that - it mixes
colours of regions proportionally to relative strenghts of each players'
influences. Non-mixing Plotters, where the colour is of the strongest
player, don't look so good here, because the planets all have the same value
and borders are ugly straight lines :)

>> - The planets all have the same "strength"; partly because I suppose demo1
>> runs minisec, where planets can be populated or not, and partly because
>> libtpproto-java is currently not able to get object properties like
>> population (how do I do that, BTW? :))
> 
> In Minisec probably the best indication is "military strength" (since no
> other properties exist).

Absolutely. In Stars! I used population, because it was the best
approximation of "military strength" available from the reports :)

> It would probably be a good idea to merge
> everything at the same location.

It's done automatically, the strengths are summed up from different sources.
So even if two planets are near each other (but not in the same place) their
influences on surrounding space combine.

> For fleets it should be pretty easy to assign a strength value, for
> planets, http://www.thousandparsec.net/tp/dev/documents/minisec.php

Hmm, fleets are not really a "territory", but it might look interesting :)
Starmapper doesn't support moving nodes, but for TP each session involves
only one turn, so it's not a problem here...

> Normal planets are considered to be equivalent to 2 battleships. Home
> world planet (The planet you start with at the beginning of the game) is
> considered 5 battleships.
> 
> There is no standard way to detect home worlds, on tpserver-cpp look for
> a homeworld resource.

Hmmmm. But this is a formal concept in the game?

>> One final thing: the model connets to the server and gets the object on the
>> fly, but be careful to be quick, before it gets hit by an unexpected (and
>> unasked for) TimeRemaining frame. Is this frame supposed to appear even when
>> I didn't ask for it?
>> -KS
> 
> Yes, Thousand Parsec supports async frames from the server (which you
> should notice have a Sequence Number of zero). 

Oh, good to know :)

> Hope this helps.

It does, thanks.
-KS

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