> > > Also trading games with different cargo units can work with the list
> > > easily too.
> >
> > How well will total weighted max work with both resource "size" and "mass"?
> > Could there be a problem there? IE, hitting the max size OR the max mass?
I think resources should probably be a special case as the client
already has a huge amount of detail about them. I will talk about them
in the other part of this thread.
<snip>
> The result is so the UI can do things like:
> Scouts * 3 (9 Ironium, 3 Germ, 21 Bor, 1128 Resources)
> Destroyer (50 Ironium, 42 Germ, 122 Bor, 29 Resources)
> ..
> Used: 50 Ironium, 45 Germ, 143 Bor, 1157 Res)
> Maximum ( 200 Ironium, 9843 Germ, 145 Bot, 1200 Res)
This is a good example if you replace the resource with other "things".
> Using 0 limits it means full costs can be calculated in games like
> Stars!.
I think this suggestion (which is basically a reordered version of nash's) is a
good idea,
* A List of, (these define the maximums)
* UInt32, read only, Limit for this 'resource'
* a GRS list, read only, thing this resource refers to
* A list of, (these are the possible selections)
* a UInt32, read only, id of what can be selected
* a String, read only, name of what can be selected
* a SInt32, read only, maximum that can be selected (-1 == no limit)
* a GRS list, read only, thing this item selection refers too
* A List of,
* UInt32, read only, Weight for this resource
* A list of, (these are the selections)
* a UInt32, read write, id of the selection
* a UInt32, read write, number of the selection
It might look quite complicated, but it gives a good extensibility.
Why is it a GRS list rather then a single reference? With the GRS you
always want to specify a list, this is because to properly reference
some things you need more the one reference. For example to reference
"order 10 on object 2" you need to GRS's (one to the order and one to
the object). It also means that you can get even more specific when more
things are added to the reference system.
Tim 'Mithro' Ansell
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