> I've been poking the example rulesets to get an understanding of how
> they work.  If you have a moment, I have  a couple of minor queires:
> 
> 
>       * Why is the mergefleet order in the ../rules/base directory,
>         but the splitfleet order in the ../rules/minisec directory?

Dunno. Probably because split fleet has some Minisec specific details
while mergefleet didn't.

>       * in the Tim Trader ruleset, orderOfOrders contains the NOp
>         order and the action, Turn.  Where is the action MoveAction?
>         Is it missing?

It has probably yet to be added. 

TIM Trader is not yet finished yet, it's only in the very initial stages
of development. I was working on trying to get the economy working
before doing the player interaction. It's currently on hold until I can
get some time to work on it.

>       * In ../minisec/objects/fleet.py there is the function
>     def speed(self):
>         """\
>         Returns the maximum speed of the fleet.
>         """
>         return self.ship_speed[max(self.ships.keys())]
> 
>     Is this correct?  Does'nt the max function provide the speed of
> the fastest ship in the fleet?  A fleets maximum speed is that of its
> slowest ship surely?

It's looking for the max ship ID and then getting the speed of that.
It's a hack for Minisec as the slowest ships have the largest ID.

>       * Within the ruleset's _ini_ script, what lines importing
>         classes from the core files are mandatory and which are
>         optional?  I assume importing the object base class is
>         mandatory and the message boards are not for instance.

Are you meaning __init__.py? Anything which is used in the file needs to
be imported :)

Message and Board are needed because the player creation method
(players) creates a welcome message. This is mainly going on my memory
so it might be a little bit different.

Try removing the line and see if things still work :)

>       * Will future development cover planets using components for
>         ground based objects, such as factories, laboritries etc?

Sure, they will probably be modelled as components and/or resources. It
will depend on the ruleset.

>       * If I create new orders, or properties on planets or ships,
>         does the client have to change in order to display them to the
>         player?

The client does not need to change if you add new orders or adding new
resources (that is the advantage of Thousand Parsec). 

Both tpserver-py and the primary client do not support tp04 which is
required for more advanced properties. I hoping to look into it after
the next 0.3.x release of tpclient-pywx.

Feel free to jump on IRC (irc://irc.freenode.org/#tp) if you want to
discuss this in real time.

Tim 'Mithro' Ansell


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