New issue 26 by hello.jay.araujo: Add support for scheduled events/ tick
functionality in the room based game
http://code.google.com/p/sorrows-mudlib/issues/detail?id=26
I'm not sure if it's possible to implement combat without this?
Even if combat strikes are manual (not automated), you'd still need some
sort of "You regain your balance" type of messages to prevent command
flooding.
Hence the need for some sort of fixed interval triggers.
Either that or the game developer could add this using uthread somehow?
Either that or the game developer should use uthread and create a
scheduler himself?
I found this:
http://code.google.com/p/stacklessexamples/source/browse/trunk/examples/scheduleNormal.py?r=169
Maybe it would be useful to have some reference implementation of it, that
we could expand upon.
Comment #3 on issue 26 by richard.m.tew: Add support for scheduled events/
tick functionality in the room based game
http://code.google.com/p/sorrows-mudlib/issues/detail?id=26
What about uthread.Sleep(seconds) or uthread.BeNice().
You should be able to do:
uthread.new(self.Func)
def Func(self):
while self.ticking:
...
uthread.BeNice()
or:
def Func(self):
secondsToSleep = 5.0
while self.operating:
...
uthread.Sleep(secondsToSleep)
Comment #4 on issue 26 by richard.m.tew: Add support for scheduled events/
tick functionality in the room based game
http://code.google.com/p/sorrows-mudlib/issues/detail?id=26
Revisiting this, I think that perhaps an action scheduler should be in the
room game, if not the mudlib.
I'm thinking that if I wrote up transcripts of a range of different actions
in a form where they can be executed as scripts against an action system
prototype, then that should drive implementation.