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Terminology
Mo Morsi edited this page Feb 4, 2014
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4 revisions
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location
- central component containing coordinates, an orientation, a movement strategy, and optional parent id.
- Locations with nil parents are assumed to be the root locations of their respective coordinate systems.
- The Motel server will periodically move / update location's coordinates and orientations in accordance to their movement strategies.
- Most regular users will only read access to motel locations (also being able to register callbacks to be invokedd on updates and such) as creating/updating locations is done internally by other subsystems as needed
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movement strategy
- Several movement strategies include:
- stopped
- linear,
- elliptical,
- rotating,
- following another location, and more
- These reside on the server side and will be periodically invoked to move the locations which they correspond to. Developers / server admins can easily add more strategies to describe any sort of desired movement.
- Several movement strategies include:
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galaxy/solar system/star/planet/asteroid
- The cosmos subsystem describes a physical universe.
- These entities are mapped to locations running in motel
- For the most part all these have a stopped movement strategy though planets move along an elliptical orbit
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resource:
- asteroids may contain resources which may be mined by a mining ship, and transferred to a station to use to construct new entities.
- Resources will be depleted over time though the server admin may use the mission subsystem to setup periodic events that will populate resources among other things.
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jump gate
- Artifacts that link solar systems together.
- Player owned ships within the trigger distance of a gate will jump to the destination system when the trigger command is issues.
- Be forewarned though, there might not be a gate back!
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ship/station:
- Player controlled entities used to move around and manipulate the universe.
- Ships have movement capabilities within a system as well as the means to mine resource and attack other ships (depending on the class).
- Ships require the use of jump gates to travel between systems.
- Stations on the other hand can jump between systems at will but do not have the means to travel within in a system.
- Manufacturing stations may be used to construct new ships and stations provided they have the resources.
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mission
- High level sequence of requirements, objectives, victory conditions, and rewards/penalties which privilged users may create.
- Any user satisfying a mission's requirement may accept it (provided they are not engaged in another mission at the time) and attempt to complete it.
- All missions are timed, the user has until the mission's expiration to complete the objectives.
- If they do so, their stats will be increased, and often a reward is issued.
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loot
- Loot is created with a ship's cargo upon its destruction
- Any player within the vicinity of cargo may collect it
- The player needs to have enough cargo space free in the ship they are collecting it with to successfully retrieve it
- Once collected, the loot will dissapear from the simulation and will no longer be accessible to other users
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stat
- Provide high level summaries and views on data managed by and related to the running simulation
- Used for user-raking, diagnostics, and many other purporses
- Clients with the required privileges may access & retrieve these via a json-rpc call like any other
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role / privilege
- Core components at center of access control system
- Certain operations and entities require certain privileges to be executed and operated on
- Privileges may be added/removed to / from roles before the server starts and on the fly
- Roles can be added/removed to users in the same manner
- Users with roles with privileges can invoke all the functionality the privileges entail
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more coming soon...