[MUD-Dev] Re: DBMS in MU*'s

Adam J. Thornton adam at phoenix.Princeton.EDU
Thu Jul 23 13:23:35 CEST 1998


On Sun, Jul 19, 1998 at 01:59:08PM -0700, quzah wrote:
> -----Original Message-----
> From: Adam J. Thornton <adam at phoenix.Princeton.EDU>
> To: mud-dev at kanga.nu <mud-dev at kanga.nu>
> Date: Sunday, July 19, 1998 10:48 AM
> Subject: [MUD-Dev] Re: DBMS in MU*'s
> >Multiple inheritance may provide a solution.  That is, I create an empty
> >table (class) "fragile" and nestle it under "object".  Then the goblet
> >inherits both "liquid_container" and "fragile".  And if someone tries to
> >break it, we look to see if it's a member of "fragile" (or "fragile*" if I
> >have subclassed "fragile" in the meantime).
> I am thinking of doing something along the lines of defining the pieces
> that make up the object [perhaps not, as this may be too resource hungry]
> such as, an axe would have a handle and a head/blade. The handle would be
> "made of" a material type, in this case, wood, the blade/head would have
> another material, in this case, hmm.. bronze sounds good. It'll be bronze.

The updated version:

I've created a top-level table called "attribute".

Then inherited from attribute I have things like "massive", "fragile",
"flammable", and so on.  Each of these has a couple of properties--for
example, "fragile" has a value attached to it specifying how fragile the
object is.

Next stop will be another top level table called "material".  This will
have things like "linen".  "Linen" inherits from "cuttable" and
"flammable"; it has low toughness (cuttable attribute) and pretty high
flammability.

Then I can have an item "shirt" somewhere in my object tree, which will
inherit from "item", "wearable", and "linen".  

This may still end up with way too many tables, though.

Adam
--
adam at princeton.edu 
"There's a border to somewhere waiting, and a tank full of time." - J. Steinman




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