Difference between revisions of "Scriptable Entities Design"

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== Database ==
== Database ==
To keep track of hired NPCs and store the scripts new elements will be needed in the DB.
To keep track of hired NPCs and store the scripts new elements will be needed in the DB. Creating one new record to keep all information regarding hiring. This will be equivalent to the server side HireSession object.
 
Two alternative solutions.
 
=== Alternative 1 ===
 
The character relationships record keep track of relationships between characters so extending with a new hired type should cover the need for this system. A new hired_npc_scripts record will be created to store the [[Custom NPC Dialogue|Custom NPC Dialogues]].
 
<uml>
 
class character << (D,orchid) >> {
  +id
}
 
class character_relationships << (D,orchid) >>{
  +character_id
  +related_id
  +relationship_type
  +spousename
}
note right of character_relationships
Relationship_type can be:
*familiar
*buddy
*spouse
*exploration
*hired (NEW)
end note
 
character "2" -- "0..n" character_relationships : >
 
class hired_npc_scripts << (D,orchid) >> {
  +hired_npc_id : int
  +container_item_id : int
  +working_hours : TBD
  +work_location : TBD
  +guard_positions : TBD
  +script : TEXT
}
note right of hired_npc_scripts
NEW record to keep hired npc scripts.
*hired_npc_id points to the NPC that is hired.
*container_item_id points to the container
containing items to be sold.
*script contain a Custom NPC Dialogue
end note
 
character "1" -- "0..n" hired_npc_scripts : >
</uml>
 
=== Alternative 2 ===
 
Creating one new record to keep all information regarding hiring. This will be equivalent to the server side HireSession object. This seams like a cleaner approach than Alternative 1.  


<uml>
<uml>
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}  
}  


class hired_npcs << (D,orchid) >> {
class npc_hired_npcs << (D,orchid) >> {
   +hired_npc_id : int
   +hired_npc_id : int
   +owner_id : int
   +owner_id : int
Line 312: Line 260:
   +script : TEXT
   +script : TEXT
}
}
note right of hired_npcs
note right of npc_hired_npcs
NEW record to keep hired npc information.
NEW record to keep hired npc information.
*hired_npc_id points to the NPC that is hired.
*hired_npc_id points to the NPC that is hired.
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end note
end note


character "2" -- "0..n" hired_npcs : >
character "2" -- "0..n" npc_hired_npcs : >
</uml>
</uml>


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<uml>
<uml>
[*] --> Hiring : Start Hire
[*] --> Hiring : Start Hire
Hiring --> HiredNotScripted : Confirm Hire
Hiring --> Hired
HiredNotScripted --> HiredScripted : Confirm Script
Hired --> [*] : Release
HiredScripted --> [*] : Release
 
state Hired {
  [*] --> NotScripted
  NotScripted --> Scripted : Confirm Script
  state NotScripted as "Not Scripted"
}
 
</uml>
</uml>


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This section will be started when Use Cases has been agreed.
This section will be started when Use Cases has been agreed.


=== Message Sequence Hire ===
=== Message Sequences ===
 
Sequence diagrams with focus on the messages going between the different programs.
 
==== Message Sequence Start Hire ====


<uml>
<uml>
actor Player
actor Player
participant Client
participant Server
participant NPCClient
database Database
Player -> Client : Context select
Player -> Client : Context select
Client -\\ Server : psUserActionMessage
Client -\\ Server : psUserActionMessage
Line 354: Line 316:
Client -// Server : psChatMessage
Client -// Server : psChatMessage
Server -> Server : Start Hire
Server -> Server : Start Hire
note over Player, NPCClient
database Database
note over Player, Database
   Some more sequences to decide working hour, type of NPC to hire, etc.
   Some more sequences to decide working hour, type of NPC to hire, etc.
   Using more Dialog Menu Messages and Chat Messages. Server update HireSession.  
   Using more Dialog Menu Messages and Chat Messages. Server update HireSession.  
end note
end note
</uml>
See also [[Context Menu Design]].
==== Message Sequence Confirm Hire ====
<uml>
actor Player
participant Client
participant Server
participant NPCClient
database Database
Player -> Client: Select text
Player -> Client: Select text
note right: "I confirm hiring"
note right: "I confirm hiring"
Client -\\ Server : psChatMessage
Client -\\ Server : psChatMessage
Server -> Server : Confirm Hire
Server -> Server : Confirm Hire
Server -> Database : hired_npcs
note right: Update hired_npcs with this new hire.
Client //- Server : psChatMessage
Client //- Server : psChatMessage
Player <- Client: Display chat
Player <- Client: Display chat
note right: "You hired a NPC"
note right: "You hired a NPC"
Server -\\ NPCClient : psNewNPCCreatedMessage
NPCClient -> Database : sc_npc_definition
note right: Update NPC definition with record for new NPC.
Client //- Server : psPersistActor
Client //- Server : psPersistActor
note right: Spawn the new Hired NPC
note right: Spawn the new Hired NPC
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Server -// NPCClient : psPersistActor
Server -// NPCClient : psPersistActor
Server -// NPCClient : psNPCCommandsMessage
Server -// NPCClient : psNPCCommandsMessage
note right: Server queue hired NPC to player
note right
  Server assign hired NPC to player.
  Add information to NPCClient about working location, guard positions etc. as applicable.
end note
Server //- NPCClient : psNPCCommandsMessage
Server //- NPCClient : psNPCCommandsMessage
note right: Cmd DRDATA
note right: Cmd DRDATA
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</uml>
</uml>


See also [[Context Menu Design]].
==== Message Sequence Script Hire ====
 
<uml>
actor Player
participant Client
participant Server
participant NPCClient
database Database
== Start ==
Player -> Client: Select context menu script
Client -\\ Server : psHiredNPCScriptMessage
activate Server
note right: "Request script"
Client //- Server : psHiredNPCScriptMessage
deactivate Server
note right: "Request Reply with script"
Player <- Client : Display Script Dialog
== Set Work Location ==
Player -> Client: Push work location
Client -\\ Server : psHiredNPCScriptMessage
note right: "Work Location"
activate Server
Server -> Server : Get Current Location
Server -\\ NPCClient : CheckWorkLocation
note right
  Verify that location is close to a waypoint
  and that a path from location to waypoint
  can be found.
end note
activate NPCClient
Server //-- NPCClient
deactivate NPCClient
Client //- Server :  psHiredNPCScriptMessage
note right: "Result from location verification"
deactivate Server
== Script ==
Player -> Client: Edit script
Player -> Client: Push Validate
Client -\\ Server : psHiredNPCScriptMessage
note right: "Validate script"
activate Server
Client //- Server : psHiredNPCScriptMessage
deactivate Server
note right: "Validate Reply"
Player <- Client : Update Script Dialog
== Confirm ==
Player -> Client: Push Confirm
</uml>
 
=== Server Sequence Diagrams ===
Sequence diagrams showing whats going on inside the server.


=== Server Start Hire Sequence ===
==== Server Start Hire Sequence ====


This sequence will establish the HireSession object in the HireManager. NetworkHandling is an abstraction of all the network related stuff.
This sequence will establish the HireSession object in the HireManager. NetworkHandling is an abstraction of all the network related stuff.
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</uml>
</uml>


=== Server Confirm Hire Sequence ===
==== Server Confirm Hire Sequence ====


<uml>
<uml>
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ChatManager -> NpcResponse : ExecuteScript
ChatManager -> NpcResponse : ExecuteScript
NpcResponse -> HireManager : ConfirmHire
NpcResponse -> HireManager : ConfirmHire
HireManager -> HireSession : HireConfirmed
activate HireManager
activate HireSession
HireManager -> HireSession : VerifyPendingHireConfigured
HireSession -> EntityManager : CloneNPC
HireManager -> EntityManager : CreateHiredNPC
note right: Spawn a new NPC
note right: Spawn a new NPC
activate EntityManager  
activate EntityManager
participant NpcManager
database Database
EntityManager -> Database : Copy of master NPC
EntityManager -> NpcManager : NewNPCNotify
NpcManager -\\ Network : psNewNPCCreatedMessage
EntityManager -\\ Network : psPersistActor
EntityManager -\\ Network : psPersistActor
HireSession <-- EntityManager : hiredNPC
deactivate EntityManager
deactivate EntityManager
HireSession -> HireSession : SetHiredNPC
HireManager -> HireSession : SetHiredNPC
HireSession -> NpcManager  : QueueHireNPCCmd
HireManager -> HireSession : Save
NpcManager -\\ Network : psNPCCommandsMessage
deactivate HireManager
deactivate HireSession
</uml>
 
==== Server Script Hired NPC Sequence ====
 
<uml>
actor Network
control NetworkHandling
participant HireManager
participant HireSession
database Database
 
 
</uml>
</uml>


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   -ownerId : PID
   -ownerId : PID
   -hiredNPCId : PID
   -hiredNPCId : PID
  -guild : bool
  -script : csString
   +HireSession(owner:gemActor)
   +HireSession(owner:gemActor)
   +SetHiredNPC(hiredNPC:gemNPCActor)
   +SetHiredNPC(hiredNPC:gemNPCActor)
   +HireConfirmed()
   +HireConfirmed()
  +Save()
}
}


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end note
end note
</uml>
</uml>
= Utility Functions =
== Admin /hire command ==
A admin /hire command equivalent to the NPC Dialogues will be created to allow testing and verification. Will also work as a GM tool to manipulate hires.
=== Sequence Diagram ===
<uml>
actor Admin
Admin -\\ Server : /hire start
Server -> Server : Start New Hire
Admin -\\ Server : /hire type "Merchant Guild"
Server -> Server : Set type for hire session.
Admin -\\ Server : /hire confirm
Server -> Server : Confirm Hire
Admin //- Server : New Hired NPC
Admin -\\ Server : /hire release
Server -> Server : Release Hire
</uml>


[[Category:Engine documents]] [[Category:Server Design]]
[[Category:Engine documents]] [[Category:Server Design]]

Latest revision as of 19:33, 11 February 2019

This desing realize the Scriptable Entities functionality.

Player Use Cases

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Hire NPC

Player can hire a NPC to do work for either the player or his guild.

To limit the number of Hired NPCs each player will only be able to hire at most one NPC. Guild might be allowed to hire more NPCs.

Activity Diagram

Using a NPC that hiring out other NPCs to start the hire. Each activity involving player is performed using NPC Dialogues.

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Target NPC that hires out NPCs

Player target an NPC that hires out other NPCs.

Select working hours

Through NPC Dialogues the player can start a hiring process. The player will need to select if a night or day assignment is needed.

Choices available:

  • Working day
  • Working night

Example NPC dialogue:

  • Player: I would like to hire a NPC.
  • NPC: Would you like to hire for day or night?
  • Player: For day work.

Select type of NPC to hire

Through NPC Dialogues the player can select type of NPC to hire. Merchant Player will only be available if the player meet a set of requirements Example: Level in crafting.

Choices available:

  • Guard
  • Merchant Player
  • Merchant Guild

Example NPC dialogue:

  • NPC: Would you like a guard or a merchant?
  • Player: I would like to have a guard.

Confirm Hiring

Through NPC Dialogues the player should confirm that he would like to hire.


Example NPC dialogue:

  • NPC: You can get one of my guard for 100 trias a day?
  • Player: I accept the conditions.

Activate Hired NPC

After hire is confirmed a NPC will be spawned and assigned to the hiring player. The hired NPC will than start to follow the player.

Define Locations

Enable the Hire to define locations used when scripting their hired NPCs. This would be Work Locations and Guard Locations.

Using the /location command enabling players to define locations for Scripting Hired NPCs. Might need some kind of association so that when character/guild is deleted the location is deleted as well.

Activity Diagram

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Script Hired NPC

Hired NPCs can be scripted. User open the Script Hired NPC Dialog to enter new scripts for the NPC.

Activity Diagram

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Identify Item Source

Select the source of the items to be sold. For Guilds this will be a container the guild dedicate to serve as the storage for the hired merchant.

Select Work Location

From a list of locations defined by the Player using the /locate operation a work location can be defined for the Hired NPC.

Validate Script

It is important that only valid scripts are given to the server. Need to make sure that the script is correct before script is stored in the db and assigned to the NPC. This validation should identify illegal syntax, validate that the commands are ok for players to use. As an example commands that create new items will not be available for players. See Custom NPC Dialogues for details.

Release NPC

A NPC that is no longer needed can be released. This will be done from the Script Hired NPC Dialog.

Activity Diagram

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Interact with Hired NPC

Using the NPC Dialogues to interact with the NPC. Custom NPC Dialogues created through the Script Hired NPC process provides the input to the NPC Dialogues system to provide custom dialogues.

Activity Diagram

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Buy Items

Using the standard interface to buy stuff from NPCs.

Activity Diagram

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Admin Use Cases

In this context admin is defined as setting or rule team members.

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Script NPCs that hire out NPCs

This activity creates NPC Dialogues for the NPC that are going to hire out NPCs.

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Select NPCs that hire

Selection of NPCs are outside scope of this design. That is part of the Setting process.

Create NPC Dialogue

The NPC Dialogues will through Response Operations define the hired NPCs. Each NPC that will hire out other NPCs might be different but they must include steps to:

  • Start Hire
  • Confirm Hire

They might include steps to:

  • Select working hours
  • Select type of NPC to hire
    • Guard
    • Merchant Player Items
    • Merchant Guild Items
  • Select experience level
    • Trainee
    • Expert

Hired NPC Use Cases

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Guard

Perform Guard duties. Pre-programmed guard action. Player select working hours, working position, a number of check points and interval for checking thous.

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NPC dialogue

Through Quest script syntax with user safe commands enabling custom scripts to be crated for the NPC.

Sell Player Items

NPC can sell items for the hiring player. Using the standard trade front end with the trading character.

Activity Diagram

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Sell Guild Items

NPC can sell guild items. Using the standard trade front end with the trading character.

Activity Diagram

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Detailed Design

This section will detail some of the activities identified in the Use Cases above. Down to a level that identifies messages between client, server and npc client and some of the sequences in the server as needed.

Database

To keep track of hired NPCs and store the scripts new elements will be needed in the DB. Creating one new record to keep all information regarding hiring. This will be equivalent to the server side HireSession object.

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State Diagrams

Hire Session States

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Sequence Diagrams

This section will be started when Use Cases has been agreed.

Message Sequences

Sequence diagrams with focus on the messages going between the different programs.

Message Sequence Start Hire

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See also Context Menu Design.

Message Sequence Confirm Hire

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Message Sequence Script Hire

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Server Sequence Diagrams

Sequence diagrams showing whats going on inside the server.

Server Start Hire Sequence

This sequence will establish the HireSession object in the HireManager. NetworkHandling is an abstraction of all the network related stuff.

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Server Confirm Hire Sequence

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Server Script Hired NPC Sequence

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Classes

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Utility Functions

Admin /hire command

A admin /hire command equivalent to the NPC Dialogues will be created to allow testing and verification. Will also work as a GM tool to manipulate hires.

Sequence Diagram

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