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ToME: the Tales of Maj'Eyal • View topic - The real problem with the Automizer

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Sat Oct 03, 2015 4:12 pm 
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Uruivellas

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PostPosted: Mon Oct 05, 2015 11:33 am 
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Reaper

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This looks like a good idea to me.

I once tried to write a universal automizer (which isn't that hard to do conceptually) but realized that I needed a separate set of rules for every class and race. Something that could handle conditional logic more robustly would be better.


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PostPosted: Mon Oct 05, 2015 3:15 pm 
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Spiderkin

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Last edited by AnonymousHero on Mon Oct 05, 2015 8:06 pm, edited 1 time in total.

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PostPosted: Mon Oct 05, 2015 6:48 pm 
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Uruivellas

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I kind of figured. Ah well. :?

I might attempt to DIY here, not sure it's worth the effort though. Rather put the effort into another variant.


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PostPosted: Mon Oct 05, 2015 8:09 pm 
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Spiderkin

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FWIW, I think it might be a fun little programming learning experience (if you're so inclined) to implement a parser for something like PosChengband (using some sort of parser generator).

I also don't think it would be too hard to implement something quite Pythonesque (like your strawman proposal).


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PostPosted: Tue Oct 06, 2015 3:42 am 
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Sher'Tul Godslayer

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"Blessed are the yeeks, for they shall inherit Arda..."


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PostPosted: Tue Oct 06, 2015 1:09 pm 
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Uruivellas

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Wowza. Cool!

That would work, I think, up to version 2.3.9-ah (at best). Not past that, because it uses JSON rather than XML after that version.

Edit: BTW, @AnonymousHero, I'm curious - did the original implement its own XML parser or something?


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PostPosted: Tue Oct 06, 2015 4:48 pm 
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Spiderkin

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PostPosted: Tue Oct 06, 2015 8:19 pm 
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Uruivellas

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Naive, regex-based XML "parser", right... There but for the grace of God go I.

Anyway, I'm considering a go at the imperative automizer-script-thing. Never worked with parser generators before though. Googling up Flex/Bison, the syntaxes look like some bastard hybrid of Ruby, Haskell, and BNF... Though I feel like the main challenge would not be setting up the parser, so much as integrating the parser into the game in a meaningful and maintainable fashion.

(I guess the best/only way to do that, would be to have Flex and Bison invoked during the build process? Maintaining chunks of autogenerated, optimized C does not sound like fun.)


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PostPosted: Sun Oct 11, 2015 3:49 pm 
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Spiderkin

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