[Reality] Re: Current Task: OBJECT PROXIES.

Calvin Spealman ironfroggy at gmail.com
Thu May 4 16:38:52 CDT 2006


On 5/4/06, Jean-Paul Calderone <exarkun at divmod.com> wrote:
>
> On Thu, 4 May 2006 10:47:45 -0400, Christopher Armstrong <
> radix at twistedmatrix.com> wrote:
> >On 5/4/06, Mike Pelletier <mike at mkp.ca> wrote:
> >>On Thursday 04 May 2006 10:09, Christopher Armstrong wrote:
> >> > We did it. Rooms can now be dark (a LocationLighting powerup on a
> >> > room, with candelas set to 0), and they'll make everything inside of
> >> > them invisible[1]. It does this by powering up the room for
> >> > ILocationProxy, which will get a chance to proxy all of its contents
> >> > found during a findProviders traversal (as opposed to an IProxy,
> which
> >> > gets a chance to proxy all objects found *through* it, like the
> >> > objects on the other side of a red glass window).
> >> >
> >> > Then we implemented a torch. The torch is a Thing with a LightSource
> >> > powerup; the LightSource powers up its thing for ILightSource, and
> >> > provides a candelas attribute. The LightingLocation proxy searches
> for
> >> > (calls findProviders with) ILightSource, accumulates all the light
> >> > sources, and adds it to the ambient light of the room, to decide
> >> > whether it is bright enough to see anything.
> >>
> >>Does an ILocationProxy get to know who's asking?  Seems as though
> >>properties
> >>of the actor would be important to deciding whether it's bright
> enough/too
> >>bright.
> >
> >Not yet, but it's a good possibility. We've been careful to not do too
> >much that doesn't directly solve use cases we want to implement, so as
> >to avoid the abstraction-insanity that Imagination had. Getting
> >information about the observer doing the requesting sounds like
> >something that would really be necessary for a bunch of use cases,
> >though.
>
>
> I don't think IProxy.proxy needs to know who's asking.  The point
> is that the proxy objects it returns have logic in them.  Currently
> the illumination game system is extremely stupid: if a location is
> lit, everyone can see things in it; otherwise no one can.  A more
> advanced illumination game system would wrap objects and then provide
> an alternate IConcept implementation.  If the light level is low but
> non-zero, it can replace the thing's description with text like "a
> dark oblong blob"; since conceptualization does take the observer
> into account already, if it is dark but the observer has infravision,
> a custom description that takes both of these facts into account can
> be given to just that observer.
>
> Jean-Paul


As things progress and more combinations of conditions, objects, and actors
exist,
how will you manage all these descriptions of the objects in so many
environments
or what kind of automation will come to describing them under the different
conditions
and to differently abled actors? That is, will you need to define that for
some range of
light in a normally-visioned person that "a dark oblong blob" is the
description, or is
that somehow deducable by the system?
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