Talk:Remote agent
Event parameters?
The color and ball events need to describe the color of their respective subjects; how is this done? –Donal Fellows 16:34, 10 November 2010 (UTC)
- Wow, I wrote this a while ago. I'll have to look at it again and get back to you. I vaguely recall trying to write an implementation, then discovering a flaw in the spec. --Michael Mol 19:49, 10 November 2010 (UTC)
- Hm. At a quick glance, I'd guess ORing the relevant events with one of four values situated in the high nibble would do it. However, it might make more sense to create four unique events each for 'color' and 'ball', to keep them in the printable range. Adjust to suit; nobody's written any code. --Michael Mol 19:53, 10 November 2010 (UTC)
Is this a multi-user game? I mean, is the world shared globally among all users, or is there only a single agent per world? In the latter case, a new world would be created whenever a client connects, and this world would last only for that client's session, right? --Abu 11:04, 16 December 2010 (UTC)
- It's not yet clearly enough described, so… “maybe” has got to be the answer. –Donal Fellows 13:24, 16 December 2010 (UTC)
- For this one, single-user makes the most sense, I think. I'll have to get back later today and fix some problems with the task description. --Michael Mol 13:28, 16 December 2010 (UTC)
- Single-user, for sure; otherwise, clients would have to be forced to be in sync with each other, and there would be a race condition if two agents picked up a ball at the same time. The intent of the task was to have as a precisely defined protocol and virtual machine. --Michael Mol 22:31, 16 December 2010 (UTC)
- For this one, single-user makes the most sense, I think. I'll have to get back later today and fix some problems with the task description. --Michael Mol 13:28, 16 December 2010 (UTC)
"There may be 'wall' sectors within the area": Are there any specific rules for that? A percentage, like for the balls? How should the walls be arranged? The spec says that closed areas are prohibited, but in the extreme case this may still end up as a maze. --Abu 11:30, 16 December 2010 (UTC)
- Maze circumstances are fine; the intent in description was to prevent a ball from existing in a place where it couldn't be reached. --Michael Mol 22:31, 16 December 2010 (UTC)
Now I have a working server implementation (see the task). Concerning the color events, I propose to use upper- and lowercase characters: R G Y B for the fields (sectors), and r g y b for the ball. In an analog way, if we say that uppercase characters stand for sector attributes, and lowercase for ball attributes, and use some punctuation characters for special operations, the following makes sense to me:
name | type | character | decimal | hex |
forward | command | ^ | 94 | 0x5E |
turn right | command | > | 62 | 0x3E |
turn left | command | < | 60 | 0x3C |
get | command | @ | 64 | 0x40 |
drop | command | ! | 33 | 0x21 |
game over | event | + | 43 | 0x2B |
stop | event | . | 46 | 0x2E |
color red | event | R | 82 | 0x52 |
color green | event | G | 71 | 0x47 |
color yellow | event | Y | 89 | 0x59 |
color blue | event | B | 66 | 0x42 |
ball red | event | r | 114 | 0x72 |
ball green | event | g | 103 | 0x67 |
ball yellow | event | y | 121 | 0x79 |
ball blue | event | b | 98 | 0x62 |
bump | event | | | 124 | 0x7C |
sector full | event | S | 83 | 0x53 |
agent full | event | A | 65 | 0x41 |
no ball in sector | event | s | 115 | 0x73 |
no ball in agent | event | a | 97 | 0x61 |
- Epic timing. I'd just rewritten the commands myself. I like your command set better, though.--Michael Mol 22:27, 16 December 2010 (UTC)