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» SmaugMuds.org » Codebases » SmaugFUSS » Player Housing from Smaug 1.8b
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Player Housing from Smaug 1.8b
< Newer Topic :: Older Topic > Never merged into SmaugFUSS?

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Post is unread #1 Nov 4, 2014, 8:46 pm
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Samson
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So I was going through a bunch of the old posts and doing some diffs and patches to check stuff and came to the realization that the player housing code from Smaug 1.8b (the official release) was never merged into the SmaugFUSS codebase.

Was there some reason this never happened? Was it simply that nobody had time to convert it for the updated reset system, or had it been decided at some point to just leave it out?

If it's just cause nobody had time now would be a good window to take care of this before I drift back off to hiding under my rock again :P
       
Post is unread #2 Nov 4, 2014, 8:50 pm
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Samson
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Oh, and I guess the same thing with the starmap and combat stances code too. SmaugFUSS hasn't picked up either of those, but they may be too specific to Realms of Despair and may have been included in their distro by mistake.
       
Post is unread #3 Nov 6, 2014, 11:58 am   Last edited Nov 6, 2014, 12:01 pm by Matteo2303
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Matteo2303
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Hi Samson,

About starmap and combat stances I think probably because they are not features interesting enought.
I read the code now, quickly: starmap It's easy to import. C.stances seem less.

mat
       
Post is unread #4 Nov 6, 2014, 12:58 pm
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Samson
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I found the starmap code. Apparently we moved it to act_info.c for whatever reason. You are right about the stance code, appears to either be unfinished or is a rehash of the existing styles code.

Still wondering about the houses though.
       
Post is unread #5 Nov 6, 2014, 3:37 pm
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ayuri
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Wee long time for me here...
Anyhow, the star wars variants have some form of player housing (not 100% on the FUSS versions however -- going from memory and typing on the phone). I've not looked at smaug 1.8b's housing code. I do think it would be nice to have one player home system for all the bases.

Would make maintenance easier imo. Can't think of too many snippets that would rely on player homes.

Samson,
Nice to see you around again.

ayuri
       
Post is unread #6 Nov 6, 2014, 8:22 pm
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Quixadhal
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Morning Samson!

Nice to see you awake again.

On the topic of maintenance, here's an idea that might be worth a couple days perusal. SmaugFUSS, AFK, and the Star Wars FUSS codebases all share a lot of common code, right? Since they all derived from Smaug, I would think they have more code in common than not.

Have you ever considered merging them all into a single codebase with #ifdef's to determine which behaviors and modules are included?

IE: By default, you compile and get SmaugFUSS. If you #define AFK, it enables all the AFK modules and anywhere AFK does something differently than the core, the AFK version is used. LIkewise, for the star wars versions...

It would be fairly easy to MAKE such a thing, but would be very messy to clean it up so it's useful. BUT.. if you did, you'd have the advantage of a solid core where you only have to fix bugs in that common section once, instead of having to back-port fixes to all the other children.

I dunno, it's a thought. If nothing else, refuting it will make you glance at the codebases again to see how horrible a job it would be. *grin*
       
Post is unread #7 Nov 6, 2014, 10:44 pm   Last edited Nov 6, 2014, 10:45 pm by Samson
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Samson
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The thought of that made be cringe. Violently :P

It might be theoretically possible with the 3 FUSS bases, but there's no way it would work with AFKMud since AFKMud is way out there in C++ land a long way past anything any of the others could support.

So as far as housing, I'm assuming no discussion ever took place on why it's been left out? Cause I'm going to put it in if there's no objections. It's an official feature, and without a solid reason, we shouldn't be removing official features.
       
Post is unread #8 Nov 7, 2014, 5:16 am
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Remcon
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lol, feel free. I don't think it was ever discussed lol. Welcome back btw :)
       
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