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Author Topic: City Management Module  (Read 12652 times)

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Offline madrulf

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City Management Module
« on: July 17, 2008, 08:19:47 pm »
This is a city building and resource management module. The benefit of using it is to allow members to track your guild's progress towards a complete city without requiring them to learn how to play an architect.

member commands:

!city - shows the current status of the city

!city help - some details on resource requirements of different tiers of buildings

admin commands:

!build next - prepares to build the next building in the city sequence, ie. Temple I follows Trade Post I

!build confirm - must follow a build command within 30 seconds (prevents accidents)

!build wall <wall name> - couldnt find an easier way to do this as you can have multiple of each and not in order, use full names with tier, ie. Gate I, Gate III, Corner Tower II

!build bank <material> <quantity> - use this to manage your stock of building materials, gathered materials must be in increments of 10, can use either gathered or refined names, ie. !build bank Ornate Facade 10 is the same as !build bank Electrum 100

!build config <walls> <curved> <staired> <gate> <tower> <ending> <corner>  - use this to define how many of each wall type you have in your city, as it varies by plot (defaults to Lacheish East). Maybe in a future revision I'll include the numbers in the script so you dont have to define it yourself.

Other options can be set through the bot's settings and colors menus, under the tag City.

download:

The current revision is attached to this post. You'll have to log in to download it.

things to be added:

1. Making '!build' a simplified '!city' command that includes links to build and confirm to reduce typing.
2. Cron task guild spam for remaining materials.
3. Battlekeeps? I don't know anything about them. Same plans as the player cities or something different?

version history

1.0 - first release
1.1 - seperated build and resource management from city command to set permissions seperately
1.2 - added help, fixed bank for facades, added colors and settings options
1.3 - added city location to settings and removed !build config; coins have been added to requirements, use !build bank coins <amount in silver> to add to bank
1.4 - bug fix

All feedback is appreciated.

screenshot
« Last Edit: July 22, 2008, 06:14:07 pm by madrulf »
Bear Shaman Forever.

Offline kaeus

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Re: City Management Module
« Reply #1 on: July 17, 2008, 08:52:41 pm »
This looks awesome.  Cant wait to try it out!

Offline kelmino

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Re: City Management Module
« Reply #2 on: July 17, 2008, 11:18:24 pm »
ooo very nice, def something I'll be playing with this weekend.  what type of permissions are needed to add/edit this?

Offline madrulf

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Re: City Management Module
« Reply #3 on: July 18, 2008, 03:24:05 am »
To be honest, since I put all of the administration commands like building and setting resources under the same command, I wasn't sure if I could use the standard permissions system for it. By default, members can check the !city and !city help commands, which let you see the status of the city and in next revision should have some guides included. The build and set subcommands require ADMIN rights on the bot. I figured that only ranking members of the city can place buildings anyhow so it should be appropriate. Thanks for asking about permissions though, as I realized I'm not checking permissions on the config subcommand to set the number of walls for your city plot. I'll probably seperate the building commands from info commands next revision to make this simpler.

I thought of a few other things that should be added, like a quick way to set up the module for your city, rather than typing !city build next, !city build confirm a dozen+ times.

I'll see what I can crank out tonight and edit my first post to explain how the module works.
Bear Shaman Forever.

Offline erynys

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Re: City Management Module
« Reply #4 on: July 18, 2008, 07:38:54 pm »
Hi,

Works great all but "Ornate Facade" and "Grand Facade"  ???

I receive Error: Unknown building material every time I try to add those.

Any ideas?

Offline madrulf

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Re: City Management Module
« Reply #5 on: July 18, 2008, 07:50:27 pm »
Yeah, I caught that bug last night. Will be fixed in this next release. Working on getting the help part into the script right now and then I'll post a new version with instructions in my first post.
Bear Shaman Forever.

Offline Noer

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Re: City Management Module
« Reply #6 on: July 18, 2008, 09:38:19 pm »
Thats a very nice module madrulf. I'll put that in the next revision of the bot.

Offline madrulf

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Re: City Management Module
« Reply #7 on: July 18, 2008, 11:23:57 pm »
Almost done with my last edits. Just need to remove my hardcoded bot name from everywhere ;)
Bear Shaman Forever.

Offline elvyne

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Re: City Management Module
« Reply #8 on: July 18, 2008, 11:40:29 pm »
looking forward to it :)

Offline durroch

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Re: City Management Module
« Reply #9 on: July 19, 2008, 10:50:47 am »
Thank you very much!  My guild's Resources Officer thanks you too :).

She had a request though.
Quote
[Guild] Vesper: I want to be able to enter the costs of each building and have the bot list the amount we still need to complete the city. Like with resources, but then for coin
[Guild] Vesper: and the coin we have in the guildbank...it's exactly the same thing as resources.

Can that be done?

Offline cyberkov

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Re: City Management Module
« Reply #10 on: July 20, 2008, 01:25:53 am »
Wow! This module is great :D

Only one thing: Got a headache by reading the code through the lack of comments and the extensive use of arrays ;)

I started a translation to german, which works perfectly if you set $userefined = true; Think that was intended and works like a charm now :D

keep up the good work! Think I'll build my drupal module to show the needed ressources on our homepage upon this.

Offline madrulf

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Re: City Management Module
« Reply #11 on: July 20, 2008, 03:00:29 am »
durroch: Sure, I can add the gold/silver coin costs to the requirements. I'll add it to my to-do list.

cyberkov: Haha, I've never been good at writing comments. I usually re-write complete sections after the logic doesnt make sense to me anymore. If there's considerable interest, I'll work on seperating the strings from the script so that we could have it in multiple languages.

The whole module just started with something that I wanted for my city. The end result was something that was considerably complete and figured sharing was my way of repaying Noer and the BeBot team for their time and contributions to the AO/AoC community.
Bear Shaman Forever.

Offline durroch

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Re: City Management Module
« Reply #12 on: July 20, 2008, 11:16:00 am »
Thanks Madrulf! Can't wait for your update :D.

Offline cyberkov

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Re: City Management Module
« Reply #13 on: July 20, 2008, 08:35:49 pm »
cyberkov: Haha, I've never been good at writing comments. I usually re-write complete sections after the logic doesnt make sense to me anymore. If there's considerable interest, I'll work on seperating the strings from the script so that we could have it in multiple languages.

hmm. I think we would need a more general approach on internationalization that it makes sense. I didn't see any routines in BeBot to use translation so im assuming that would be much more effort than it would be of use for the community.

btw that's what I did with your module http://dierebellen.net/cityprogress :)
the output still needs some design but it's working ;)

Offline Organizer

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Re: City Management Module
« Reply #14 on: July 21, 2008, 06:43:21 pm »
Great module our guild will start using this shortly... :)

 

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