Canonical dictionary for this documentation
Where a word is used in the documentation for The Great Game and its related projects, this file describes the canonical meaning of that word. This is because a lot of the concepts in play are messy and ambiguous, so that at times even I am confused by what I mean. The presence of this file is an acknowledment of this difficulty, and an implicit admission that not all the documentation is, at this stage anyway, consistent.
Actor
An actor
is a thing which performs actions within the game world. Thus a tree is (almost certainly) not an actor, and things like sheep and rabbits that run about are probably not actors, but an animal which may pro-actively interact with the player character (such as a predator, or a beast of burden, or even a prey species which may flee) is an actor. In god mode, if implemented, the player can inhabit any actor within the game world.
Agent
Agent
is probably just a synonym for actor
. If it is different in any way, that way has not yet been determined.
Gossip
A gossip
is an actor
who exchanges news with other actors
, even when the player character is not nearby. Thus gossips
are the mechanism by which news propagates through the game world, and also the mechanism by which information degrades. Broadly:
innkeepers
(and possibly some others) aregossips
who do not move; rather, they gather information from gossips who do move, and allnon-player characters
local to the are deemed to know everything that their localinnkeeper
knows;merchants
(and possibly some others) aregossips
who do move from place to place, and thus transfer news.
See the spread of knowledge in a large game world.
Heightmap
A heightmap
is a raster image of the world, such that the intensity in which an area is coloured represents the value of some variable, by default height, of that area.
Holding
A holding
is a polygon ‘owned’ by an actor
on which are built appropriate building units representing the actor
’s craft and status.
Location
A location
value is a sequence comprising at most the x/y or x/y/z coordinate location and the ids of the settlement and region (possibly hierarchically) that contain the location. If the :z coordinate is not supplied the terrain surface hieght at that x/y location will be assumed. If the x/y is not local to the home of the receiving agent, they won’t remember it and won’t pass it on; if any of the ids are not interesting, they won’t be passed on. So location information will degrade progressively as the item is passed along.
It is assumed that the :home
of a character is a location in this sense.
Examples
- [{:x 5445678 :y 9684351}]
- [{:x 5445678 :y 9684351} :karalin-palace :hanshua]
Merchant
A merchant
is an actor
and gossip
who trades goods, and incidentally conveys news, between markets
.
Non-player character
A non-player character
is, for our purposes, an actor
capable of engaging in conversation with the player character
. Note, however, that, from a software point of view, the player character
is just a special case of a non-player character
.
Player character
The player character
is the unique actor
within the game currently controlled and inhabited by the player.
Route
A route
is a pre-prepared path through the game world that an actor
may take. Most actors
are not constrained to follow routes
, but in general routes
have lower traversal cost than other terrain.