Holy...crap!
dizzy:
Hehe. This is just disaSim2 output. This isn't what Maxoids look at. They have the pleasure :P of looking at Edith code (which, from what I've heard, looks more like a flow-chart than any sensible scripting language).
Gus Smedstad:
So what you're saying is that it is compiler output, but it's a compiler with a bizarre code generator. I've written scripting language compilers, and there's just no good reason to be generating branches like that.
- Gus
dmchess:
Quote from: Gus Smedstad on 2005 September 27, 13:19:07
So what you're saying is that it is compiler output, but it's a compiler with a bizarre code generator. I've written scripting language compilers, and there's just no good reason to be generating branches like that.
- Gus
Yeah, everyone always has to write their own language, repeating 99% of the mistakes of the last thousand people that did it, and inventing three new mistakes. ;D Whoever wrote the virtual machine language must have been a big SNOBOL fan... :F(END)
Just imagine if behaviors were written in Perl!
DC
Hook:
Well Gus, now you know why some of the scripting in the game is buggy, huh? :D
Apparently the scripting system is graphics oriented. You create scripts by dragging blocks around a flowchart. And every block has a true and false output. The entire development system is guaranteed to generate spaghetti code. It's like the development system was designed to play as if it were a computer game.
Now, there are some types of development that lend themselves well to this graphical treatment. Object oriented design, for example. But these scripts are procedural and need to have a procedural language. And some seasoned programmers writing them.
For what it's worth, viewing these same lines of code in SimPE is much better. At least there you have the flow lines created for you by SimPE.
Hook
Oddysey:
This is one of the reasons that the stuff added to TS2, not present in TS1, is generally not terribly reliable. The game engine really isn't designed to handle anything tied into the motive system. Everything else is sort of stuck on, so you have procedural scripts being written and executed in an environment designed for Object Oriented code.
Object orientation is a good way to handle motives; each sim keeps track of what it's mood is, and the objects tell it what to do. Not so good for wants, at least the way they're implemented, as on/off switches triggered by events.
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