Re-definition for the entity chaos

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    There are 3 separate types of dockers for 4 separate types of entities.
    1. undocked entity
    2. flexible docked
      1. Separate entity attributes
      2. BUT weight diminishes if it can supplement it's own thrust, but else it's fully disabled (not logic, but weapons, shield-sharing, etc)
      3. Formula:
        • thrust with 25e/s*reactors and no e-storage => shareableThrust
          • Notes: use most efficient thrust-array first, only use base power regen.
        • weight/total >= sharedThrust/total
          • Note: (shared)thrust/total cannot be greater than weight/total.
        • Reason:
          • It should be neither "a weight to carry" nor "a supplement to shield-power or weapon-power or manoeuvrability" because this would exploit the limit on docked reactors which comes with the fuel-reactors. This formula matches the requirements with least effort.
    3. static/greebly docked
      1. Bobby-AI cannot control movement directly.

      2. Attributes are shared with the main ship - see them as moving thrust/weapon/shield/block arrays on the main ship.

      3. Undocking will never work automatically. NEVER. Docking only works by deleting/adding via shipyards or rebuilding/unbuilding or otherwise manually.
    4. turret docked
      1. Bobby-AI can control it fully.
      2. Bobby-AI can also control all static/greebly -docked barrels docked to a rotator on this entity.

      3. barrels and eventually turrets also never undock to reduce lag the remember the last docking-spot they were docked on.

    The distinction between static/greebly is for collision checks only.
    Static could as well occupy blocks on the main ships, if they are not already occupied, but greebly needs a dynamic collision check (while moving).