Concept

Bukkit Plugin for managing settlements and kingdoms. Do protection with Stronghold . Based on the ideas of Dominion from Pico52, this plugin was designed and created. I want to resolve some design issues in the dominion design. After some analysis of the dominion design i made the decision to make a new design with a different architecture.

Architecture requirements

  • realms design without direct plugin connection
  • Unittest for the model
  • Stronghold (Herostronghold) as verification for buildings and settlements
  • Independent datatypes, not directly based on Minecraft datatypes
  • Use of basic types String, integer, double, enums
  • Realm model run with events , triggered from outside the model
  • Layer model for realm model, data handling, command and events, pluginframe
  • Units are always virtual and have a citizens representation as entity in game
  • Units will spawn and interact with players

Design objects and requirements

' Owner Object , playername, UUID, Achievments

  • Kingdom Object
  • Lehen Object
  • Settlement Object
  • Units Object
  • Regiment Object for movable units
    • Battle Object
  • Protection system for areas or chunks with Stronghold
  • NPC player are possible

The settlements do automatic production based on the installed buildings and the recipe describe in the regions of HeroStronghold .

The settlement should interact with eachother and make some trade based on differences in their production and requirements of supply.

The biome give the differences for production efficiency and make trade necessary. In the settlement is a trade manager installed who managing this task.

Player

The player start as commoner.

  • The player must earn Realms specific achievements.
  • The player can donate and trade with settlements.
  • The player can buy houses in a settlement.
  • The player can assume a settlement

The commoner can reach different technology levels

  • Tech0, everyone , simple houses
  • Tech1 , founding HAMLET , buildings for KNIGTH level
  • Tech2 , simple craftsman
  • Tech3 , extended craftsman, simple military
  • Tech4 , founding TOWN , buildings for EARL level
  • Tech5 , founding CITY , buildings for LORD level
  • Tech6 , extended military
  • Tech7 , founding METROPOLIS, buildings for KING level

The techlevel can reached by create buildings or by read a TechBook

Kingdom

Kingdom based on the feudalsystem. A kingdom can only founding by the admin. A noble rank is given by the king or admin. A lehen is given by a the king or admin. A king take tax from his liege and settlements.

The noble ranking is :

  • King
  • Lord
  • Earl
  • Knight
  • Commoner

There is a special kingdom_0. This kingdom has no king and no tax. This is the realm for all settlements or players and npc who are not a member of a regular kingdom.

Lehen

The Lehen is a feudal area. Owned by a NOBLE.

  • a noble can be a player or a npc.
  • a noble take tax from his settlements
  • a lehen can create a regiment
  • a lehen can train units
  • the player can founding freely lehen in kingdom_0, based on his achievements

Settlements

Settlement realize the urban organization

  • superregion for the urban area
  • Town-hall
  • Resident
  • Bank
  • Warehouse
  • Buildings
  • Production
  • Trader
  • Barrack with military units
  • SeettlementTypes are HAMLET, TOWN, CITY, METROPOL
  • the player can freely founding settlements based on his achievements

Buildings

Buildings are the areas for production.

  • region for the buildings
  • minimum requirements for buildupoperation
  • reagents for operation
  • items as production output
  • beds for resident or unit holding
  • BuildingTypes are MANAGMENT, PRODUCTION, MILITARY, FEUDAL
  • the player can freely create buildings based on his achievements

NPC

The NPC are the citizens of the settlements with different jobs. Each settler get money for his work and must buy food and other supplys from the incoming. They pay tax to the landlord. The npc are created due to breeding or founding settlements.

  • gender
    • woman can breed childs
    • man can train to military units
    • man and woman build a pair for breeding
  • child grow up to settler in 14 years
  • settler make the common production jobs
  • manager for regulation of the settlement
  • builder for build up the buildings
  • mapmaker
  • farmer
  • craftman
  • trader
  • beggar , when a settler no money for buy food

All npc have a minimum action repertoire and answer on <RightClick>. A <LeftClick> are interpreted as a attack and has consequences.

Units

Units represent the military and support entitys. Each unit nead food supply and and take money for the job. The units are created in settlements or lehen. Settlers are needed for train a unit.

  • militia
  • archer
  • light infantry
  • heavy infantry
  • knight
  • commander

All unit have a minimum action repertoire and answer on <RightClick>. A <LeftClick> are interpreted as a attack and has consequences.

Regiment

Regiments are a moveable settlement for a list of units. A regiment can not produce items. The regiments are created due to a special building. A regiment consist of :

  • superregion : CAMP
  • building : FORT
  • warehouse
  • bank
  • barrack with units
  • RegimentTypes are: REGIMENT, RAIDER
  • Typ: RAIDER is a regiment that move around and raid the settlements. It was controled with a mini AI or by the admin.
  • Typ: REGIMENT is a player controlled regiment

Battle

The battle represent a battlefield and the units involved in fighting. The battle runs in ticks.

The battlefield has for each opponent an array of battle positions, where units can be hold. In each position one type of unit.

The Battleposition has 2 rows with each 3 columns [LEFT, CENTER, RIGHT] and [LEFTBACK, CENTERBACK, RIGHTBACK]

The opponents, Regiment > Settlement or Regiment > Regiment set their units based on a battleplan.

After the battlefield preparation the battle runs automaticly in rounds :

  • Attacker > Defender,
  • Strikeback Defender > Attacker
  • count the lost
  • next round
Overview Picture

RealmsModel Concept


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