- city administration
- postal/delivery service
- forest chopping and management service
It's returned in an access and functioncall structure: Access(member_to_access, option<instruction_to_execute_on_member>) FunctionCall(function_to_call, args)
To store the data that can be accessed: For the moment we have an enum soring every possible values, object for key, value pairs, function, int values, etc Need a better way ?
to evaluate: access: get member, if inst_to_exec is none then return member else return evaluate of member function call: execute the fn, take it's return and return it the to the user
struct Handles { coins: u64 }
impl Handles {
fn handle(&mut self, inst: Instruction) -> Result<Value, HandleError> { match inst { Instruction::Access("coins", _) => Ok(Value::Int(self.coins)), Instruction::FunctionCall("add", args) => { self.coins += 1; } } }
}
Storing in json ? So for exemple Root: { coins: 99, has_unlocked_this: false }
Only one tree ? Or little "plots" ? Do we take into account polution and "survavibility" of the forest/tree ? Is the currency the logs and something rare like an apple the "gems" ? Or do we sell the logs to have some dollars ? Do we mutate/boost the trees, new species and all ? Two "game paths" one being manual labor and the other one relying on the per second cooldown ? Extendability of the game with end game features like prestiges ? ability/talent points, that give both pasive and active effects ?
Which scale ? City, Country, Worldwide, Universe Wide ? What is handled in which steps:
- Postbox and offices deposits
- Sorting
- Delivery (one, bulk, by size, by weigth ?) Packages have a size and weigth ? Start with a door to door mailman to end with delivery drones ? Money reward per delivery * weigth * size ? Postal "zone" scaling with time ?