Difference between revisions of "Architecture"
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** [[Arch. Discuss of Plugin System|Architectural Discussion of the PCGen Persistence Plugin System]] | ** [[Arch. Discuss of Plugin System|Architectural Discussion of the PCGen Persistence Plugin System]] | ||
** [[Ability Category|Explanation of Ability Categories]] | ** [[Ability Category|Explanation of Ability Categories]] | ||
+ | |||
+ | * Systems | ||
+ | ** Load UI: The <i>Load UI</i> is responsible for presenting the user with the options of game systems and components available to be loaded. The LoadUI triggers a call to the <i>Rules Persistence</i> system when the user requests for specific data to be loaded, and to the <i>Character Persistence</i> system when the user requests for a Player Character to be loaded.. | ||
+ | ** Editor UI: The <i>Editor UI</i> is responsible for presenting the user with the contents of the <i>Rules Data Store</i>. It communicates requests to change the contents of the <i>Rules Data Store</i> to the <i>Rules Editor</i> system. | ||
+ | ** Player Character UI: The <i>Player Character UI</i> is responsible for presenting the user with the contents of the PC, including all of the PC's characteristics. Requests to modify a PC are sent to the <i>Character Editor</i> system for action. | ||
+ | ** Startup System: The <i>Startup System</i> is responsible for the activities required to load PCGen to the state where a user can select an option from the <i>Load UI</i>. This includes discovery of Plugins. | ||
+ | ** Rules Persistence: The <i>Rules Persistence</i> system is responsible for loading game system and component data from the data file format and saving it back into that data file format. | ||
+ | ** Rules Editor: The <i>Rules Editor</i> system is responsible for providing the capability to modify the <i>Rules Data Store</i>. This includes modifying existing items and inserting new items into the <i>Rules Data Store</i>. | ||
+ | ** Character Editor: The <i>Character Editor</i> system is responsible for providing the capability to modify the PC. Changes to the PC are communicated to the <i>Event Controller</i> as well as written into the <i>Character Data Store</i>. | ||
+ | ** Character Persistence: The <i>Character Persistence</i> system is responsible for loading and saving PCs into the specified file format. The <i>Character Persistence</i> system is also responsible for creating and initializing a new Player Character. | ||
+ | ** Character Output: The <i>Character Output</i> system is responsible for resolving the active objects on a PC, searching those objects to find specific information, and preparing that information for consumption by any of the systems that desire PC information. | ||
+ | ** Rules Data Store: The <i>Rules Data Store</i> is the internal data structure used to store the game system and component information. | ||
+ | ** Event Controller: The <i>Event Controller</i> acts as a hub to communicate events (typically triggered by changes to a PC) to the UI and to any loaded Plugins. | ||
+ | ** Character Data Store: The <i>Character Data Store</i> is the internal data structure used to store the PC. | ||
* Key Concepts | * Key Concepts |
Revision as of 00:16, 5 April 2009
Introduction
Welcome to the Wiki section for the Architecture team!
Resources
- Systems
- Load UI: The Load UI is responsible for presenting the user with the options of game systems and components available to be loaded. The LoadUI triggers a call to the Rules Persistence system when the user requests for specific data to be loaded, and to the Character Persistence system when the user requests for a Player Character to be loaded..
- Editor UI: The Editor UI is responsible for presenting the user with the contents of the Rules Data Store. It communicates requests to change the contents of the Rules Data Store to the Rules Editor system.
- Player Character UI: The Player Character UI is responsible for presenting the user with the contents of the PC, including all of the PC's characteristics. Requests to modify a PC are sent to the Character Editor system for action.
- Startup System: The Startup System is responsible for the activities required to load PCGen to the state where a user can select an option from the Load UI. This includes discovery of Plugins.
- Rules Persistence: The Rules Persistence system is responsible for loading game system and component data from the data file format and saving it back into that data file format.
- Rules Editor: The Rules Editor system is responsible for providing the capability to modify the Rules Data Store. This includes modifying existing items and inserting new items into the Rules Data Store.
- Character Editor: The Character Editor system is responsible for providing the capability to modify the PC. Changes to the PC are communicated to the Event Controller as well as written into the Character Data Store.
- Character Persistence: The Character Persistence system is responsible for loading and saving PCs into the specified file format. The Character Persistence system is also responsible for creating and initializing a new Player Character.
- Character Output: The Character Output system is responsible for resolving the active objects on a PC, searching those objects to find specific information, and preparing that information for consumption by any of the systems that desire PC information.
- Rules Data Store: The Rules Data Store is the internal data structure used to store the game system and component information.
- Event Controller: The Event Controller acts as a hub to communicate events (typically triggered by changes to a PC) to the UI and to any loaded Plugins.
- Character Data Store: The Character Data Store is the internal data structure used to store the PC.
- Key Concepts
- Walkthroughs
PCGen 5.16 Architecture Overview documents (to be moved to the Wiki)
Open Sub Projects
Past Projects
Active Team Members
Silverback
2nd
- TBA
Lemur
Inactive Team Members
2nd
- Devon Jones