Transform the ADOM REPL architecture into an event based architecture
issueid=4202 12-28-2015 09:28 PM
The Creator
Number of reported issues by adom-admin: 499
Transform the ADOM REPL architecture into an event based architecture

Internally ADOM currently uses REPL for the interaction with the player. In order to be able to both add new team based functionalities and to move innovations from ADOM II to ADOm it makes sense to introduce and event based architecture like in ADOM II.

While this poses a lot of new challenges the long-term benefits hopefully will outweigh the challenges.
Issue Details
Issue Number 4202
Issue Type Task
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Completed
Priority 2
Target Version ADOM r65 (v2.1.0)
Completed Version ADOM r65 (v2.1.0)
Milestone ADOM Team Play Edition
Votes to perform 6
Votes not to perform 0
Assigned Users adom-admin
Tags (none)




12-28-2015 10:56 PM
Junior Member
That will open up many opportunities — more sophisticated modeling of speed/latency, giving "focus" to a being other than the player, multiple points of "focus", uniformity of model world side-effect scheduling, etc. Given the scale of ADOM, it does sound like a difficult transform, but certainly a worthy one.

It sounds like ADOM II is already using discrete event simulation instead of read-eval-print?

12-29-2015 07:55 PM
The Creator
Quote Originally Posted by todd
It sounds like ADOM II is already using discrete event simulation instead of read-eval-print?
Yes, ADOM II is miles ahead of ADOM as far as architecture goes. But miles behind as far as content goes. And currently it seems to me that content is harder to catch up with architecture although the architecture challenge is enormous with ADOM, too.

01-03-2016 07:18 PM
The Creator
The initial work is done. Upcoming iterations will refine the system but ADOM now is running on an event driven architecture and REPL is mostly gone.

01-03-2016 09:08 PM
Ancient Member
Exciting!! Can't wait to try it out :)

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