Activity Properties
Activity properties are a special class of aggregate EventuatingProperty. They are usually instantiated by ComplexTasks much in the same way that regular Task objects? instantiate EventuatingProperties. They, in combination with the complex task that created them, define a logical and perhaps conditional progression through a series of interdependent actions, such as firing a bow, forging a spear head, casting a spell, or even eating.
Elaborations
- How might activity properties interact (speaking while eating might result in muffled or unintelligent speech, etc.)? Is it the same as how EventuatingProperties do so?
- User-buildable complex tasks (ie., custom spells, combat techniques); the Genius Path; macros
- How would the series of interdependent actions best be expressed in code? How does that tie into how the user expresses user-buildable activities? Can you have event-driven activities like sailing a ship, or defending a guild hall?
- How do activities affect descriptions? Does one have to be knowledgable about an activity to perceive it as a whole instead of perceiving each step individually? (this probably applies to EventuatingProperties, too) Eg., how do you make the determination of whether you'll be able to recognize your opponent's fighting style? How does a cop recognize a series of seemingly-innocuous actions perpetrated by a patron as a thief casing a bank?
— GedTheGreysHain - 17 Dec 2001
