-*-Python-*-
Things not yet written in D (or is this pre-D?)

0.0.8:
life:
    after birth: play
    after puberty: seek parter
    found partner:
        keep wedding:
            spread announcement about it: at certain time and place
            go to that place at that time
        build home
        do things in general todo list (0.0.7)
        reproduce
    death:
        others announce it
        some closest relative decides on funeral date
        go there

rumors:
    ask about where certain place is
    spread wedding, death and funeral info

easier talking and understanding (=very simple language)
esay:
    (Interlinguish)/WordNet:
        "Eating if more important than sleeping."
        "Goals of type 'A' are more important than goals of type 'B'.",
        Goals-> "#goal_noun1":
            1. goal, end -- \
               (the state of affairs that a plan is intended to achieve and \
                that (when achieved) terminates behavior intended to achieve \
                it; "the ends justify the means")
        of-> "#of?"
        type-> "#type_noun1":
            1. type -- (a subdivision of a particular kind of thing; \
                        "what type of sculpture do you prefer?")
        are-> "#be_verb1":
            1. be -- (have the quality of being; \
                      (copula, used with an adjective or a predicate noun); \
                      "John is rich"; "This is not a good answer")
        more-> "#more_adv1":
            1. more, to a greater extent -- \
               (used to form the comparative of some adjectives and adverbs; \
                "more interesting"; "more beautiful"; "more quickly")
        important-> "#important_adj1":
            1. important, of import -- \
               (of great significance or value; "important people"; \
                "the important questions of the day")
        than-> "#than?"
        goals: see above
        of: see above
        type: see above
        
        "#be_verb1":

    DONE: You own this house:
        verb="own", subject="You", object="this house"
    DONE: To have breakfast do this:
        verb="learn", subject="breakfast",
        object="imaginary('have a breakfast', 'morning', 'home')"
    DONE: Smithy resides at '(20,10,305)':
        verb="know", subject="smithy", object="(20,10,305)"
    DONE: You can buy axes at smithy:
        verb="know", subject="axe", object="smithy"
    I want to buy an axe:
        verb="buy", subject="I", object="axe"
    I live at '(10,100,50)':
        verb="live", subject="I", object='(10,100,50)'
        2. occupy, reside, lodge in -- (live (in a certain place))
    Where do you live?:
        verb="live", type="question", subject="you"
    Where does Brinor live?:
        verb="live", type="question", subject="Brinor"
    Miyora got girl:
        verb="birth", subject="Miyora", object="girl"
    I love you:
        verb="love", subject="I", object="you"
    Nisuf is marrying Miyora:
        verb="marry", subject="Nisuf", object="Miyora"
    Nisuf and Miyora have wedding at 612.01.30 12:00 in home of Brinor:
        verb="wedding", type="612.01.30 12:00", subject=["Nisuf","Miyora"],
        object="home of Brinor"
    I want to make love to you:
        verb="love", type="question", subject="I", object="you"

misc things:
    DONE: copy argument for things (especially mind):
        DONE: make universal: pass it to super class
        DONE: use **kw for all things (implements inheritance in __init__)
    filter function to filter uninteresting events avay
    add goal to go into tavern in evenings:
        new time names (with time/timerange)?
    class human(body):
        sex: "female" or "male"
    when two unmarried age>=fertility_age people meet: 
        may say 'I love you':
            if another has said same thing: organize wedding
    add wedding/funeral 'event' \
        (imaginary except that it happens at certain place)
    add sex event (when receiving it: check some probability for birth)
    add hormones (sex drive?)
rewrite/modify goal 'language'

CORBA:
    new client initiates connection:
        server creates counterpart and begins to send events to that counterpart
        client can send further messages to that counterpart and\
               gets as response all events it has gotten.
    client: send these events:
        bodyi: store them for next 'run_step'
    client: what events in my body?:
        bodyi: these events
    bodyi: run_step:
        store events for next client query
        return stored events from client

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0.0.7:
CORBA done: see observer.py, engne.py and msg.isl
make simple graphical observer module
need different tasklist based on age
cleanup 0.0.6 (modularize more things, etc..):
    DONE acquire thing goalification
    DONE house destroy: destroy fire too
    DONE make house: (body is enough intelligent to use import house)
    DONE make build something goal:
    DONE    make event
    DONE    then change events
    DONE build home: use build something (did it differently for now\
                                          because additional restriction)
    goalify make axe (build something)
    DONE use const.py for constatns
    DONE event.py: document all events
DONE implement events between world and things:
        (between world and mind already done)
DONE make events so that they really are strings (partially done)

DONE rename noname to cyphesis

DONE add time-range to goals
DONE replace tasks with goals

DONE write mind section in cyphesis.d:
           (and remove Job, Task_info, Task)

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0.0.6:
coordinates and real places:
    currently places are names like 'home', 'smithy', 'forest', etc...:
        how to initially define these?:
            knowledge base:
                home,field farmer specific
                smithy,forest village specific
    world shouldn\'t know those names only minds do
    movement: use diff vector(s)

birth and dying:
    add age (seconds)
    when new character created it lives with its parents until 18:
         then it search for suitable place
         then it begins to build its own home:
             when it\'s ready it moves there


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0.0.5:
modularize events, thinking and doing! (maybe later?):
    hmm.. doing is partly already modularized


slower creation of objects (check if already have too many):
    word creates 'axe' with status 0.1:
        then additional "make" -events will increase status
        smith remembers what he is doing!:
            set task_info right before calling it task.do:
                see if there is unfinished 'axe'
do not buy more than once:
        memory:
                remember what I did earlier
                let memory age
                if too old: drop it
                #some future implementation: add importance

house in fire:
    create some house thing
    random event:
        fire is 'kind of live' thing
        #future: exponential (even further future: complete simulation)
        fire will grow every round by 0.15
        if it goes over 1.0: destroy
        everybody will go and try to extinguish fire
        every extinguishinger will bring it down by 0.1
    
Nutshell: retain status longer than just single cycle

hmm... 'axe' should generate I exist events instead of generating\
       I got destroyed event #implement in future

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0.0.4:
events:
done:
        farmer goes to forest
        uses axe
        axe deteriorates over time

Instead of describing what to do, describe goals and deduce what to do
or in other words: simulate.

Lets see:
chopping trees requires axe => need axe at forest => bring axe from home

    Source: geocities.com/siliconvalley/station/4279/src

               ( geocities.com/siliconvalley/station/4279)                   ( geocities.com/siliconvalley/station)                   ( geocities.com/siliconvalley)