SL21W34: Difference between revisions

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* '''Problem: PlayerFake movements are currently stateless'''
*Problem: PlayerFake movements are currently stateless
** 1. Showing different data based on positional information would be a shit idea
**1. Showing different data based on positional information would be a shit idea
** 2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
**2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
** 3. Saving states for everything would be overkill / shit
**3. Saving states for everything would be overkill / shit
** 4. Identifying the specific fake is difficult if we want to persist the data
**4. Identifying the specific fake is difficult if we want to persist the data


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* Implementation Fakestuff state management
*Implementation Fakestuff state management
** Add Unique persistable ids to fakes
**Add Unique persistable ids to fakes
** By default have unique id as null/unset to reduce data/lookups
***This might cause problems if we allow copy/transfer to other places in the gameworld
***Copying a player with conneted menu will be difficult as well
***as will be copying a player with movement connected
***needs ID-rewrite in all those connected systems
**By default have unique id as null/unset to reduce data/lookups
**
**
**'''set [name] [playername]'''
***/player set kevin Notch
**'''start [movename] [playerOn]'''
***/move start run
**'''setPda [playerfake] [playerpdaname] [pdatype] [pdadata...]'''
***Example:
****/player setpda test test clear
****/player setpda test test playplayermove test,a2
***Example
****/player setpda kevin testRun1 '''playplayermove kevin,run'''
****kevin,run <- player to be moved ('kevin') + movement to be used ('run')
**
**

Latest revision as of 23:12, 3 November 2022

◄ SL21W33 | SL21W35 ►


  • Problem: PlayerFake movements are currently stateless
    • 1. Showing different data based on positional information would be a shit idea
    • 2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
    • 3. Saving states for everything would be overkill / shit
    • 4. Identifying the specific fake is difficult if we want to persist the data


  • Implementation Fakestuff state management
    • Add Unique persistable ids to fakes
      • This might cause problems if we allow copy/transfer to other places in the gameworld
      • Copying a player with conneted menu will be difficult as well
      • as will be copying a player with movement connected
      • needs ID-rewrite in all those connected systems
    • By default have unique id as null/unset to reduce data/lookups
    • set [name] [playername]
      • /player set kevin Notch
    • start [movename] [playerOn]
      • /move start run
    • setPda [playerfake] [playerpdaname] [pdatype] [pdadata...]
      • Example:
        • /player setpda test test clear
        • /player setpda test test playplayermove test,a2
      • Example
        • /player setpda kevin testRun1 playplayermove kevin,run
        • kevin,run <- player to be moved ('kevin') + movement to be used ('run')