SL21W34
- 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')
- Example:
- Add Unique persistable ids to fakes