2016-11-09 18:23:20 +00:00
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1) OVERVIEW:
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Intercept chunk load and save events, at the NMS level.
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Decide which LAYER's version of the chunk to load from, and save to.
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Layers are like additional region folders, storing alternate
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versions of the world.
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2016-11-09 18:25:15 +00:00
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2016-11-09 18:23:20 +00:00
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2) LAYERS:
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SEED:
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the unmodified, from-seed version of each chunk
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stored and NEVER CHANGED.
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MODIFIED LAYER:
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multiple modified versions of the world
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these can be associated with regions
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WILDERNESS BUILD LAYER (default):
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temporary changes made to the wilderness are stored here.
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these chunks are periodically overwritten from SEED
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this layer is the default layer built into the plugin
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"SERVER BUILD" LAYER:
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this layer contains Spawn, the dungeon-portal chunks,
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anything that is "part of the server"
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TOWN LAYER:
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this is the layer containing the stable, "official" peacetime contents of towns.
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permanent changes, made by residents, are saved here.
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OTHER:
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SOFT CLAIMS LAYERS:
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every soft claim generates its own temporary layer
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TEMPORARY MOVECRAFT PARKING:
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want to park your craft without it being regenned to wilderness?
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WILDERNESS EVENT REGIONS:
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used for longer events taking place in the wilderness
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maybe used for pitched battles?
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2016-11-09 18:25:15 +00:00
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2016-11-09 18:23:20 +00:00
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3) LOGIC
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REGION MANAGER:
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region manager .yml declares which regions are working off which layers.
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also declares any automated chunk regeneration (and which layer to regenerate from)
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COMMAND MANAGER:
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create commands for complex actions (such as toggling war) that have multiple steps.
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possible steps: create or delete layers, or, modify settings in the region manager
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COMMAND SCHEDULER:
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put a command on a clock
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2016-11-09 18:25:15 +00:00
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2016-11-09 18:23:20 +00:00
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4) HOW WE WOULD USE THIS PLUGIN:
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WAR:
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During war, affected regions are placed in SANDBOX MODE.
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We create a temporary layer; war chunks are saved to, and loaded from, this temporary layer.
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When war ends, the temporary layer is discarded. Return to using the TOWN LAYER.
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WILDERNESS:
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Changes made to the widerness are stored in the WILDERNESS BUILD LAYER.
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When a chunk has not been modified for a while, it is reset from SEED.
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