Update Per-World.md

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iiegit 2016-11-09 16:21:24 -05:00 committed by GitHub
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@ -2,70 +2,70 @@ the basic functionality is done
it can store and retrieve inventories, playerdata, and player locations
####THINGS I WILL ADD:
"object-based" configuration:
LOCATIONS:
####THINGS I WILL ADD
locations, excursions, storylines, player tracking
LOCATIONS
world-specific, or
categorical (ie "spawn" - every world has one)
able to create, if you want, entire unique trees of defaults for each location category,
to be used when a world does not have a coordinate set for the location category
DEFAULT default is server spawn.
A teleport command to that location can be given its own per-command defaults
including "none" - ie, cancel the teleport if the target world has no coords set
for that category
world-specific, or
categorical (ie "spawn" - every world has one)
able to create, if you want, entire unique trees of defaults for each location category,
to be used when a world does not have a coordinate set for the location category
DEFAULT default is server spawn.
A teleport command to that location can be given its own per-command defaults
including "none" - ie, cancel the teleport if the target world has no coords set
for that category
--
EXCURSIONS:
an excursion is an ongoing "visit" to a world.
each player can have multiple stored excursions per world
every excursion has its own inventory and/or data
world-specific
categorical
excursion tracking: some excursions might terminate if the player dies, respawning them elsewhere,
or, perform some other action in response to an event occuring within the excursion
EXCURSIONS
an excursion is an ongoing "visit" to a world.
each player can have multiple stored excursions per world
every excursion has its own inventory and/or data
world-specific
categorical
excursion tracking: some excursions might terminate if the player dies, respawning them elsewhere,
or, perform some other action in response to an event occuring within the excursion
--
STORYLINES:
a player can have multiple storylines, each one a separate path through the server, almost like multiple
accounts per player. There could be, for example, a utility admin storyline, a path completely separate
from the admin's journey as a player
world scope: for each storyline, set which worlds are, or are not, part of the storyline.
those worlds when entered might default you to a different storyline, or deny your entry entirely
until you switch to an allowed storyline for that world.
--
PLAYER TRACKING:
certain player data points must be tracked and stored, such as last known location, last death, number of deaths, etc.
These are all stored in the following way:
per player
per storyline per player
per world per storyline per player
per excursion per world per storyline per player
STORYLINES
a player can have multiple storylines, each one a separate path through the server, almost like multiple
accounts per player. There could be, for example, a utility admin storyline, a path completely separate
from the admin's journey as a player
world scope: for each storyline, set which worlds are, or are not, part of the storyline.
those worlds when entered might default you to a different storyline, or deny your entry entirely
until you switch to an allowed storyline for that world.
And the incomplete list of automatically tracked data points:
LAST KNOWN LOCATION
(PLAYER)
LAST DEATH
LAST KILL
# DEATHS
# KILLS
(MOB) ...?
LAST DEATH
LAST KILL
# DEATHS
# KILLS
maybe just implement a sort of "per-world scoreboards" type thing
allowing for arbitrary named objectives with arbitrary integer values
PLAYER TRACKING
certain player data points must be tracked and stored, such as last known location, last death, number of deaths, etc.
These are all stored in the following way:
per player
per storyline per player
per world per storyline per player
per excursion per world per storyline per player
And the incomplete list of automatically tracked data points:
LAST KNOWN LOCATION
(PLAYER)
LAST DEATH
LAST KILL
# DEATHS
# KILLS
(MOB) ...?
LAST DEATH
LAST KILL
# DEATHS
# KILLS
maybe just implement a sort of "per-world scoreboards" type thing
allowing for arbitrary named objectives with arbitrary integer values