From b690fc5c834d9c524d53f2c8ce991b3f214be3d8 Mon Sep 17 00:00:00 2001 From: iiegit Date: Tue, 8 Nov 2016 22:38:19 -0500 Subject: [PATCH] Create Per-World --- Plugins/World/Per-World | 73 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 73 insertions(+) create mode 100644 Plugins/World/Per-World diff --git a/Plugins/World/Per-World b/Plugins/World/Per-World new file mode 100644 index 0000000..4197d48 --- /dev/null +++ b/Plugins/World/Per-World @@ -0,0 +1,73 @@ +the basic functionality is done +it can store and retrieve inventories, playerdata, and player locations + + +THINGS I WILL ADD: +================== + + + "OBJECT-BASED" CONFIGURATION + + + 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 + + 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 + + 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