Update Regen (research required)

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iiegit 2016-11-09 13:19:54 -05:00 committed by GitHub
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@ -9,90 +9,65 @@ Decide which LAYER's version of the chunk to load from, and save to.
2) LAYERS:
SEED:
the unmodified, from-seed version of each chunk
stored and NEVER CHANGED.
MODIFIED LAYER:
multiple modified versions of the world
these can be associated with regions
DEFAULT LAYERS:
WILDERNESS BUILD LAYER:
WILDERNESS BUILD LAYER (default):
temporary changes made to the wilderness are stored here.
these chunks are periodically overwritten from SEED
this layer is the default layer built into the plugin
OUR LAYERS:
"SERVER BUILD" LAYER
"SERVER BUILD" LAYER:
this layer contains Spawn, the dungeon-portal chunks,
anything that is "part of the server"
TOWN LAYER:
this is the layer containing the stable, "official" peacetime contents of towns.
permanent changes, made by residents, are saved here.
OTHER:
SOFT CLAIMS LAYERS:
every soft claim generates its own temporary layer
TEMPORARY MOVECRAFT PARKING:
want to park your craft without it being regenned to wilderness?
WILDERNESS EVENT REGIONS:
used for longer events taking place in the wilderness
maybe used for pitched battles?
3) LOGIC
REGION MANAGER:
region manager .yml declares which regions are working off which layers.
also declares any automated chunk regeneration (and which layer to regenerate from)
COMMAND MANAGER:
create commands for complex actions (such as toggling war) that have multiple steps.
possible steps: create or delete layers, or, modify settings in the region manager
COMMAND SCHEDULER:
put a command on a clock
4) HOW WE WOULD USE THIS PLUGIN:
WAR:
During war, affected regions are placed in SANDBOX MODE.
We create a temporary layer; war chunks are saved to, and loaded from, this temporary layer.
When war ends, the temporary layer is discarded. Return to using the TOWN LAYER.
WILDERNESS:
Changes made to the widerness are stored in the WILDERNESS BUILD LAYER.
When a chunk has not been modified for a while, it is reset from SEED.