Block Logic blueprints
a plan listing all the necessary components to create Block Logic
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Block Logic blueprints
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Block Logic blueprints
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Building blocks of code
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Many of these ideas share core functions, and could themselves be products of a few more universal plugins.
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The first one, I'm gonna call BLOCK LOGIC
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- a plugin granting in-game users the ability to specify arguments in a block's data.
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These are, in a sense, stored "block commands" with a syntax similar to player commands.
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- each block class has an array or "tree" of one or more event listener tags, with subsequent
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arguments specifying what to do on-event.
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- next, an ordered list of conditions to check for on-event. Are there such-and-such blocks adjacent
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to this one? Are there certain contents inside this block's inventory, arranged a certain way? Mobs or mob events nearby?
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Redstone signals of X strength from Y direction?
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- these conditions can then each lead to their own further tree of check-for conditions, or lead directly to an action, or
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return false, at which point the logic executor backtracks to test the next condition in the list
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Block "classes" are defined by players in-game (and passed to config) or edited directly into Block Logic's config file.
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These classes are named, and then individual blocks need only store the name of their class.
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So, on-event, the plugin checks all classes for listeners to that event, then finds all loaded blocks tagged with that class.
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(To minimize hardware impact we can possibly specify how many blocks can be evaluated at once,
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or specify a cooldown before certain events may be "listened to" again)
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BUILDING BLOCKS FOR THIS CODE:
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a GLOBAL EVENT LISTENER, which calls up all classes tagged to act on an event (from an INDEX OF BLOCK-ACTIONABLE EVENTS)
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a LOGIC PARSER that evaluates each called class's logic tree
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a CONDITION LIBRARY defining all conditions and condition-evaluating procedures, which the Parser will reference.
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Table of Contents listing all conditions by Name
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the coded conditions themselves
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with accompanying code describing how to evaluate each condition, returning True or False
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Finally we have a BLOCK ACTION LIBRARY, defining all actions a block can take.
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All of this code can be built piece by piece in manageable segments
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:D
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