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TODOs #11

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PEMapModder opened this issue Jun 21, 2014 · 6 comments
Open
1 of 15 tasks

TODOs #11

PEMapModder opened this issue Jun 21, 2014 · 6 comments

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@PEMapModder
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PEMapModder commented Jun 21, 2014

TODOs

  • Physics
  • Block reaction chain library (important)
  • Sound waves
    • Diminish after passing through rules
    • Branch every block and disappear after magnitude minimzied
    • Messages are "blurred" (some letters turned into *, amount inversely proportional to the sound wave magnitude when it reaches)
  • Gravitation (low priority)
  • Society
  • Real-life tools
    • Pulling ropes
    • Vehicles
  • Realistic death
  • Biology
  • Realistic health
    • Walk slower (by randomly cancelling move events?) after fall damage
    • Place/Destroy blocks slower after using bare hand to break hard blocks
    • Items could be broken if used to break blocks?
  • Realistic animals

(Everyone is assigned)

@iJoshuaHD
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can i add a suggestion?
--> Player chat only can be heard by other player's within the chatter (10)radius.

On contrary, I think the Walk slower feature requires a client mod as of i know.

@PEMapModder
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Read the italic words.

by randomly cancelling move events

And player chat distance is sound waves thing

@PEMapModder
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I think we can change "walk slower" into "sometimes trip over".

@iksaku
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iksaku commented Jun 22, 2014

@PEMapModder For the slow walk... We should use $player->speed (when it's available :P)

@PEMapModder
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@iksaku that doesn't change the player speed. It should be a read-only field because it is only changed by the client packets. No packets are sent to the client about this. You can change it, but then it'll be immediately overridden by the next player motion packet, which only differentiates (not sure if this is the correct word) the player location of the client and the server. Well, it may look different to other players (but I think it won't), but not to the client himself. Moreover, changing a field absolutely won't do anything unless that class implements the __set() magic method because other clients receive the change of speed after an uncanceled EntityMotionEvent is called, which doesn't happen in this case.

In another view, if you only set it once, the speed can be immediately overridden if the player stops/starts walking, walks into lava, jumps, walks into water, go onto a minecart, etc... Any events that could change his speed can change the value.

@Praxthisnovcht
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I hope it will restart: D

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