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author | Dico <dico.karssiens@gmail.com> | 2018-08-06 02:53:59 +0100 |
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committer | Dico <dico.karssiens@gmail.com> | 2018-08-06 02:53:59 +0100 |
commit | 0b8deb4c54f6ad96e0a63692c09a5929f39920fa (patch) | |
tree | 0eb5efafc5bb0ff5e16cb931e5348bdf72140cf9 /todo.md | |
parent | ba347a805333b84f860150cbf0b8c514472c6f9f (diff) |
Add todo.md
Diffstat (limited to 'todo.md')
-rw-r--r-- | todo.md | 80 |
1 files changed, 80 insertions, 0 deletions
@@ -0,0 +1,80 @@ +# Parcels Todo list + +Commands +- +Basically all admin commands. +* setowner +* dispose +* reset +* swap +* New admin commands that I can't think of right now. + +Also +* setbiome +* random + +Modify home command: +* Make `:` not be required if prior component cannot be parsed to an int +* Listen for command events that use plotme-style argument, and transform the command + +Add permissions to commands (replace or fix `IContextFilter` from command lib +to allow inheriting permissions properly). + +Parcel Options +- + +Parcel options apply to any player with `DEFAULT` added status. +They affect what their permissions might be within the parcel. + +Apart from `/p option inputs`, `/p option inventory`, the following might be considered. + +Move existing options to "interact" namespace (`/p o interact`) + +Then, +* Split `/p option interact inputs` into a list of interactible block types. +The list could include container blocks, merging the existing inventory option. +* Players cannot launch projectiles in locations where they can't build. +This could become optional. +* Option to control spreading and/or forming of blocks such as grass and ice within the parcel. + +Block Management +- +Update the parcel corner with owner info when a player flies into the parcel (after migrations). +Parcels has a player head in that corner in addition to the sign that PlotMe uses. + +Commands that modify parcel blocks must be kept track of to prevent multiple +from running simultaneously in the same parcel. `hasBlockVisitors` field must be updated. +In general, spamming the commands must be caught at all cost to avoid lots of lag. + +Swap - schematic is in place, but proper placement order must be enforced to make sure that attachable +blocks are placed properly. Alternatively, if a block change method can be found that doesn't +cause block updates, that would be preferred subject to having good performance. + +Change `RegionTraversal` to allow traversing different parts of a region in a different order. +This could apply to clearing of plots, for example. It would be better if the bottom 64 (floor height) +layers are done upwards, and the rest downwards. + +Events +- +Prevent block spreading subject to conditions. + +Scan through blocks that were added since original Parcels implementation, +that might introduce things that need to be checked or listened for. + +WorldEdit Listener. + +Limit number of beacons in a parcel and/or avoid potion effects being applied outside the parcel. + +Database +- +Find and patch ways to add new useless entries (for regular players at least) + +Prevent invalid player names from being saved to the database. +Here, invalid player names mean names that contain invalid characters. + +Use an atomic GET OR INSERT query so that parallel execution doesn't cause problems +(as is currently the case when migrating). + +Implement a container that doesn't require loading all parcel data on startup (Complex). + + |