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