41 lines
1.8 KiB
Plaintext
41 lines
1.8 KiB
Plaintext
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Spawn a tree
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Server calls function to spawn entity, passes in identifier for tree type
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spawn entity function creates server packets to spawn entity on client(s)
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This macro sends a packet to all clients in the chunk to create this tree entity
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Each client creates the tree with the client equivalent of the create entity function
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Player joins a chunk that has a tree that is on fire
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The macro is called to spawn a tree, just for that player (how do we tell to call macro for this entity and not generic spawn entity function?)
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...?
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For each btree that isn't a part of the default created tree, keep a list on the entity of additional, attached trees
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when the tree is created, loop through this list of additional trees and send packets to client to synchronize its state
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^This could also include default trees that aren't in default state
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^^At that point just include all trees for ease of use's sake
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Kill a tree
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Server death animation tree fires, also triggering client death animation tree to fire
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once the animation has finished, the server calls the delete entity function
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the delete entity function server side sends a special packet to client that triggers client delete entity function
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A player joins a chunk with a player entity in it
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The server sends a packet to create a new human
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The server sends the human template packet for that entity ID
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The server iterates over every synchronized behavior tree and sends the status of each variable that is synchronized within that tree
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Writing on a sign in game
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Buying an item from a store while another player is also interacting with that store
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A chat log
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A character playing an instrument
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Creating a particle
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Playing a sound
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Creating an effect generally (ie fire)
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Creating a speech bubble over a character
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Playing an animation
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Writing a book on the client side
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Fetching book contents from server(lazy load?) |