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## Introduction ##
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## Introduction
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On the main game, any player can access any generated worlds, and thus players data and worlds are saved separately.
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@@ -19,29 +19,43 @@ The main game directory is composed of following directories:
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(TEVD stands for Terrarum Virtual Disk spec version 3, TVDA stands for spec version 254; both have MAGIC header of `TEVd`)
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## Handling The Player Data ##
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## Handling The Player Data
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Some of the "player assets" are stored to the world, such assets include:
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- Physical Status (last position and size as in scale)
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- Inventory (instance of ActorInventory)
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- Actorvalues (only on Multiplayer)
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When loading the game, values from the World must be used and discard whatever might be stored in the IngamePlayer.
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### Loading Procedure
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1. Load the Actor completely first
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2. Load the World
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3. Overwrite player data with the World's
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If the World has the Actorvalue, World's value will be used; otherwise use incoming Player's
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Multiplayer world will initialise Actorvalue pool using incoming value -- or they may choose to use
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their own Actorvalue called "gamerules" to either implement their own "gamemode" or prevent cheating)
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Worlds must overwrite new Actor's position to make them spawn in right place.
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### Remarks
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Making `inventory` transient is impossible as it would render Storage Chests unusable.
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## Prerequisites ##
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## Prerequisites
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1. Player ID must not be strictly 9545698 (0x91A7E2)
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1. Use classname `net.torvald.terrarum.modulebasegame.gameactors.IngamePlayer` to check
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2. Each World and Player has to be uniquely identifiable via GUID
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3. `ActorNowPlaying` must be drawn on top of other actors of same RenderOrder
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## To-dos After the Initial Implementation ##
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## To-dos After the Initial Implementation
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1. Modify Savegame Crackers and Disk Crackers to work with the new scheme
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2. Create Player Creator Tool for avatar-makers
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## Goals ##
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## Goals
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1. Allow multiple players share the same world
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2. Make multiplayer possible
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