/area_open
should only work if the executor has control of the *master* area #6147
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#5784 (comment)
I feel more an more like we need to redesign and rethink the areas in general.
i agree, but this is much simpler and someone can do it quickly
i'm focused on projectiles and mobs right now, i beg someone else to take responsibility for this
Changed here:
169b039706
This broke translations for this command... I tried running
mod_translation_updater.py
, but it shuffled stuff too much, so decided to just ignore it for now...QA
Works :)
i have no faith in that stuff. sounds like it doesn't have a defined sorting order and the result is sorted by python's hashing algorithm?
Turns out this prevents city owners from creating open areas now.
Hi, as Whosit points out this has the unintended effect of no longer allowing city mayors to open areas inside their cities (so no public farms... etc.)
However, I've discovered this is only the case because when a new city is created, the City area is created first and then the mayor's area is created with /add_owner using the already existing City area.
I strongly recommend the order would be inverted. First, the mayor creates a master area to his/her name, then the account City is added (as a sub-area to the mayor's master area) via /add_owner command.
This would mean the mayor is still the owner of the higher master area and would allow them to open sub-areas within.
More importantly, this would make mayors spend 1 of their master areas for their city - because right now, that's not happening. My main area for Puerto del Sol (ID 4888) doesn't appear in my list of master areas (!) and it's so because it's a sub-area of the original City area. This is clearly not intended.
Just having mayors add a City sub-area to their main city area, then remove the original City area, would solve the 2 problems (opening of sub-areas + city areas not counting as a MA of their mayors) in one go and without having to change the code.
The city area needs to go on top. This was made so that a city exists and is protected even after a mayor accidentally deletes his master area.
With the cities update, we need to change a couple of things in areas anyways.
Can't the City area and the Mayor's area be two independent protections over the same land? That should give master ownership to both mayor and City.
Interesting idea. It somehow conflicts with my desire to only have ONE master of an area, but it would technically achieve what is needed and the drawbacks are the same as in the current construction
More than one masterarea will always cause trouble. There should be no trouble with additional fields in
areas.areas[id]
. Such as (for areas with the ownerCity
)Let's assume you have the additional function
getMasterareaID(id)
:Through that solution needs an update script:
wait, the owner of the city is "City"? shouldn't that be a tag and not an owner?
Agree. But that's what I can see as a player. I don't know if there are is a better way to check for a city - I can only make suggestions based on the mt-mods areas code.
This is how we protect a city:
We create an area called "City", either manually or via /protect_city. Then we hand over the area to the City account. This area gets applied the yl_city attribute. Then we add the mayor as a subarea. The mayor can then add anyone to the subarea he wants to grant full control over the whole city, too.
Why do we need this City area at all? "City" is a service account. We're using this construction to protect a city serverside, so that not a mayor in a rage or during drama or even in an account loss situation can remove the masterarea and thus leave the city unprotected. It also gives us an immutable handle on the city - a mayor could anytime decide to change the name, with tricks even the area ID.
i see. cities need to be "owned" by something other than the player who owns them, because they need to be conquerable by the voice. the player owner only has control so long as the voice hasn't conquered it - otherwise, they've got too much power over a conquered city.
this certainly complicates and negates my earlier analysis. i don't see an obvious optimal way of controlling
/area_open
(or/spawnit_area
or similar) without explicit integration. perhaps we need to have a separate concept of a "master controller" of an area, instead of an owner?but what if instead, when a city is conquered, the owner of the city changes from the founder, to "Voice" or something like that?