goto area
1- to the center of the claim would be good
Otherwise?
but would need fly mode to be required.
This would be true of any point of area, as its geography cannot be known in advance (any point could be underground, under water, high in the sky...). The code would then be:
2. This is mainly for admin use but an option to allow regular players is not objectionable as long as we can turn it off for regular players if so desired.
Once the code is there, deciding who has access to a function is another matter. I would start by reserving this function to admins/managers only, as this should not become a duplicate of a proper teleport plug-in (which this plug-in is not intended to be) and as it requires setting player fly mode, which a 'common' player may not be entitled to.
3. colmon use would be to ease in finding a claim if needed to be removed dew to inactivity, or do an expansion or other editing.
So, it is either a separate task or ultimately a separate (or separable) step of a process; then, a separate menu item makes sense.
4 A menue item "Go to area" which shows the list of areas, would be helpful as long as the coordinates are in a form easily used by the goto function in the console. The way it is now we have to switch the positions of everything and decide witch numbers have to be negative. It would seem, I would think, that a tp function would be more convieniant as well as intuitive in this case.
If there is a "Go to area" menu item, there would be no need to issue any console command and obey any syntax:
- Select the menu item,
- find the area name in the list (this is where a search function may come handy with 700 area names to choose from)
- select it: => be placed there (with flying mode turned on).
this would be all; nothing to actually type.
Display MoreSearch Box
a box to search for the claims would be nice but where the real problem lies with the player names list when adding a player to the claim. A search system similar to the mailing plugin would be advised where you type in a few letters of a name and it gives you a list of players, starting with that letter or set of letters, to choose from. This could be used for claim names too, but you already seem to have the claim list alphabetized.
Finding player names:
A search box for this was a secondary thought but it would be nice to have something like the mail system to find players, but an alpha numeric list is really all that is needed.
The area list is retrieved from the data base in alphabetic order only at server start up, newly created areas are added at the end of the list; for the moment being, I am trying to avoid a DB operation each time that list is displayed; so, area list alphabetic order is usually approximated, but it is not guaranteed at the moment.
In any case, with a list several hundreds of items long, scrolling 20 items at a time to reach "Zug Castle" would be a pain; I think a search option would be more useful for areas than for players, as the former may be much more than the latter.
Alphabetizing the list of players might be even more resource demanding, as the player list is maintained in the world DB which is an additional step away than the plug-in DB. The plug-in is maintaining a player list of its own, mostly to avoid a DB query each time a name <=> ID conversion is needed; I'll try to have it kept in alphabetical order.
Also note that, generally speaking, alphabetical order is much less obvious a concept than it may appear at first sight...
Players Names
Question, will this plugin accept 2 part names? I mean names containing 2 or more words or will we still have to require them to remove spaces in there player names, as we do now?
Special characters in player names (or whatever) only are a concern when you have (well, the plug-in has!) to extract it from a longer / more complex string, like a chat command. Once you get rid of chat commands and go GUI, the problem is gone.
Geographic coordinates:
I understand about real life conditions and use of coordinates but the game system only accepts native rw coordinates to teleport and not the normal system you seem to be using. I understand the normal system is easer to understand but if the game does not accept the cords then what good is it? We still will have to swich things around if we want to use goto to get to the claim in question. Isn't it easer just to use the same system the game uses?
In my perspective, there should ultimately be no need to use the goto or any other console command in relation with this plug-in and I still (unreasonably?) hope the goto command will one day accept coordinates in the "right" format.
But for the moment being, yes, I see the validity of your point.