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authorhistoria <[not public]>2026-06-24 22:55:35 -0400
committerhistoria <[not public]>2026-06-24 22:55:35 -0400
commit15b7e221b799ef107dec44ecdb294026dfd3d059 (patch)
tree3748e464a77f0f082bea1567e9d6990052054961 /building_guide/state.md
parent9d4b799db4868bcab291b83599ff088763cd4ed6 (diff)
downloadthehouseoficarus-15b7e221b799ef107dec44ecdb294026dfd3d059.tar.gz
refactor: pulled techs out to yaml files, unified numerous combat functions, broke up game object
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## State: World vs Player
-**World flags** (`set_flags`, checked with `flag`) are shared by every player on the server. A door opened by one player is open for everyone. A lever pulled once changes the world for all.
+**World flags** (`set_flags`, checked with `flag`) are shared by every player on the server. A door opened by one player is open for everyone. A lever pulled once changes the world for all. Stored in memory (`FlagStore`) — **lost on server restart**. Numeric values are compared by coercion (int/int64/float64 are normalized), so a YAML-decoded `3` matches a code-set `int(3)`.
**Player flags** (`set_player_flags`, checked with `player_flag`) are per-character. Quest progress, "has read the sign," "paid the toll" — these are different for each player. Saved to the character YAML and persist across logins.