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authorhistoria <[not public]>2026-06-14 22:38:23 -0400
committerhistoria <[not public]>2026-06-14 22:38:23 -0400
commita6f0ad79e2e3a5b7c11eef1ffc3233f3a2766f77 (patch)
tree89601a502bbfcb50302cf03f09b6febc6040eeb0 /data/help/actions.yaml
parent1aba2bdd23aebed4032333e74aa553c40a31fcbd (diff)
downloadthehouseoficarus-a6f0ad79e2e3a5b7c11eef1ffc3233f3a2766f77.tar.gz
feat: fractional ticks and server game_speed implemented. potentially insanely janky.
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+name: "actions"
+category: "General"
+description: |
+ The action queue system resolves all gameplay commands on the 600ms game tick
+ instead of instantly. Commands fall into three classes:
+
+ Instant actions — execute immediately, bypassing the tick queue entirely:
+ say, score, inventory, equipment, look, exits, help, map, option,
+ alias, unalias, description, queued
+
+ Free actions — stackable, all execute before active actions:
+ wear, wield, remove, unwear, unwield, style
+ You can queue multiple free actions. They execute in the order you typed them.
+
+ Active actions — only the most recent survives:
+ All other commands (move, attack, mine, chop, fish, cut, use, talk,
+ pull, push, burn, stoke, get, drop, search, quit)
+ If you queue two active actions, the newer one replaces the older one.
+
+ Order of execution each tick:
+ 1. Free actions (per player, in order)
+ 2. Active actions (globally, sorted by real-time timestamp)
+
+ This means free actions always take effect before active actions, even if
+ you typed the active one first. For example, "attack goblin" then "style
+ aggressive" in the same tick means style applies first, then combat starts.
+
+ Conflict resolution:
+ - If two players attack the same mob on the same tick, the first to
+ queue the command gets the kill.
+ - If multiple players successfully harvest a shared-resource object on
+ the same tick, ALL players get their drops.
+ - If two players try to pick up the same item, the first queued gets it.
+
+ See also: help queued