Gaming
 

Trash

From Neverend

Trash consists of items that have little or no worth. While some trash can be used for different purposes, most of it is useless and needs to be destroyed by several mechanisms.

Contents

[edit] Debris

Debris is anything left over from damaged buildings, objects, and plants. The main causes of debris are fire, spells, and attacks. Debris exists to show an area has recently been damaged. Debris includes:

  • Wood pieces, from damaged wooden walls, wooden furniture
  • Ash, from fire on wooden furniture, wooden walls, trees
  • Volcanic ash, from volcanic regions
  • Sawdust, from woodworking, lumber jacking, saw milling
  • Broken items and objects
  • Broken materials

Destruction mechanisms:

  1. Spawn large woodworms that eat debris
  2. Attract scavengers
  3. Auto erase

[edit] Broken items

Broken items include items that have been damaged or destroyed. Some crafting materials are considered broken items when left by themselves on the ground, such as sword hilts. These materials should be kept off the ground to prevent peasants from taking them. Broken items also count as debris.

  • Broken furniture
  • Broken walls and buildings
  • Broken siege weapons
  • Broken armor
  • Broken weapons
  • Broken artifacts

[edit] Remains

Remains are items that are prone to rotting. They usually come from food that is uneaten, corpses, or body parts.

  • Uneaten food
  • Uneaten fruits and vegetables
  • Dead plants (unplanted)
  • NPC corpses
  • Monster corpses
  • Body parts
  • Meat

Destruction mechanisms:

  1. Spawn Bloodworms
  2. Spawn Undead
  3. Spawn spirits
  4. Spawn carrion worms
  5. Spawn carrion crows
  6. Spawn vultures
  7. Spawn maggots
  8. Spawn flies
  9. Spawn Earthworms
  10. Attract carnivirous monsters
  11. Attract carnivirous animals
  12. Attract carnivirous plants
  13. Attract scavengers
  14. Auto erase

[edit] Items during collapse

Items may fall from collapsing buildings, floors, structures, objects, bridges, roofs, trees, land surfaces, rocks, and other surfaces. These items are sorted into groups to help with abstraction:

  1. Active items, retain properties when falling and have an additional effect when falling. Falling effects include shatter, combust, burn, spill, splash, explode, magic effect.
  2. Inactive items, items retain their visual model but have no effect when falling, and are all considered falling items. Inactive items turn into normal items after landing successfully. Inactive items turn active when selected by the player, in case items land in an inactive state on an irregular surface.
  3. Trash, items become trash and turn into a related trash model. Trash models may be on fire.
  4. Burnt, items become burnt trash.
  5. Debris, items become debris.

During collapse, each surface area containing an item is placed in an invisible box rectangle of 1x1, 3x3, 6x6, 9x9, 12x12 or 16x16, based on the size and number of items. Forces that move up, down, sideways or diagonally will affect these rectangles as a whole, while items inside move inside the rectangle to give the appearance of independent movement. Items within the rectangles are considered visual effects that retain the appearance of their item ID, including item quantity, items in containers, and custom data for customized items, otherwise they have the appearance of trash if the items were destroyed by an attack. Items continue being within the rectangle until hitting a surface, where the rectangle will settle by assuming the surface it lands on, including flat or diagonal surfaces. When making contact with a surface, the rectangle is destroyed, turning each non-trash item back into its item ID with any saved custom data restored for the item. The collapse of the rectangle allows items to fall into pits and other spaces in a surface to prevent floating.

Spells, attacks and effects have a measure of force. A kick or bash may have enough force to move a chest a few feet across a floor, or off a ledge. Single items and objects have a small box while in motion. Large boxes represent greater mass and a greater force required for movement. Powerful spells can move a larger rectangle further, or several rectangles at reduced force. Natural forces such as collapse, falling, wind, water, earth and explosive effects have a much greater force, and can move multiple larger rectangles.

The force value of each attack, spell or effect is measured against the required mass of the cube, and a force too small will not move anything. A force that meets or exceeds mass will move one cube at regular distance, but will be divided if trying to move multiple cubes at once. An overwhelming fore will move an object until it collides with a surface directly, or from the pull of gravity into a surface. Cubes that collide with each other exert some force on each other, so a pushed box may push another box if the starting force is high enough. Cubes that land on cubes may need to go inside and overlap until the bottom surface hits a non-cube surface to deactivate the cube.

As multiple items are automatically arranged into cubes, their weight plus the weight of items in containers will serve as the weight of the cube. A table with plates, food and utensils will cosnider all its items as one weight. Pushing this table laterally or on a diagonal surface less than 45 degrees will cause items to shift and bounce within the cube without falling off the table. If an item is targeted specifically on the table, that item will be pushed away in its own cube. A table with another table with items on top will be pushed if enough force can move the mass of the table and everything on top of it. A table pushed over a surface or thrown in the air will have its contents bounce while the table may rotate, bounce, fall apart, or spin. When the table's cube hits a surface its items will settle around it.

Several effects exist for motion within a cube, which may be turned off or not shown during high lag and processing:

  1. Activate, the cube activates when motion is present, deciding on which items to contain, while not overlapping with items in other cubes.
  2. Store data, the cube remembers item IDs, item custom data, and contained items and their container.
  3. Deactivate, the cube deactivates when it is against a surface and has stopped motion.
  4. Divide, the cube divides into two cubes, containing half of its contents in each
  5. Branch, an item is thrown from the cube, encased in its own cube and allowed to move in its own direction.
  6. Damage effects (burning, ash, trash)
  7. Container damage, if a container is damaged or destroyed it may spill out its contents, or leave a damaged container item that can be searched but not taken.
  8. Spin
  9. Rotate
  10. Bounce
  11. Slide
  12. Tilt
  13. Float
  14. Ricochet
  15. Flutter
  16. Settle, the item tries to find a surface to set on.
  17. Collide, the cube collides with a surface, object, or other cube, either deactivating if motion stops, or continuing to move if motion is present. When colliding, new force may push the cube, causing it to move in a different direction.
  18. Shape, the internal shape of the cube is determined, so that items, objects and players may stand within the cube as it is falling. The defined shape is based on the position of the heaviest objects in the cube, allowing a horizontal surface at a certain height within the cube to be stepped on or landed on. This prevents items floating several feet above each other. Cubes of dust and debris have shape that changes as the debris is moved, from shallow areas where debris is low, to tall areas where the debris is high. Debris within a cube will shift and try to appear natural next to other debris piles, as a contiguous pile of debris.

Effects use sound effects based on the type of item/object, such as clanking metal, knocking wood, burning wood, rustling paper.

Wind can create movement on light mass items including trash, paper, dust, pollen, leaves, flowers, insects. These items become a particle effect and follow elaborate patterns in the air until settling.

Earth moving effects can jostle cubes around until settling.

Explosions cause severe motion from one to eight directions/angles.

Some items are more resistant to damage and destruction form motion, and some items are not damaged or destroyed at all, including artifacts, rare crafted items, gems, metals, stones, enchanted items, magic items, coins.

Water has special motion properties. The water surface is considered a surface for objects of light mass, allowing debris and small items to float on their own and land on top of larger floating objects including seaweed, while items of heavy mass will sink to the bottom. Buoyant items can float between surfaces. When a ship or dock is destroyed, its heavier parts will sink while light parts float including planks, broken barrels, and beams, but will sink if enough are close enough to form a rectangle of sufficient weight to cause sinking. If the wreckage is spread out it will have less weight and will not sink if it is light enough not to break the surface.

[edit] Broken objects

Objects that break can have large pieces that are considered debris, but have properties such as material (wood, metal), weight, and can be further damaged to form smaller debris. Broken objects can also be moved by force, placed in large containers, and used in craft to obtain raw materials. If an object is listed as breaking into smaller parts, it will have one or more part IDs which it will always turn into. A ship will always break into ship parts, a cabinet will always break into cabinet parts. Parts take up mass and space, and can be walked on, jumped on, climbed on, or moved. Parts remain to give a visual impression until they are destroyed by damage or being converted by crafting.