The other issue with periodic password changes, particularly in the workplace but also relevant in normal life, is that it causes people to write down their password. The issues with that should be glaring enough
They’ve done away with some of this with the time walking features. You can actually go and level a character through those old expansions these days. I think the only one fully missing is vanilla because of the cataclysm, but then there’s vanilla wow for that
My point was “are state machines really that complicated? Isn’t it just something like this pseudo code and a return value from your functions?”
Basically I feel like this is a 2 step process but you seem like you either know more than I do or have a different philosophy about how this would be implemented, so I want to understand what I’m missing
Complexity being added at updating also feels wrong to me. Let me pseudo code some rust (just the language I know best off the top of my head right now) at you, cause it feels like maybe I’m just not understanding something that’s making this seem easier than it is.
<span style="color:#323232;">Enum Game_State
</span><span style="color:#323232;"> Paused
</span><span style="color:#323232;"> Paused_Saved
</span><span style="color:#323232;"> Running
</span><span style="color:#323232;"> Loading
</span><span style="color:#323232;"> Exit
</span><span style="color:#323232;">
</span><span style="font-style:italic;color:#969896;">///Technically you could make Menu() part of the enum but I'd probably leave it elsewhere
</span><span style="color:#323232;">
</span><span style="color:#323232;">Match Game_State
</span><span style="color:#323232;"> Paused </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Menu()
</span><span style="color:#323232;"> Paused_Saved </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Menu()
</span><span style="color:#323232;"> Running </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Main_Loop()
</span><span style="color:#323232;"> Exit </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Exit()
</span>
And then your other functions always return a game_state. You’re right that adding that return would be a huge undertaking if it’s not handled in the initial building of the game, but it’s a QoL for the user that’s easily maintainable and is therefore worth doing IMO. But these two things, defining the possible game states and then always routing decisions through that game state, makes this kind of feature relatively doable
I think we write our code in different enough ways that we’re not seeing eye to eye.
Tracking the state of the game being paused, when the menu is open and when the game is saved can all be a single match statement on a current “game state” variable which just holds “running/paused/paused and saved/exit” and when it becomes exit, it checks the save time. Only 2 lines of code and adding an enumerated state to the variable to add this functionality. Since the variable is enumerated, it’s really difficult to mess it up when refactoring because if you can’t pass the wrong code or else your game doesn’t save or close
This screenshot made me long for NMM. Spending hours curating mods to create the perfect look and feel, then spending less than half the time playing the game lol