This commit is a minor refactoring of the class selection functionality
plugin-wide. Instead of selecting classes based on the "lowercase name"
of a class, commands and listeners are now "slug aware", as it were.
The ArenaClass class now uses its slug instead of its "lowercase name"
for equality and hash codes.
The `/ma class` command now tab completes slugs, but it still supports
class names as they appear in the config-file when executing the command
itself. The same applies to the `/ma classchest` command.
The sign handling in ArenaListener slugifies sign text instead of just
lowercasing and stripping spaces.
This commit changes the permission checks for arenas and classes to a
slug-based approach instead of the "config names", which are somewhat
arbitrary and may contain spaces, which are generally not supported by
permissions plugins.
This is a breaking change, which means it will be necessary for users
to change their permission setups. Backwards compatibility could have
been implemented, but it just leaves more room for ambiguity and will
make a necessary transition later down the road less obvious. Instead,
we burn the ships!
As a result of this change, access to the "My Items" class can now be
revoked as intended with the key `mobarena.classes.my-items`.
Fixes#647
Whitespace and punctuation in identifiers is a fairly big source of
issues in areas like permissions and commands where whitespace isn't
directly supported (or at least makes things needlessly difficult).
This commit introduces the concept of a "slug" in arenas and classes,
giving them a _consistent_ `kebab-case` name for use in such places, but
it does not implement their use anywhere. Slugs are expected to be the
solution to problems like the one posed in issue #647.
At the time of writing, we're only concerned with simple stuff like
removing periods, commas, parentheses and replacing underscores and
spaces with dashes. If it turns out that people have unanticipatedly
problematic arena and class names, we may have to expand the slug
definition rules or allow for custom slugs.
This commit introduces a new announcement value for the `addreward`
command. This allows server owners to completely remove the message by
setting it to the empty string while retaining wave reward messages.
In general, we shouldn't reuse announcements unless the actions that
send them are identical, because it makes everything a lot more tangled
than it has to be.
This command takes an arena player and a Thing as input. The Thing is
parsed in the same way as all other rewards are parsed, so it supports
the new `all()` and `random()` functions and the `nothing` keyword.
The "target audience" of the command is mainly scripts. It opens up the
possibility of hooking into MobArena's rewards from command blocks or
other plugins, but with very low coupling.
Closes#643
By using a ThingPicker instead of a Thing, boss rewards can now, just
like regular wave rewards, make use of the new `random()` and `all()`
functions as well as the `nothing` keyword.
Closes#628
This commit introduces the strange concept of a singleton ThingPicker
that only ever picks `null`. The purpose of this picker is to allow for
a type of "loot table" experience similar to that found in other games.
An example would be a piece of equipment that only has a 50 % chance of
dropping. With the current state of MobArena, it would be necessary to
something conjure up a CommandThing or something to emulate nothingness,
but now there is native support for it with the `nothing` keyword.
The nullability of rewards also has the side effect that we got to clean
up the MASpawnThread `addReward` method a bit.
Closes#638
This commit makes the MAUtils class responsible for parsing reward maps
use the new ThingPickerManager to parse the reward lists. As a result,
the new `all()` and `random()` pickers are available for use in the
rewards section.
This should allow for granting item sets and similar types of "bundles"
as rewards in the arena, e.g. a diamond sword and permission to join a
more difficult arena.
Closes#386
This commit makes breaking changes to the Arena interface to switch to
the new ThingPicker framework for rewards. It is unfortuante that the
Arena interface has so many disparate responsibilities that changes like
these are necessary on such a central component when the change itself
is actually very isolated to just rewards handling.
With this change, rewards are now wrapped in pickers, which should give
way to some grouping and "well-defined entropy".
Introduces the ThingPicker framework to the plugin by bootstrapping a
manager for it in the main plugin class. By default, we're just running
the group and random picker parsers, but other plugins should be able to
hook in with their own parsers.
Nothing actually _uses_ the pickers yet, but that's next on the menu.
This little nugget is what we will wire up in the main plugin class once
we're ready to introduce it to the code base for real. Its purpose is
similar to that of the ThingManager, in that it _is_ a parser and can be
passed around wherever a parser is needed, but it also is the main entry
point for anything that is ThingPickerParser instances.
To ensure that we are extensible from the get-go, this commit introduces
the parser aspect of the ThingPicker framework with parsers for the two
non-trivial picker implementations.
Nothing is wired up yet.
Things work best as hardwired, atomic pieces of "stuff", so fitting RNG
into the framework is a little difficult. We could have a RandomThing,
but the issue with that is that the entropy has to live inside of it for
it to be random every time it is given, taken, or checked. This makes it
impossible to make a well-defined, atomic Thing with entropy involved.
Enter the pickers.
The ThingPicker is an early stage extension to the Things framework that
encapsulates the possibilities of entropy and grouping _around_ Things,
a type of Factory pattern.
This introductory stage consists of a "leaf picker" that can only ever
pick a single Thing, a Composite Pattern "group picker" that wraps a
list of other pickers and shoves their resulting Thing instances into a
ThingGroup (introduced in the previous commit).
These simple constructs should now make it possible to introduce entropy
without placing the responsibility on the Thing framework itself. Using
this extension requires adapting code to using the ThingPicker interface
instead of using Thing directly.
Introduces a group of Things as a construct for bundling Things that
should constitute a single unit for whatever reason.
One reason could be to make an _item set_ an atomic reward, e.g. a set
of diamond tools for beating the `workshop` arena. Instead of having to
spread the rewards out into multiple waves or use a different plugin to
create item groups, this component allows MobArena to support that kind
of intent natively.
Note that nothing is wired up in this commit, so really this commit is
just introducing unused code.
Introduces the concept of an Announcer, which is invoked whenever the
`announce` methods on the Arena interface are invoked. Previously, all
announcements would simply be sent to the arena's Messenger, but this
new feature allows us to move them up into titles to help declutter the
somewhat overloaded chat box.
By default, to help people discover the new feature, the announcer type
is `title`, but it is possible to switch back to `chat` for the original
behavior.
Closes#272
Errata to commit 84a7a2ed8a.
The protocol after the join/leave process rework was:
- `spectate-on-death: true`: leave, then spec
- `spectate-on-death: false`: leave
The protocol now is:
- `spectate-on-death: true`: spec
- `spectate-on-death: false`: spec, then "leave"
I put "leave" in quotes, because _discarding_ the player here does not
invoke the part of the leave protocol that tries to ensure teleports go
through according to plan. By capitalizing on the "leave" part, making
it explicit that that's what we're doing in the next tick after warping
the player to the spectator area, we return to the form of the original
rework where we use coarser-grained state control to make things easier
to reason about.
A side-effect of this change is that if players somehow manage to kill
themselves in the lobby, they will be refunded the entry fee.
This promiscuous commit goes around touching almost every file in the
repository with the intention of removing trailing whitespace and adding
newlines to files missing them.
Trailing whitespace has been a pain for along time, especially in terms
of contributing to the project without accidentally littering commits
with whitespace stripping, so this commit is long overdue.
As for the newlines, well, the script I found on StackOverflow to strip
trailing whitespace also happened to add missing newlines, which is
something I wanted to tackle anyway, but in a different commit. It's all
good though.
This commit introduces a quality-of-life feature for spreading players
out during the warp to the arena floor. The feature is configured via
the new per-arena setting `arena-warp-offset`. When the value is greater
than 0.01, MobArena will add a random number of units between 0 and the
offset value to the X and Z axes in either direction. For example, if
the value is set to 3, players will be teleported to a random location
in a 3x3 square centered on the arena warp, rather than directly to the
arena warp itself.
Closes#371
Certain class chest items are cloned before they are made unbreakable,
but not all. This commit changes that, so all items in the input array
are cloned prior to setting the unbreakable flag on them. The items that
were previously cloned specifically no longer need to be, since they are
included in the initial cloning.
Fixes#637
Plugins like Multiverse and EssentialsX have features that override the
world spawn location for players respawning both with and without bed
locations. If MobArena catches the PlayerRespawnEvent too early, these
plugins will likely overwrite the respawn location set for players that
respawn after dying in an arena session.
Because MobArena is a minigame and its respawn manipulation logic only
runs for respawning arena players, it is perfectly reasonable for it to
get the final say in where these players should respawn. It would have
been nice to just use `HIGH`, but that is what EssentialsX runs at, so
we gotta go higher than that.
This commit forgoes some of the work done in the join/leave refactoring
of commit b1c6b61827.
The intent behind the original commit was to make the join/leave process
a very strictly defined set of steps that would work atomically to try
to ensure a stable, predictable process. As a result, the idea of making
spectators out of respawning players meant first kicking them out of the
arena and then re-joining as spectators, as if they had manually typed
`/ma leave` followed by `/ma spec`.
However, on some multi-world setups, this process causes people to get
thrown around a bit, which makes for a poor user experience. This commit
changes the behavior when `spectate-on-death: true` such that the player
isn't kicked, but is instead added to the spectator player pool when
they respawn. If the flag is false, players will still get sent to the
spectator area for one tick and then immediately kicked out as if they
had manually typed `/ma leave`. This does create a little bit of jumping
around, but because there is only one world change (as there would be
anyway), it is deemed acceptable at this point in time.
Closes#508
This commit changes the way Equippable wrappers are created, such that
they more closely match the way class chest armor pieces are "guessed".
That is, instead of looking directly at the Material value of the given
item, we instead look at the name _suffix_, i.e. the part after the last
underscore in the name, e.g. `BOOTS` in `IRON_BOOTS`.
The neat thing about this approach is that it is compatible with future
items that follow the same naming convention, such as Netherite armor
pieces.
The downside is that it is stringly typed and not particularly "pretty",
and if the naming convention breaks or new items are introduced (such as
the elytra), we will have to make modifications anyway.
Fixes#636
The vanilla behavior for most mobs is that they just stop minding their
targets' business if aggro is lost. The same applies to guardians and
elder guardians.
To prevent the pace of gameplay from stagnating, MobArena compensates
for target loss by helping the mobs find a new target. The issue with
this in terms of guardians is that breaking line of sight is the only
way - besides killing it very quickly - to avoid taking damage from a
guardian due to its lock-on laser attack. This means that guardians and
elder guardians need to be excluded from the retargeting logic to make
sense in an arena setting.
This commit introduces a new EnumSet of EntityTypes to exclude from the
retargeting logic. It is not a particularly pretty solution, especially
not since ArenaListener is such a huge class already, but it does make
it easier to add more mobs later down the road, and it does a slightly
better job at giving way to a config setting at some point.
For the Mobs Rework, a per-monster flag like `auto-retarget` or similar
might be a much better solution, so it's possible to have encounters
like a small batch of guardians that _don't_ lose their targets but have
very little health, so the "race against time"-aspect can exist, but in
a much more configurable way.
Fixes#601
This commit fixes the per-arena config setting `soft-restore`. Due to
commit 92c4ce1a8b, the soft restore logic
won't run on BlockBreakEvents, because to reach that specific part of
the event handler, the `protect` flag has to be set to `true`. However,
due to an early return in the soft restore logic if the `protect` flag
_is_ set to `true`, it is effectively impossible for it to run.
The fact that this functionality has been broken for over 6 years (!)
with almost no reports of it is perhaps a testament to how little it is
being used in the wild.
The integration only works reliably with the `clear-wave-` settings set
to `true`, because it relies on there being only one "current" wave.
This is a fundamental issue with the way sessions run right now, and is
another good example of why the Sessions Rework is necessary.
It is possible to achieve the exact same functionality by just making a
couple of Upgrade Waves before and after the waves that need to have
limited skill sets (thanks Lucy). With just a couple of quality-of-life
features like wave "triggers", it's possible to make things just the way
they were with the integration, but by using some more general building
blocks.
Closes#609
Catches ConfigError and prints its message rather than letting it bubble
up to the command handler as an uncaught exception. This means that
instead of seeing "An internal error occurred...", command senders now
see the underlying error message, as well as a short message telling
them to fix the error in the config-file and reload.
Closes#599
Jitpack is the recommended Vault repository now, and we've actually
already updated the comment for Jitpack to include Vault previously, so
let's just get rid of the HeroCraft repo now.
This commit fixes the `player-time-in-arena` per-arena setting by switching to `toUpperCase()` on the string value, which means that the values can actually result in something meaningful, rather than always throwing an exception.
The feature was broken in commit b1c6b61827, and it appears to be the only such instance to sneak through.
Fixes#621
Co-authored-by: Bobcat00 <[email protected]>
Co-authored-by: Chew <[email protected]>
This commit nukes the readthedocs documentation from the repository, but
it is kept as a local backup.
The RTD effort was a valiant one, but it fell by the way side, mostly
due to a lack of attention from my part. At this point in time, the wiki
and RTD have diverged too much, and I would rather have just one place
for documentation than two that are out of sync.
If we ever pick up RTD again, it's probably going to be with a complete
documentation rework in mind.
This commit changes how the ArenaRegion `intersects()` method works:
- The implicit null checks in the `setup` and `lobbySetup` flags have been replaced with actual null checks inside the auxiliary `intersects()` function. Not only does this make the auxiliary method more robust for potential future use, it also helps tidy up the code a bit. So neat!
- The semantics have changed, since `setup` depends on more than just the `p1` and `p2` points. This fixes an (unreported) bug where the check would report a false negative in case an overlapping arena region was defined, but e.g. the arena warp was missing.
- Instead of only checking arena vs. arena and lobby vs. lobby, we now also check arena vs. lobby and lobby vs. arena. That is, if the arena region is defined, we check it against both the arena region and lobby region of the other ArenaRegion (if they are defined). Same deal with the lobby region. This should ensure that no combination of overlaps pass through the check.
This commit fixes an issue with the new `intersects()` method on ArenaRegion. Instead of blindly assuming that the region points `p1` and `p2` are set when the method is called, we first make sure both regions are properly set.
Fixes#590
This commit introduces an `intersects()` method on ArenaRegion that
allows us to check whether two regions intersect.
The new method is employed in ArenaMasterImpl during arena load. If an
arena's region intersects with any other arena's region (in the same
world), we print a warning to the server log.
Fixes#367
This commit introduces a null check in the ConfigUtils `parseLocation`
method. If the world of a location string does not exist, the method now
throws an IllegalArgumentException, which allows callers to fail more
gracefully instead of having to resort to null checks.
Additionally, the parsing of exit warps, leaderboards, or linked class
chests is wrapped in try-catch statements that re-throw ConfigErrors
for better error reporting.
Fixes#421
This commit removes the old version checker that used the DBO resource
page and replaces it with a custom checker that uses the "legacy" Spigot
resource API. The Spigot API is much more lightweight and doesn't
require any sort of parsing.
The new version checker uses a simple cache, keeping version checks
fresh for up to one hour, reducing the need to go fishing on every op
login. The cache resets on restarts, though, but this is acceptable.
Note that no attempt has been made to ensure correctness on multiple,
consecutive invocations when the cache is stale. If a cache refresh is
initiated, all update checks invoked before the cache refresh has ended
will behave as if no update is available. This is acceptable, because
update checks are non-essential, the time frame is extremely narrow, and
the most common result of an update check is "no updates available",
since the amount of update checks made is vastly greater than the amount
of updates released.
Since the actual execution of these commands use the regular player name
instead of the display name, the tab completion is useless if it doesn't
also use the regular player name.
Fixes#589
This commit is a complete rewrite of the target event handling logic in
the ArenaListener class.
Instead of the complex, inconsistent code structure with too many line
breaks between control flow branches, we just have a thin logic wrapper
that delegates the event handling to smaller, more focused functions
that handle arena pets, arena monsters, and foreign entities on their
own.
A couple of auxiliary methods are introduced to try to limit the amount
of warnings produced by checking set membership with `contains()` when
the entity/target is an Entity and the collection is a sub type.
Fixes#572
This commit removes a condition in ArenaImpl#canJoin(Player) that checks to see if the arena's WaveManager has any recurrent waves.
Removing this condition is safe, because the WaveManager already makes sure to have a "catch all" default wave at hand for when no wave definitions match a given wave number. As such, the condition in ArenaImpl is completely unnecessary, and was in fact the root cause of a bug.
Fixes#566
Due to the package structure and location of MASpawnThread, SpawnsPets doesn't need to be opened up for this to work.
This change opens up for quite a few different upgrade strategies, since pet items obtained outside of Upgrade Waves are transformed as well. It is technically a breaking change, because it breaks the invariant that "after arena start, no items are transformed to pets". However, since pet items are customizable, it is possible to just change the `bone` to `sponge` in the config-file if bones carry some sort of implicit meaning in an existing setup.
Closes#524
It doesn't seem like there was any real reason to leave out potion effects as upgrades in Upgrade Waves previously, so they were likely just forgotten in the Things API overhaul.
Closes#565
This is a bit of an overhaul of how CreatureSpawnEvent is handled:
- Events happening outside the arena region are still ignored, as are armor stands placed in edit mode.
- Otherwise, if the arena isn't running, we blanket reject all entities.
- Player-mode iron golems and snowmen are still allowed.
- Anything that isn't spawned by a plugin is rejected, _unless_ it is a Vex spawned with "default" spawn reason, which is what the Evoker summon spell uses.
In the end we have a "custom" spawn reason inside the arena region while it's running, which is perfectly "legal". And because of the unfortunate use of Creature (instead of Mob) in MACreature, Slimes and Magma Cubes still need to be handled separately here.
Fixes#564
When a player takes damage from a hostile mob, the player's class pets will have their target set to that mob. This means that even zombies can function as "real" pets!
This commit removes the `auto-respawn` arena setting and the logic associated with it.
MobArena's hacky implementation of auto-respawning is buggy and discouraged. To get true auto-respawn functionality we'd have to move to the Spigot API instead of the Bukkit API.
This commit adds custom names to class pets in the form `<player name>'s pet`. This should help players more easily distinguish between pets and hostile mobs.
This commit changes the pet parsing and handling such that it is a lot more dynamic. Rather than limiting pets to wolves and ocelots, any living entity is now a potential pet. This means that we can do away with the logic that specifically targets the Wolf and Ocelot interfaces and instead work with the more general Tameable interface. As a result, the discrepancies between Minecraft 1.13 and 1.14 in this regard are largely irrelevant, because server owners can just specify which entity they want to spawn given which item in their config-files.
MonsterManager's two Wolf- and Ocelot-specific addPet() methods are replaced with a generic addPet() method that takes an owner (Player) and a pet (Entity). This is technically a breaking API change, but MonsterManager is an internal component that is very unlikely to be used outside of MobArena.
The `global-settings` node in the config-file can no longer be forced into strict compliance via ConfigUtils, because the `pet-items` node is now dynamic rather than static.
The default `pet-items` node in the config-file no longer has `ocelot` in there to avoid confusion on 1.14. It now only contains `wolf` and people will have to add their own ocelot/cat in if they haven't added it already.
Fixes#563
This commit fixes a bug introduced in 88ddbe5ac6.
During a food level change event, if the arena is running and the food level lock is enabled, we just need to also make sure that the given player is actually in the arena, otherwise it affects everyone on the server.
Fixes#557
This commit changes how SitPets determines if a nearby entity is "pet material". Instead of assuming that wolves and ocelots are tameable, we check for the Tameable interface. This means that we get rid of the "concrete" types, Wolf and Ocelot, and also fixes a bug on Minecraft 1.14 servers where ocelots are no longer tameable, but cats are. It also kinda catches parrots, but they will not sit if they are flying or perching on the player's shoulder when joining.
Because ocelots are no longer tameable in 1.14, they shouldn't cause trouble here, but because they are tameable in 1.13, we need to rely on the Tameable interface to maintain both backwards and forwards compatibility.
Fixes#548 (kind of - no more exceptions thrown, but the pet ocelots from SuperLuckyBlock may misbehave, however that is a different issue).
This commit adds support for basic tab completion for most of the commands that take arguments. Some completions are somewhat intelligent, e.g. `/ma join` which only lists enabled and "functional" arenas that the given player is permitted to use. Others are just kinda dumb, e.g. `/ma enable` which indiscriminately lists all arenas.
Closes#405
This commit changes how the final "catch all" works for incoming monster damage. Instead of checking if the damager entity is a LivingEntity, we check if it is a monster of the arena and then proceed as normal.
Note that this change may make it possible for monsters in the arena to take damage from non-arena entities. The so-called "catch all" doesn't really catch everything, but it does catch the infighting that it was designed to catch.
One "not thought of" damage source is that of player-made golems, so coincidentally, this commit fixes#550.
This commit adds support for altering the data portion of a potion item by prefixing either `long_` or `strong_` to get extended duration or level II versions of the given potion, respectively.
Closes#520
getById() is deprecated, and while this does break existing functionality, it is a good kind of breakage because it forces people over to the name-based IDs, which they will eventually be happier with.
Partial fix for #406
Similar to the previous commit about leaderboards, this commit fixes the crash caused by using the MaterialData API on Minecraft 1.14 servers.
Fixes#546
This commit fixes a bug on Minecraft 1.14 servers where leaderboards would cause a NullPointerException due to the MaterialData API being broken. Instead, we now use the new BlockData API, and everything is back to normal.
Fixes#536
This commit changes how the unbreakable setting works by just assuming that everything that is "damageable" (implements the Damageable interface) needs to be set as unbreakable. This means that the entire weapons/armor collection in ArenaClass is obsolete, and all of the checking is contained in ArenaImpl.
Fixes#544
This commit changes the SetHealth step such that it uses the player's own value for max health rather than the generic base value. As a result, players who join holding items that lower their max health will be missing health as soon as they join the lobby. But because food levels are maxed and locked, the health will quickly regenerate.
Unfortunately, players who join with a higher health value than the base max health value will have their health capped to the base max health value on the way out of the arena. This was also the case before this commit, but it is worth mentioning again for completeness.
These odd side effects are currently "necessary" because the effects of items that change max health values for players don't take immediate effect in the same tick as they are added/removed, so because MobArena's join sequence is synchronous, we can't feasibly "get it right".
Fixes#545
There is no reason why food should be a thing in the lobby or spectator area. This commit effectively disables it for players in those places/states, while retaining the in-arena conditional logic based on the config-file setting.
Fixes#514
The whitelisting approach works well for the legacy builds, because the
version landscape doesn't change with those. However, the main build on
the master branch will not run on a server version other than 1.13, so
come 1.14, MobArena will be broken.
This commit fixes this problem by changing to a blacklisting approach
for the main build on the master branch. Checking for versions that the
build *can't* run on brings back MobArena's old resilience to version
changes on the Minecraft side of things.