Commit Graph
100 Commits
Author SHA1 Message Date
Andreas Troelsen bbe7ed491d Bulk up the test suite for FormulaManager.
Introduces a couple of tests for the FormulaManager test suite in order
to cover all the methods the class exposes. This means it is no longer
necessary to suppress the "unused" warnings.
2023-10-23 00:30:55 +02:00
Andreas Troelsen 15a79bdd7e Remove discrepancy in auto-ready behavior.
It's not clear why this variation in the auto-ready logic exists, and
the commit history doesn't seem to have any clues either. Perhaps the
actual readying up logic was incompatible with auto-ready at some point,
but at this point in time it doesn't seem like this is necessary at all,
and it appears to be causing a bug with the MobArenaStats extension.

By simply calling the player ready procedure regardless of the status of
the auto start timer, MobArena fires the arena player ready event that
MobArenaStats depends on for some of its pre-session bookkeeping. It
could be argued that MobArenaStats should be more robust, but we would
much rather fix the root problem than slack on the otherwise fairly
sound strictness of the MobArenaStats data model.

Fixes #746
2023-05-07 11:52:31 +02:00
Andreas Troelsen 4f78936716 Use boss entity as source for obsidian bomb.
Makes the boss entity the source of the obsidian bomb explosion, which
then makes the damage event listener handle the explosion damage as if
the boss is the damager, which means the `monster-infight` flag should
be respected.

Fixes #759
2023-05-07 11:29:36 +02:00
Andreas Troelsen 2eb1761e76 Use exploding sheep as source for explosion.
Makes the sheep entity the source of the explosion that's created when
it triggers close to a player. This, in turn, makes the damage event
listener handle the explosion damage as if the sheep is the damager,
which means it will respect the `monster-infight` flag.

Fixes #758
2023-05-07 11:28:13 +02:00
Andreas Troelsen 9871bb85d8 Bump version to 0.107.1. 2023-05-07 11:21:21 +02:00
Andreas Troelsen 00605b54f9 Release 0.107. 2022-07-30 20:24:03 +02:00
Andreas Troelsen ec644df05b Adapt to the new SPELL spawn reason.
This new spawn reason was introduced somewhere between 1.18 and 1.18.1,
and unfortunately it is a breaking change, so we have to employ it for
MobArena to properly allow and register vexes (again...), but we also
have to maintain a variation of the old logic so we don't break support
for older server versions.

Fixes #719
2022-07-26 13:20:54 +02:00
Andreas Troelsen 2c0d3e292c Update SpigotAPI to 1.19.
This time around we're trying to keep the API version bumped for the
sake of not leaving the people who actually keep their servers updated
behind. It does present some potential backwards compatibility issues
when we do employ new API, but we'll just have to be mindful of _how_ we
go about doing so...
2022-07-26 13:10:06 +02:00
Andreas Troelsen d963d90cb9 Update VaultAPI to 1.7.1. 2022-07-26 12:23:53 +02:00
Andreas Troelsen b76b0e6719 Add workflow_dispatch trigger to build workflow.
This should allow us to just initiate a build if the artifact of the
latest build expires.
2022-06-25 17:21:16 +02:00
Andreas Troelsen 6cec72ebfb Add some whitespace to build workflow.
Let's clean this up a little bit.
2022-06-25 17:19:49 +02:00
Andreas Troelsen 8c5ae13bef Rename build workflow.
The previous name was really just a way to try to "prettify" the whole
thing, but the badge in the README is a little wonky compared to other
projects, so we're just gonna go with "build" for now for consistency.
2022-06-25 17:18:02 +02:00
Andreas Troelsen 36908cbe85 Remove class pets on player death.
When a player with pets dies in the arena, we want their pets to be
removed. One could probably argue that the pets _should_ be able to
stick around, but the original intent was for them to be removed
alongside their owner.

Fixes #721
2022-06-25 17:16:09 +02:00
Andreas Troelsen c88f20c46f Add per-arena setting auto-ignite-fuse.
This new setting allows changing the fuse time for auto-ignited TNT,
which is normally a hardcoded 80 ticks in Minecraft. Note the somewhat
weak safeguarding without any sort of error message - with great power
comes great responsibility...

Closes #715
2022-02-13 00:33:18 +01:00
Andreas Troelsen b9b4d0d204 Replace metadata "planter" logic with TNT primed source.
Now that MobArena sets the TNTPrimed source on auto-ignited TNT, the
"planter" logic becomes _somewhat_ obsolete. This is due to the fact
that manually ignited TNT blocks produce a TNTPrimed entity with the
source property set to the player that ignited the block.

Because the "planter" logic in the BlockIgniteEvent handler didn't
actually work, this change shouldn't actually do anything in that
regard. That is, a TNT block ignited by a player would still have that
player as its source regardless of who the planter was, because the
procedure that would have otherwise set the planter of the TNTPrimed
entity never ran.
2022-02-12 23:53:04 +01:00
Andreas Troelsen 4470b60aaf Remove unused code block.
Turns out igniting TNT _doesn't_ fire a BlockIgniteEvent but rather an
ExplosionPrimeEvent, which means this code has never actually been of
any use. This code block was likely dead on arrival and has been dead
for almost 9 years. Wonderful...

The proper handling here would be to listen for the PlayerInteractEvent
and detect flint and steel interactions with TNT blocks. This is super
cumbersome, however, because the event handler would have to listen on
the MONITOR priority to ensure that nothing changes down the line. What
we are _actually_ need to do is remove the TNT block from the arena's
block set when it is ignited, but since this hasn't worked for almost a
decade, we're not really in a hurry to fix it now. It just makes for a
slightly slower (but negligible) cleanup procedure most of the time.
2022-02-12 23:30:21 +01:00
Andreas Troelsen d3e5d44cb2 Set source property on TNTPrimed entities.
This property makes TNT explosions look more "real" to other plugins who
may be consuming events from MobArena's sessions. It also gives way to a
potential rework of the "planter" logic that currently makes use of the
Bukkit Metadata API.

Closes #718
2022-02-12 22:42:39 +01:00
Andreas Troelsen d4dcc8dc90 Don't nag players with mobarena.admin.teleport.
Changes the behavior of the ArenaListener's teleport event handler such
that it _ignores_ teleport attempts instead of _rejecting_ them when the
player in question has the `mobarena.admin.teleport` permission. Because
the global listener's event handler only ever checks the permission if
at least one per-arena listener has _rejected_ the teleport attempt, and
none of them have explicitly _allowed_ it, the change means that it will
never check the permission, because its internal `allow` flag will never
change to `false`. Thus, the check can be safely removed from the global
listener's logic.

When the response is to ignore instead of reject, the message that would
have otherwise been sent to the player is skipped. This fixes #702.

It is perhaps tempting to move the permission check up into the section
of sanity checks in the global listener, but this is very specifically
avoided to allow MobArena to _uncancel_ teleport events that have been
cancelled by other plugins, but that MobArena might need to go through.
Please see afcc526a71 for more info.
2022-02-12 19:06:40 +01:00
Andreas Troelsen 77b2525707 Cancel damage to players by pets.
This is technically not necessary when pets are simple entities like
wolves and zombies, because these types of pets will never target and
thus attack other players in the arena. However, projectile entities
such as Blazes and Ghasts may hit players in the line of fire, and so
any such damage should be cancelled.

Fixes #712
2022-02-12 17:55:58 +01:00
Andreas Troelsen 9164b125bd Allow flaming arrows to ignite TNT.
It turns out that, according to the Spigot API, flaming arrows actually
_change_ TNT blocks to air before/instead of igniting them. While this
is a little counter-intuitive, the fix seems to revolve around allowing
the change to happen if the changed block is TNT and the "changer" is an
arrow.

Allowing the change event to happen means "foreign" primed TNT entities
will spawn, which makes it necessary to clean them up during the session
cleanup phase in ArenaImpl.

Fixes #696
2021-12-05 17:30:24 +01:00
Andreas Troelsen c80f0375ee Copy cancel state to fake EntityExplodeEvent.
It's not clear if this change actually solves the underlying issue,
because it has not been tested in a controlled environment. However,
considering the EntityExplodeEvent constructor, which doesn't take a
cancel state value, and the `HIGHEST` priority setting of MobArena's
event handler, the issue is realistic, and this change very likely
solves the issue.

Fixes #704
2021-12-05 16:18:54 +01:00
Andreas Troelsen 2c12112fd0 Update JUnit to 4.13.2. 2021-10-13 23:25:13 +02:00
Andreas Troelsen fe9d160edd Update Mockito to 3.12.4. 2021-10-13 23:25:13 +02:00
Andreas Troelsen 4348a0497e Use arena slugs in arena sign update handler.
The arena signs predate the use of arena slugs everywhere, so something
slipped through the cracks in this regard. Incidentally, the handler for
arena updates is one of the few classes in the signs package that has no
unit tests, probably due to it being "obvious implementation". Not so
obvious after all, it seems, so now we have a basic test for it.

Fixes #705
2021-10-13 23:25:13 +02:00
Andreas Troelsen c143cc81c9 Add per-arena setting auto-leave-on-end.
Introduces a new arena setting to force spectators to leave the arena
when the current session ends. If set to `true`, it "overrides" the
behavior of `spectate-on-death: true` when players respawn, such that
they only become spectators if there is an active arena session.

The respawn behavior technically means that it is possible for a player
to begin spectating "the next session" if a new session begins between
them dying and clicking Respawn on the death screen. Ideally, we would
want the player to auto-leave, because the session _they_ participated
in ended, but we don't have a concept of "previous sessions", so this
quirky behavior will have to do.

Closes #682
2021-08-08 00:56:41 +02:00
Andreas Troelsen 52226fa1c9 Make Thing extend ThingPicker.
By turning things into their own thing pickers, we can avoid creating a
bunch of SingleThingPicker wrappers, which are now redundant. Because
the semantics of using things and thing pickers are quite different, it
does perhaps make it necessary to be a bit more careful about picking
the right type.
2021-08-07 16:08:23 +02:00
Andreas Troelsen 7b9a9505b9 Reformat code in things package.
This is mostly just line breaks at the top and bottom of classes and
interfaces, but also marks some fields `final`.
2021-08-07 12:29:44 +02:00
Andreas Troelsen cad2eef8ba Optimize imports in things package.
We're good with on-demand imports for the static Hamcrest and Mockito
functions in test code, because the arrange and assert steps of unit
tests all make use of them, so it's known where they come from.
2021-08-07 12:20:45 +02:00
Andreas Troelsen 9fec49cc58 Make ThingGroupPicker aware of result set size.
This commit makes the ThingGroupPicker return different values depending
on the size of the picked result set. If the set is empty, the picker
returns null, emulating a NothingPicker. If the set is a singleton, the
element itself is returned, emulating the SingleThingPicker. Finally, if
the set contains more than one element, a ThingGroup containing those
elements is returned.
2021-08-07 01:36:37 +02:00
Andreas Troelsen 823be96b4e Guard against nothing in ThingGroupPicker.
This commit filters the result list of a ThingGroupPicker by a non-null
predicate to avoid null values in the resulting ThingGroup instance.

Since null values represent `nothing`, and we don't usually announce it
when players earn a `nothing` reward, it makes sense that they wouldn't
bubble up and somehow "manifest" in groups of things either.

Fixes #691
2021-08-07 01:36:35 +02:00
Andreas Troelsen 286071871f Add support for angry bees.
This commit introduces a new type variant, `angry-bee`, which is a bee
whose anger level is maximized upon spawning, much in the same vein as
its angry wolf cousin.

Note that bees are not available prior to Minecraft 1.15, so a sentinel
`null` name is used in the registration to prevent warnings from being
logged on server versions that don't have a concept of bees.

Closes #584
2021-07-30 18:21:41 +02:00
Andreas Troelsen c1716709f3 Add changelog bullet about targeting 1.17.
Because this bullet covers both the commit with the version bump and the
following compatibility commits, it didn't really fit properly into any
one of those commits, so now it gets its own!
2021-07-30 18:21:41 +02:00
Andreas Troelsen 15698d3eee Use block data to check if blocks are signs.
Instead of relying on the evolving Material enum values, we can use the
new BlockData API as advised by some of the folks "in the know". It is
unclear how much of a performance impact the the "block data gathering"
and `instanceof` checks incur, but this is a pretty secluded place in
the code base, so probably nothing to worry about.

An alternative solution could have been to check if the _name_ of the
Material equals "SIGN" or "WALL_SIGN", or ends with "_SIGN". That should
cover all cases in a sorta kinda safe manner, but it isn't as resilient
as the BlockData/BlockState hierarchies.

We could also employ the new Materials utility class and enumerate all
sign types by name and just check for membership of the resulting set,
but this creates another brittle crash point.
2021-07-30 18:21:41 +02:00
Andreas Troelsen b4cd509eff Use "legacy-aware" utility class for Material types.
Introduces the Materials utility class, which works much like the static
MACreature registration process, but for certain material types. Instead
of storing everything in a stringly typed map, certain Material values
are stored as constants.

Right now it's just the `OAK_SIGN`/`SIGN` pair for the autogeneration in
MAUtils, and chances are we can throw it out at some point in the near
future, but at least now there's room for more materials, should the
need arise.
2021-07-30 18:21:41 +02:00
Andreas Troelsen b49920fc38 Make fallback default wave consistent with default config.
Changes the fallback default wave in the wave parser to be consistent
with the default wave of the default config-file. Not a huge deal, but
it does feel a bit more neat.
2021-07-30 18:21:41 +02:00
Andreas Troelsen 36237ebe2d Replace pig zombies in the special wave of the default config.
Replaces the `zombie-pigmen` entry in the `spec1` wave of the default
configuration with `slimes-big`. This is due to the pig zombie rework
into piglins, which makes the custom name a little flaky. If we ever
decide to ditch the custom names somehow, this will probably make such a
transition a little easier.

While `slimes-big` is also a custom name, so are `powered-creepers` and
`angry-wolves`, but at least they are "API stable" in comparison, which
is really what this change is about.
2021-07-30 18:21:41 +02:00
Andreas Troelsen 4de0ce258b Tidy up code style in MACreature.
It's K&R style braces in all modern portions of the code base, and
IntelliJ keeps complaining about final values, so let's just make it
happy.

The `plural` field should go away at some point, but for now it's fine
to just null it out, since the legacy `register()` method is only ever
used by the deprecated-for-removal constructors, both of which actually
set it to something non-null.
2021-07-30 18:21:41 +02:00
Andreas Troelsen 72f4d16e6f Deprecate old MACreature constructors for removal.
The new constructor and registration method pair is what other plugins
should be using. They provide a slightly cleaner interface, and we don't
need so many different ways to do the same thing.
2021-07-30 18:21:41 +02:00
Andreas Troelsen 490df61375 Refactor MACreature registrations.
This commit changes the way MACreature initializes its internal map of
available monster types. Specifically, it replaces all static references
to EntityType enum values with a series of registration helper methods
that try to resolve EntityType enum values from a given set of strings,
stopping on the first match. If nothing matches, no registration, but a
warning is logged unless a specific sentinel `null` value is passed as
an argument, in which case the key is just silently skipped (not in use
as of this commit, but it will be necessary for modern types like bees
from 1.15+).

While this is arguably a huge step back in terms of type safety, it does
make the code base more resilient to API version bumps, and it allows
compiling against modern API versions and still run on older (1.13-1.16)
servers. It _does_ mean that changes to the EntityType enum (such as
PIG_ZOMBIE to ZOMBIFIED_PIGLIN) must be discovered manually, which makes
maintenance a little more difficult. The warning in the server log does
make it fairly easy to fire up an early build of a new server version
and check if everything initializes correctly.
2021-07-30 18:21:41 +02:00
Andreas Troelsen 95b65371f1 Switch to Spigot API and bump version to 1.17.
Spigot has decided to discontinue distribution of the Bukkit artifacts,
which means Bukkit "doesn't exist" after Minecraft 1.15. This commit
takes the plunge on that change and moves to the Spigot API rather than
the Bukkit API. Goodbye, Bukkit. Hello, Spigot.

The version is also bumped to 1.17 to give way to new features and bug
fixes otherwise blocked by staying on 1.13. Unfortunately, this brings
with it a swath of potential issues with version compatibility going
forward, because backwards compatibility in the API sometimes takes a
back seat, such as with the Material and EntityType enums. This commit
specifically changes some references that break compatibility with older
server versions, but compatibility with those is reinstated later.

Finally, the Spigot repository is changed to match the consensus about
which path on the Spigot Nexus instance to use. This seems to be what
everyone else is doing, so `bandwagon.jumpOn()`.
2021-07-30 18:21:39 +02:00
Andreas Troelsen f1cfd4136e Update Mockito version.
This makes the test setup compatible with Java 16.
2021-07-07 00:39:59 +02:00
Andreas Troelsen b99713f1ec Add reload events.
This commit introduces two reload events, MobArenaPreReloadEvent and
MobArenaReloadEvent. Both events are fired when MobArena reloads, the
former right before the reload, and the latter right after.

The reason for two events is to allow plugins to reload either entirely
or partially along with MobArena, if it makes sense for them to do so,
_when_ it makes sense for them to do so. Some plugins need to reload and
re-register themselves with MobArena before the config-file itself is
loaded (e.g. ThingParsers), while others either require MobArena to be
fully loaded or are more decoupled and thus don't depend on anything in
MobArena's innards to function. The "pre" event is for the former, while
the other event is for the latter.

As for naming, the choice of "Pre" and no prefix was made for the sake
of consistency with the event names in the Bukkit API, which has just
one example of such a pair (PlayerPreLoginEvent and PlayerLoginEvent).
Some event naming conventions (e.g. in the .NET world) seem to favor
present and past tense (reloading, reloaded), but this would be wildly
inconsistent with the rest of the event names, so it might be better to
just stay consistent. Names may change before an actual release, but for
now, this is what we're rolling with.

Closes #677
2021-07-07 00:14:29 +02:00
Andreas Troelsen 903752d23a Add support for registering subcommands by instance.
This commit introduces a new `register()` method on the CommandHandler
class to allow registering pre-instantiated subcommands. This means that
subcommands are no longer restricted in terms of instantiation, so they
can have their dependencies injected at creation, rather than having to
resort to Singleton anti-pattern means.

Also refactors the existing internal MobArena command registration to
use the new method to "drink our own champagne" and to reuse the code.

Fixes #675
2021-07-01 22:59:05 +02:00
Andreas Troelsen 614da20df8 Make /ma playerlist pattern less greedy.
This commit changes the pattern of the player list command to one that
isn't quite as greedy. This change is enough to fix issue #676 and thus
allow MobArenaStats to take control of its own command.

The command framework could definitely do with a bit of a rework away
from pattern matching towards aliases, which would prevent similar
issues from cropping up down the line. For now, this is good enough.

Fixes #676
2021-07-01 22:57:21 +02:00
Andreas Troelsen 2c2c36b880 Bump version to 0.106.1. 2021-05-10 09:08:19 +02:00
Andreas Troelsen 498cef9ec7 Release 0.106. 2021-05-10 09:07:50 +02:00
Andreas Troelsen 30c059f51b Include bStats, Github Actions in changelog.
These should have been included in their respective commits, but they
didn't seem particularly interesting for end users at the time. Might as
well include them, though.
2021-05-09 13:43:55 +02:00
Andreas Troelsen b08c74afbd Replace Travis CI with Github Actions.
This commit introduces a Github Actions workflow in the form of the file
`.github/workflows/build.yml`, replacing Travis CI and its `.travis.yml`
file.

The new workflow does a little bit more than Travis CI: it uploads an
artifact after a successful build. Due to a known issue with Github's
package UI, the MobArena.jar file is dynamically zipped on download, so
we get MobArena.jar.zip containing just MobArena.jar. It's redundant,
but there doesn't seem to be a simple way around it at the time of this
commit, so we'll leave it be.

For now, the workflow runs on every push to every branch. I'm probably
going to regret that, but we'll leave that as it is for now as well.
2021-04-15 17:24:56 +02:00
Andreas Troelsen c7e740040c Update bStats Metrics to 2.2.1.
The previously nested classes are now standalone, so imports and super
class definitions of the custom various charts are updated as well.
2021-04-11 13:11:47 +02:00
Andreas Troelsen 9081ec8055 Add support for custom formulas.
This commit re-frames the formula concept used by the wave growth, swarm
amount, and boss health wave configuration properties. It fundamentally
changes how these values are calculated, from a static, compile-time set
of enum values and hardcoded expressions, to a powerful math expression
feature that supports constants, variables, operators, and functions.

In part to remain backwards compatible with existing MobArena setups,
and in part for a better user experience, the old enum-based expressions
are relocated into a new file, `formulas.yml`, as _macros_. The file is
written to the plugin folder if missing, and it contains a formula for
each of the legacy values for each of the enums. Additionally, it has a
global section with some predefined macros for inspiration's sake. The
goal of this file is to allow people to define new formulas and reuse
them in their wave configurations instead of having to duplicate the
same formulas again and again.

Parts of the system are extensible. It is possible for other plugins to
register additional constants, variables, operators, and functions.

Closes #460
Closes #461
2021-04-07 22:13:03 +02:00
Andreas Troelsen 0da90f3963 Rework arena sign data store.
This commit constitutes a major rewrite of how arena signs are stored
and loaded. It fixes an issue where an unloaded or missing world would
cause MobArena to throw errors if there were any arena signs recorded in
said world.

The solution is to load signs of a given world when it is available,
rather than loading all signs at once indiscriminately. At startup,
signs for all _currently available_ worlds are loaded. This fixes the
errors. When a world loads and a WorldLoadEvent is fired, signs in that
world are loaded. This ensures that all valid signs in existing worlds
will _eventually_ load. To keep things tidy, a WorldUnloadEvent will
unload all signs for the unloaded world.

Bukkit's own YAML deserialization implementation doesn't re-throw all
deserialization errors, which means we can't actually catch the problem
of missing worlds without doing an awkward "scan" of the deserialized
objects. This prompted a rewrite of the serialization and data storage
into a custom CSV-like format which is both simpler and also provides a
lot more control over the process. Instead of relying on world _names_,
the new format uses world _UUIDs_. While the rest of the plugin won't
necessarily adapt well to a world being renamed, the signs data store
should be resilient enough to handle it.

Most of the actual sign rendering code and almost all of the template
code is intact, but quite a lot of other classes have been rewritten or
replaced. Some of the rewrites weren't strictly necessary, but because
the components were already fairly small, rewrites were much faster and
a lot less awkward than attempting to adapt existing code.

Fixes #645
2021-03-25 10:20:49 +01:00
Andreas Troelsen cf296704b0 Clean up .gitignore.
This file has an interesting history with content that goes all the way
back to MobArena's dark days of both Ant and Eclipse. This commit cleans
up the file a bit, removing a lot of unnecessary bits and pieces, and
making it a little more tightly bound to the current project setup.
2020-11-08 19:27:22 +01:00
Andreas Troelsen 9bc23c61a0 Bump version to 0.105.1. 2020-11-08 18:34:37 +01:00
Andreas Troelsen 3bef4948a6 Fix date of 0.105 release in changelog.md.
Time flies, oh my!
2020-11-08 18:33:18 +01:00
Andreas Troelsen 5f62b8013b Release 0.105. 2020-11-08 17:35:31 +01:00
Andreas Troelsen 532a2ce0da Add Maven Wrapper.
This should make it a lot easier to get started with the project and to
build a custom artifact from source.
2020-11-04 01:21:50 +01:00
Andreas Troelsen 07f0ce5d08 Add changelog entry for water bottle fix on 1.8.
This is a bit awkward to deal with, because the actual fix exists only
on the 1.8 branch, but we release from the main branch, so we want the
changelog entry to come from there.
2020-11-04 01:12:27 +01:00
Andreas Troelsen d960aebbb0 Reformat changelog for upcoming changes.
Rearranges and reformats the changelog entry for the upcoming version to
better fit with the Keep a Changelog guidelines. We're already grouping
stuff decently, but we can do better with section headers. In an entry
like this one with lots of changes, it just makes the reading experience
much better, and we do want people to read the changelog :)
2020-11-04 01:09:28 +01:00
Andreas Troelsen 4ceb5b7bec Allow use of "config name" in default-class.
This is a very simple change that could potentially save a lot of
headaches when people look elsewhere in their config-file and see a
class name like "Big Gary" and wonder why putting that value in the
`default-class` property won't work.
2020-11-04 01:05:53 +01:00
Andreas Troelsen 6c693294bd Remove unused methods in MAUtils.
Slowly but surely, we're getting rid of this abomination...
2020-11-03 20:08:00 +01:00
Andreas Troelsen 70e51d24fb Return config name in Arena arenaName() method.
This is really just an internal change, since the `arenaName()` method
is likely not used anywhere. If it is, however, it shouldn't be depended
on as an identifier anyway, so I'm confident that removing it won't mess
up anything that doesn't need a rework anyway.
2020-11-03 20:04:16 +01:00
Andreas Troelsen 7288fc566b Return class name slugs in MobArenaHandler. 2020-11-03 19:58:30 +01:00
Andreas Troelsen 31282014b3 Use slugs internally in Upgrade Waves.
This just removes the internal use of "lowercase name" in Upgrade Waves
and _should_ have no effect on the actual config-file and the parsing
done there.
2020-11-03 19:58:30 +01:00
Andreas Troelsen 2a87aef9f3 Use class "config name" on leaderboard signs.
Same as with arena names, we can just use the class "config name" on
leaderboards for a prettier experience.
2020-11-03 19:58:30 +01:00
Andreas Troelsen 06cedde031 Allow multi-word names in /ma addarena and /ma autogenerate.
Introduces support for multi-word arena names in the two commands. The
approach is to simply join the arguments by spaces. Because of the new
slug-based lookups, multi-word names are fairly straightforward.
2020-11-03 19:58:30 +01:00
Andreas Troelsen 0f93d8ac05 Resolve arenas by name using slugs.
This commit is a minor refactor of how arenas are resolved by name,
similar to the previous arena class resolution refactoring.

The difference this time around is that there is an ArenaMaster method
that does most of the work for a lot of different areas of the plugin,
`getArenaWithName(String)`. This method is called from well over 30
different places in the code base, making it a cornerstone of all arena
resolution. Luckily, it is called primarily from places that shouldn't
care _how_ an arena is resolved.

Affected by this commit are all commands that resolve arenas by name,
including all those not listed in the diff, because of the change to
`getArenaWithName(String)` on ArenaMaster.

Commands that can tab complete arena name arguments now complete slugs
instead of config names.
2020-11-03 19:58:30 +01:00
Andreas Troelsen fdb84dfaf4 Use Arena "config name" on leaderboard headers.
Going forward, it should be possible to show "pretty" arena names by
simply using a pretty name in the config-file instead of slug-like names
now that slugs are on the horizon.
2020-11-03 19:58:30 +01:00
Andreas Troelsen f10c7e464c Deprecate Arena arenaName() method.
Conversely to how the "lowercase name" of ArenaClass was deprecated in
favor of the slug, the "arena name" method here is deprecated in favor
of the "config name" of arenas. Instead of trying to pretty up an arena
name (which is doomed to fail), we just use the "config name" for pretty
printing instead, and start using slugs elsewhere.

This should give way to a much better experience with multi-word arena
names as well.
2020-11-03 19:58:30 +01:00
Andreas Troelsen 037c2ffa43 Use arena class "config names" in /ma autogenerate.
Swaps the weird "camel casing" approach in the autogenerate command out
with simply using the "config name" of the arena classes when creating
class selection signs.

This fixes the breaking change to how classes are resolved in a previous
commit, but only in future arena generation procedures. Arena generated
before this change may still contain broken class signs.
2020-11-03 19:58:30 +01:00
Andreas Troelsen 5bcab8fa46 Use arena class slugs for class selection.
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.
2020-11-03 19:58:30 +01:00
Andreas Troelsen 519886cf3e Use slugs in arena and class permission checks.
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
2020-11-03 19:50:29 +01:00
Andreas Troelsen 1b46e17e38 Deprecate ArenaClass getLowercaseName() method.
This commit deprecates the "lowercase name" method on ArenaClass to push
the new slug concept throughout the code base in a "healthy" way.
2020-11-01 14:28:40 +01:00
Andreas Troelsen aed57f5cb6 Introduce slugs in arenas and classes.
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.
2020-11-01 14:28:33 +01:00
Andreas Troelsen efc66820c6 Add specific Msg value for /ma addreward.
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.
2020-09-19 10:57:17 +02:00
Andreas Troelsen dafae0cf07 Add /ma addreward command.
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
2020-09-19 10:32:03 +02:00
Andreas Troelsen 3b132d28dd Use ThingPicker for boss rewards.
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
2020-08-24 22:53:00 +02:00
Andreas Troelsen d30bd96a2a Add support for picking nothing.
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
2020-08-22 17:36:30 +02:00
Andreas Troelsen 994ebaff81 Allow for reward grouping.
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
2020-08-22 17:12:29 +02:00
Andreas Troelsen bff1ab5694 Convert rewards to the new ThingPicker framework.
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".
2020-08-22 17:12:29 +02:00
Andreas Troelsen dd54f70682 Add ThingPickerManager to main plugin class.
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.
2020-08-22 17:12:29 +02:00
Andreas Troelsen 2d0aad19d6 Add ThingPickerManager.
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.
2020-08-22 17:12:29 +02:00
Andreas Troelsen 5566d8fd86 Introduce ThingPickerParser.
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.
2020-08-22 17:12:26 +02:00
Andreas Troelsen e8bb8a9e4d Introduce ThingPicker.
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.
2020-08-22 16:10:07 +02:00
Andreas Troelsen e1784552de Add ThingGroup.
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.
2020-08-22 15:00:11 +02:00
Andreas Troelsen 4f11889549 Add per-arena setting announcer-type.
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
2020-08-22 11:32:45 +02:00
Andreas Troelsen 31010c1576 Initiate player leave when spectate-on-death: false.
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.
2020-08-22 09:42:45 +02:00
Andreas Troelsen 514c03dad0 Strip trailing whitespace; add missing newlines.
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.
2020-08-21 00:23:14 +02:00
Andreas Troelsen 043d970593 Remove obsolete TODOs.
Some of them have been mangled somehow, and others just straight up
aren't relevant anymore. Tidy up!
2020-08-20 23:45:07 +02:00
Andreas Troelsen 64d55673a4 Add per-arena setting arena-warp-offset.
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
2020-08-20 23:30:57 +02:00
Andreas Troelsen b343976dc8 Clone class chest contents before modifying them.
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
2020-08-19 23:03:08 +02:00
Andreas Troelsen 7f7fb1631c Bump to HIGHEST priority for PlayerRespawnEvent.
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.
2020-08-19 22:55:23 +02:00
Andreas Troelsen 84a7a2ed8a Don't kick players when spectate-on-death: true.
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
2020-08-19 22:51:27 +02:00
Andreas Troelsen 7fc0473a72 Guess Equippables from Material name suffix.
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
2020-08-09 12:42:44 +02:00
Andreas Troelsen b0969c655c Prevent guardians from instantly retargeting.
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
2020-07-28 09:45:18 +02:00
Andreas Troelsen 6de0a2fa83 Fix soft-restore for blocks broken by players.
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.
2020-07-21 16:32:59 +02:00
Andreas Troelsen c682e45714 Remove MagicSpells integration.
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
2020-07-21 09:14:58 +02:00
Andreas Troelsen 962eb7aaba Improve config-file errors from /ma setting.
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
2020-05-31 21:12:47 +02:00
Andreas Troelsen 684116918a Remove nexus.hc.to repository from pom.xml.
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.
2020-05-31 21:09:13 +02:00
62496127d7 Use toUpperCase() in SetPlayerTime step.
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]>
2020-05-17 08:22:56 +02:00
Andreas Troelsen 58cb29ae97 Remove obsolete class comment in Root Target.
For some reason, this is the only ability that has such a comment, and
it doesn't really provide any value, so yeet.
2020-05-04 07:59:57 +02:00