Populate challenge lore and level lore with all enum values on initialization, instead of leaving them empty.
Fix wrong message about reset for some config options.
- `[gamemode]_challenge_total_completion_count` returns number of sum of challenge completions for user.
- `[gamemode]_challenge_completed_count` returns number of completed challenges (at least once) for user.
- `[gamemode]_challenge_uncompleted_count` returns number of uncompleted challenges for user.
- `[gamemode]_challenge_completed_level_count` returns number of completed levels for user.
- `[gamemode]_challenge_uncompleted_level_count` returns number of uncompleted levels for user.
- `[gamemode]_challenge_unlocked_level_count` returns number of unlocked levels for user.
- `[gamemode]_challenge_locked_level_count` returns number of locked levels for user.
Fixes#224
* Test coverage for Challenges Command
* Added CompleteChallengeCommand test class
* Added Utils test class
* Added ChallengesGUI test class
* Fix code smells from sonarcloud analysis
* Added .gitignore
* Added Travis CI config file
* WIP ChallengesManager Test class
* Added ChallengesManager test class
* Removed debug
* Removed code smells.
* Added ChallengesAddon test class.
* Added onDisbale test
* Added new TryToComplete test class - WIP
Covers inventory challenges.
* Added Island Challenge entity tests to TryToComplete test class
Optimize some lambda functions.
Add method that validates challenge's levels. If level does not exits in database, then challenge's level is set to FREE.
Fix crash with migration: Free challenges level does not require migration.
This relates to issue #181
Added new config option "gui-settings.undeployed-view-mode" with 3 values
- 'VISIBLE' - all challenges are visible
- 'HIDDEN' - only deployed challenges are visible
- 'TOGGLEABLE' - users will be able to choose option for themself (not implemented)
Implement functionality in ChallengesGUI, where if option hidden is set, then all undeployed challenges are removed.
Implement ability to edit this option via admin Settings panel.
Add 2 new buttons:
- User wipe - deletes all challenges addon player data.
- challenges wipe - deletes only challenges and levels.
By clicking on challenges wipe with right click, it will switch to compelte wipe, and via versa.
The issue was that I used wrong command to check island owner. It is fixed.
Also added 2 protective code, that prevents from trying to select large areas for block searching.
Add [gamemode].complete.multiple permission that will allow/prevent to complete challenge multiple times at once.
Introduce new MultipleGUI that opens GUI with 5 buttons that allows to choose how many times challenge should be completed.
Remove AnvilGUI, as it is broken. Replaced with Spigot Conversation API.
Remove lore-config from GUI (broken).
Remove RIGHT_CLICK to complete multiple times (broken).
This is old change that was declined (#105), but unfortunately it is necessary.
If every ID is based on world names, than addon cannot process "/" in it. It mean that worlds cannot be put into different folders.
This change will fix it, but it is not completed.
In progress.
There does not exist converter, so old data is not usable with this version.
It looks like, exist plugins that keep capital letters in world names. That mean, it is not correct to lowercasing any id's.
To fix it, now, instead of lowercasing, challenges should be case insensitive.
This request comes from Discord.
It also mention to format DiskDrive to avoid ability to restore database, but it is not implemented yet. Will be implemented in future releases.
Add code that removes challenges level from all its challenges, if level is deleted.
Add protection code that shows admins that something is not correct if challenge level is not in database.
* Rework TryToComplete.
Implement ability to complete challenge multiple times at once.
To do it, I split everything in checking/removing/rewarding steps.
In checking step, it calculates if it is possible to complete with minimal requirements and then calculates maximal repeating factor.
In removing step, it removes everything that is necessary.
In rewarding step, it give rewards by necessary factor (multilayer).
I rework item/block/entity removing as factors may be influenced at the last element, so I improve everything by memory usage. Create necessary sets/lists/queues for faster access to already collected items.
* Add method that returns removed items, if somehow algorithm did not manage to remove all items.
Fix issue when removeItems method did not merge ItemStacks as they had different item amount.
Return and fix TryToCompleteTest.
* Implement Multiple Challenge Completion command and GUI. (#73)
/[gamemode] challenges complete [number] allows to complete challenges [number] amount (or less if not enough items)
Via GUI users can right click on challenge and if it is repeatable, then it will open AnvilGUI that accepts only numbers as input.
Add settings option that can enable/disable title message and its length.
Add ability to edit these settings via admin GUI.
Add ability to use some variables in title and subtitle in translation files.
Now it will call also manager.reload() that clears cache and resets database links.
Improve ReloadCommand. Now it will be able to reload both ways (soft way that clears only cache, and hard way that reassigns database connection) with reload command.