Commit Graph

92 Commits

Author SHA1 Message Date
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
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
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
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
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
7288fc566b Return class name slugs in MobArenaHandler. 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
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
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
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
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
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 <Bobcat00@users.noreply.github.com>
Co-authored-by: Chew <chew@chew.pw>
2020-05-17 08:22:56 +02:00
Nesseley
7e37d93a0e Rework Root Target.
This commit completely reworks the Root Target ability implementation by
replacing the repeated teleportation code with potion effects.

The old implementation relied on teleporting the target every tick for a
given duration, but because teleporting also involves pitch and yaw, the
result was a constant "snapping back in place" experience.

The new implementation works by applying the following potion effects
with a very large amplification:

- Slowness, to prevent the player from moving out of place.
- Slow falling, to negate fall damage.
- Negative jump boost, to prevent the player from jumping around.

Note that the jump boost uses a _negative_ amplification to make it have
the inverse effect, i.e. a much worse jump ability. It is still possible
to jump an arguably negligible amount away from the root location.

Fixes #490
2020-05-04 07:57:43 +02:00
Nesseley
e8cce8e620 Add support for color codes in boss names.
Translates color codes for the boss name string right before setting it
in the BossWave object.

Closes #610
2020-04-27 11:21:05 +02:00
Nesseley
5e7485682a Add support for Elytra as chest pieces in class chests.
Makes the class chest armor guessing logic pair `"ELYTRA"` up with the
chest piece slot. This specific matching works, because there are no
underscores in the `"ELYTRA"` item name.

Fixes #616
2020-04-25 21:20:07 +02:00
Chew
c9b36f4993 Allow non-existent pet-items nodes.
If someone spins up MobArena with a really old config-file or simply
removes the `pet-items` section, the plugin throws an NPE. This commit
fixes that by allowing the section to not exist.

It might be a good idea to log some helpful information, but let's wait
and see if this isn't good enough.

Fixes #606, closes #608.

Thanks Chew!
2020-03-29 05:32:08 +02:00
Andreas Troelsen
86be8bdfbd Add changelog entry for 90d1f211fa.
Adds a changelog entry for the changes made in 90d1f211fa.
2020-01-13 11:07:33 +01:00
Andreas Troelsen
5f7be69f0f Add changelog entry for 6e8a3e1626.
Adds a changelog entry for the changes made in 6e8a3e1626.
2020-01-11 01:37:08 +01:00
Andreas Troelsen
5c30164ba7 Release 0.104.2. 2020-01-03 21:28:44 +01:00
Andreas Troelsen
14ad15b15d Cross check arena/lobby regions in intersects().
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.
2020-01-03 02:05:24 +01:00
Andreas Troelsen
3a017b179d Fix NPE in region overlap 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
2020-01-03 01:28:33 +01:00
Andreas Troelsen
62dd39c28a Release 0.104.1. 2019-12-31 23:27:49 +01:00
Andreas Troelsen
77ead3de5c Report overlapping arena regions on load.
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
2019-12-31 23:24:30 +01:00
Andreas Troelsen
eed5117454 Fail fast if world is null when parsing locations.
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
2019-12-31 20:40:51 +01:00
Andreas Troelsen
01c56fdd6a Rewrite plugin version checker.
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.
2019-12-31 16:10:43 +01:00
Andreas Troelsen
ab2fefd3d3 Use regular player name when tab completing /ma kick and /ma restore.
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
2019-12-29 17:52:34 +01:00
Andreas Troelsen
9890c13391 Rewrite EntityTargetEvent handling.
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
2019-12-29 17:34:56 +01:00
Andreas Troelsen
a59a4f911d Don't check for recurrent waves on join.
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
2019-08-16 00:46:01 +02:00
Andreas Troelsen
57ce1e3970 Release 0.104. 2019-08-09 00:04:06 +02:00
Andreas Troelsen
fb13eac16f Call pet spawning logic in Upgrade Waves.
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
2019-08-08 00:23:51 +02:00