Changes the way monster equipment is handled from clearing _all_ items to clearing just the armor contents. This means that monsters that naturally spawn with weapons won't need their weapons added back in.
It also means that monsters that _occasionally_ spawn naturally with weapons now may do that in arenas. This is deemed acceptable, because:
- occasional weapons don't have as much of an impact as occasional armor,
- the forwards compatibility aspect is too valuable to pass up on, and
- should occasional weapons become too much of an issue, they can be conditionally removed, i.e. we can implement the _inverse_ behavior of what we had previously.
Fixes#641Fixes#686
Co-authored-by: Andreas Troelsen <garbagemule@gmail.com>
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
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
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!
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
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
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
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.
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#460Closes#461
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
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.
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 :)
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.
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.
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.
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.
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
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
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
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
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>
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
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
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!
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