The goal with these specific metrics is to figure out if some of the arena settings can be removed. If everyone uses the same values for these settings, there is no point in having the added complexity in the code.
Three different types of health bars are implemented behind a basic Strategy Pattern. A new per-arena setting, boss-health-bar, can be used to configure which one of the three types (if any) of health bar should be used for bosses in the given arena:
- `boss-bar` creates a boss bar at the top of the screen as if the players were fighting an ender dragon or a wither.
- `title` uses the Chapters/Titles API in Bukkit to display the health of the boss as a "subtitle" whenever it takes damage.
- `name` sets the entitiy's health along with an optional custom name above the entity's head.
The announcements file loading method is renamed to indicate that it's also meant for re-loading, and the access modifier is changed from private to package-private to allow ArenaMasterImpl to call it.
Closes#462
This commit introduces the PotionEffectThing and associated parser. The parser simply delegates to the existing PotionEffectParser utility class the same way the ItemStackThing parser does it. To distinguish potion effects from other things, the parser requires a prefix of "effect:".
As with the initial Thing API commit, this commit also adds an overload to the existing parser class to avoid spamming the console with meaningless warnings.
Boss waves already support potion effects, but with this commit, the potions node moves up as a common node, so all waves that spawn monsters (all but upgrade waves) can now spawn those monsters with a list of potion effects applied to them. It's not possible to give certain potion effects to specific monster types. All monsters get all the effects listed in the node.
Because we aren't actually giving potions but potion effects, the node is renamed from "potions" to "effects". However, to preserve backwards compatibility, both names are supported in this commit.
Closes#453
The ability to execute commands by hitting signs is already implemented by other plugins, but by creating built-in support for such signs, it's possible to leverage information about the plugin and its current state. This implementation allows for displaying live information about player counts, waves, etc. on the signs in addition to tying actions to them.
Customizable templates defined in the new signs.yml config-file can be bound to signs during the in-game sign creation, and users can define state-specific templates that change based on whether an arena is completely idle, has players in the lobby, or is running and in full swing.
Sign data is stored in data/signs.data as a YAML-formatted file that shouldn't be modified directly, effectively separating configuration (templates in signs.yml) and data (coordinates and parameters in signs.data).
Closes#385
This commit makes it possible for mounted players to dismount. Upon dismounting, the horse AI is set to false to prevent it from moving around. Players attempting to mount an available horse will be thrown off unless they actually own the horse. The owners are free to remount when they want.
Metrics will greatly help the development process in terms of finding out which server versions people are running, as well as which features they are using. For now, we check to see how widespread Vault is, and how many arenas and classes people have.
Advanced bar charts are, at the time of this commit, not supported in the bStats dashboard. When they are supported again, we can look into usage statistics for specific settings and features.
Changes the "Vault was not found" message in Vault setup to INFO instead of WARNING, because this configuration isn't actually necessarily a warning sign. Parsing a money thing with no economy is, however. MoneyThingParser logs at ERROR level if Vault or an economy plugin isn't found, but a money thing is parsed.
This also swaps out the dependency on mockito-all with mockito-core, which is actually maintained. The purpose of updating is to allow for new Mockito features, such as mocking final methods, which happens due to the test resource org.mockito.plugins.MockMaker.
It turns out that the method reference on MobArena#getEconomy() in ThingManager is a tight enough dependency on Vault's Economy interface that it results in a NoClassDefFoundError if Vault isn't present.
By resorting to a more "naive" approach of resolving the Economy instance from the main plugin class on every parse call in MoneyThingParser, the NoClassDefFoundError is avoided along with the load/enable ordering issue that was fixed with the lazy-fetching in commit 2fcb20b2ae.
This reverts 2fcb20b2ae and partly 4c34a183c7.
Fixes#463
If the arena has already started, there is no reason why a leaver should have a refund. It's also a douchey move because your buddies in the arena will have a harder time after you leave them for dead.
This moves the refunding of the entry fee to after the join/leave process for the player has been rolled back, i.e. after the inventory is restored. Before this change, the refund would happen before restoring the player's inventory, which resulted in the refund getting overwritten.
This was mainly left in for debugging purposes, but it creates a bit too much spam that isn't really informative or helpful in any way, since the exception reveals the failed step anyway.
This commit swaps out the naive call to takeFee with a more robust approach that actually checks the result. If it fails, the player doesn't join.
It also refactors takeFee so that it will refund any already taken parts of the entry fee if one of the parts fails.
The eager loading results in nothing but nulls because ThingManager (and, by proxy, MoneyThingParser) is instantiated on load, while the Economy provider from Vault is fetched on enable.
The bug was introduced with 4c34a183c7.
This fixes#451
MobArena has been on version 0.9x for so long that it just never was an issue that the version string was unquoted until now. Because SnakeYAML parses the string as a number, 0.100 becomes 0.1, which means the version string gets parsed into a 0 and a 1, which is less than 0 and 99 (previous version).
This should fix that problem for good.
This commit adds two new announcements for use in boss waves:
- wave-boss-killed to announce who killed the boss
- wave-boss-reward-earned to notify the killer of the boss reward, if any
Fixes#428
Historically, we've seen plugins try to "auto-correct" the falling-through-the-world bug in Minecraft when chunks load too slowly. The plugins often solve this by force-warping until the player is stable, and blocking those teleport events are going to cause heavy "not allowed" spam.
Note that this commit makes breaking changes to the Arena interface and completely changes the responsibility of the InventoryManager.
The join/leave process is replaced with an implementation of the Command Pattern, where every step of the process (e.g. teleport to lobby, change gamemode to survival, reset health, etc.) is realized as an implementation of the new Step interface, which has "run" and "undo" operations. The "run" operation takes a snapshot of a specific part of the player's state and then resets it. The "undo" operation restores the snapshot.
Step groupings are arranged in two factory classes, PlayerJoinArena and PlayerSpecArena, which realize, respectively, the join and spectate processes. Each instance of ArenaImpl instantiates groupings for its own context, and a grouping is invoked as one unit when a player joins or spectates an arena, and rolled back when a player leaves.
As a result of a more stringent process, some things are now a little different than before:
- Setting spectate-on-death to true effectively results in /ma leave followed by /ma spec. This makes the player/arena state a little more predictable and well-defined.
- Using exit warps will result in the player leaving to their entry point and then being teleported to the exit warp. This means the exit warp doesn't have any effect on the rest of the restoration process, as it effectively happens "post leave".
This finally fixes#423.
This makes commands case insensitive, e.g. /ma join. Note that arenas with the same name but different casing are considered the same arena, and one of them will be ignored during config-file parsing.
It turns out that the Inventory#removeItem(ItemStack) method doesn't actually work for items held in the offhand. This commit changes the behavior so it simply decrements the ItemStack amount for the item held during the block place. Note that going from 1 to 0 will result in an air stack, which will just disappear from the inventory.
Fixes#429
Replaces the hideous StringBuilder code with a normal String, and the BufferedReader with a basic Java NIO readAllLines(), which also takes care of the eye sore that is the finally clause with a nested try-catch.
This means that MoneyThingParser now needs to pass along an Economy instance instead of a MobArena instance, which makes the dependency a little more focused and reasonable.
Also adds MoneyThingParser tests.
Originally, the permissions checking was implemented with a dependency on various permissions plugins, but since the introduction of SuperPerms, it hasn't been needed, and this residue is safe to remove.
Removes the dynamic registration of permissions for classes and arenas.
This means that it is no longer enough to just check whether a Player.hasPermission("mobarena.classes.Knight"), but we also need to check if the Player.isPermissionSet("mobarena.classes.Knight"), which it won't be by default.
To make the stringly typed parts of this dynamic permissions checking more focused, ArenaClass and Arena now both have hasPermission(Player) methods, so the actual permissions checking happens on the objects themselves, rather than from the caller of these methods.
The /back command in Essentials - and similar commands from other plugins that allow you to warp back to your location of death - makes it possible to re-enter the arena after dying.
This commit builds upon the "leaving players" of commit 02f75d0e7f and introduces a more general notion of players being "moved". The arena is "moving" a player if the player is being teleported somewhere by MobArena (to any arena warp), and in this case, all teleports of a player are permitted. This takes care of the cases where MobArena "might be doing it". The rest of the cases are due to commands, plugins, ender pearls, etc., and they are a little easier to deal with separately. The new logic is more straightforward and should prevent most exploits and permit most legit warp cases.
This (hopefully) fixes#313.
Swaps out the hard dependecy on ItemStack for class armor, such that the ThingManager - and thus every ThingParser registered within - has a chance at providing "armor" for a class.
To distinguish armor from items, ArenaMasterImpl prepends "armor:" or slot-specific prefixes to these values before passing them to the ThingManager. This makes it possible to distinguish between items and armor on the thing parser end if applicable - it doesn't make sense for money and command parsers, but they will just end up skipping these values.
The ItemStackThingParser is given a bit of an overhaul. It now depends internally on ItemStack parsers, which can be registered via the ThingManager. This allows custom plugins to hook into the ItemStack-specific part of the ItemStackThingParser to avoid having to duplicate code. Plugins that just want to provide ItemStacks can use this parser approach, and plugins that want to provide more abstract Things can use the Thing parser approach.
Swaps out the hard dependecy on ItemStack for class items (not armor), such that the ThingManager - and thus every ThingParser registered within - has a chance at providing "items" for a class.
Armor is not handled in this commit, because it appears to be quite a bit of extra work, and the "equippable" nature of armor needs to be handled differently than regular inventory items.
The getLogo() method on ArenaClass is removed, because it is no longer used (internally at least). It is residue from the old Spout support.
Turns out that a player who disconnects while in the arena is actually still online if you ask the Player object. The setScoreboard() javadoc specifically says it throws an IllegalStateException in that case, so we can just catch and swallow it.
It's unclear what the state of the player's scoreboard is when they rejoin the server, but a borken scoreboard is better than a rogue exception.
This commit removes certain items from the in-arena inventories of players who choose the "My Items" class:
- Ender chests allow players to smuggle stuff out of arenas
- Ender pearls can be used to warp to unintended spots, and to build ender chests
- Shulker boxes can carry any items - including ender chests
- Shulker shells can be used to build shulker boxes
At the end of the day, ender chests are the bad seed. The rest are just to prevent ender chests from making appearances.
Apparently, the /give command will drop an item "as" the target player, resulting in the player picking up the item if there is room in their inventory. This triggers a PlayerDropItemEvent, which MobArena catches and tries to cancel if the target player is in an arena. Furthermore, if the player is a spectator outside of the arena region, MobArena will force the player to leave the arena. This triggers the reward granting logic, so using the /give command as a reward has the potential of causing an infinite loop.
This commit introduces the idea of "leaving players", i.e. players in the process of leaving the arena. In the event of a dropped item from a player who is currently leaving an arena, the PlayerDropItemEvent is ignored, because it is assumed to be from the /give command. Note that this doesn't actually prevent normal PlayerDropItemEvents from causing a forced leave, since the player won't be in the process of leaving at that specific point.
This commit changes the naive behavior of the ConfigUtils methods addIfEmpty() and addMissingRemoveObsolete(). Instead of an almost guaranteed config-file write on every invocation of either method, writes only happen if the loaded configuration changes. The excessive writes result in long config reload times, and this change fixes that, effectively fixing the second part of #435.
To further the performance boost, the resource reads are cached in a map - this turns out to not be an issue for server plugin reloads, as a new ClassLoader instance is used to load the new set of plugins.
This means that the cleanup code will only run if there are players in the lobby, arena, or spectator area. This fixes the first part of #435 where the cleanup code is taking too long for large/many arenas.
Originally, the force end command was meant as a way to circumvent any condition keeping players from leaving the arena and cleaning it up. In retrospect, the main reason for using force end is to "get people out of there", but since there's plenty of stuff that can go wrong when a player leaves, this isn't really that helpful, as exceptions will just cause the command to break at the same point anyway.
Use ItemStack display name in ItemStackThing (if available).
This means that named items will appear in the rewards list with their name rather than the ItemStack type. This is useful for "tokens" type items.
Note that named items are still not supported by the built-in item parser, so this commit only affects ItemStackThings created by custom parsers (for now).
With CommandThing and its parser, it is now possible to use commands anywhere a thing can be used. Commands are invoked as the console/server, and they support a single variable, the name of the recipient player.
Commands are give-only, meaning they will fail to be "taken" from players, and they cannot be "held" either. The idea of commands as things basically only makes sense in the context of rewards.
While it doesn't really make sense to have class prices be a Thing (or maybe it does?), this does get rid of the dirty "ItemStacks wit ID -29" hack for economy money, which will eventually break, when the upstream int-based ID API breaks.
With this commit, the Things API is introduced to the code base, but it is not yet used. It introduces the building blocks for an extensible architecture that supports custom parsers and custom "things". This should allow other developers simple, yet powerful hooks into the way MobArena handles class "equipment" and rewards. The basic skeleton includes parsers for ItemStacks and economy money, so it should be interchangeable with the current inner workings of the plugin.
The commit also adds an overload to the ItemParser that allows for a the method to fail silently. This is necessary to avoid false negatives in the log in case the ItemStackThingParser fails but a different parser succeeds.