* Adds maxMembers to the Island object for persistent storage
https://github.com/BentoBoxWorld/BentoBox/issues/1690
* Expanded approach to include coop and trusted ranks.
* Checks for max members/coops/trusts on accept based on island setting.
* Write island max member/coop/trusted if owner joins server
This updates the island's settings based on the owner's permissions.
Adds 3 new BentoBox options:
- use-cache-server: option which allows to use mc-heads.net API for gathering player heads. It is a bit faster than Mojang API.
- heads-per-call: option which allows to specify how many heads will be requested at once per each API call.
- ticks-between-calls: option which allows to specify how many ticks should be waited until next API call.
All these options will allow much more faster player head gatherer.
Changes includes optimization for Mojang API too. For servers in online mode, HeadGetter will use Player UUID, instead of asking for UUID from API.
Panel API did not have this context so commands had to force players to
be in the world that the command used. These changes add the world
context to the PanelBuilder and changes the settings panels to use it.
Players and admins can now run settings commands in any world.
https://github.com/BentoBoxWorld/BentoBox/issues/1673
* Decouple island location from island center.
This enables the protection area to move anywhere within the island
boundaries
* Paste island at island location.
* Move visitors to the island location
* Added island location placeholders
* Use island location instead of island center
* Fix tests
* Allow radius 1 islands.
* Correct admin range set limit
* Debug in progress
* Fix island deletion.
The speed option was doing nothing except causing repeated actions on
the same chunks.
* Soft depend for WorldGeneratorApi for Boxed game mode
* Changed to "protectionCenter".
Added logic to expand the deletion area based on moving the island
protection location and range instead of just deleting everything. This
will keep deletion time to a minimum for BSkyBlock, etc.
* Fix tests.
* Add WorldSettings methods for portals
* Vanilla portals option added.
Currently defaulted on for testing. Ultimately, the game mode config can
decide if the vanilla portal is used or not.
Note that the end platform is just a set of obsidian blocks.
* Reduces search radius when close to island edge
* Adds and fixes tests
* Use EntityPortalEnterEvent instead of PlayerMoveEvent
* Removed duplication between nether and end portalling
* Code clean up
* Single event handler for nether and end.
* Created new PlayerEntityPortalEvent class to enable entity teleports
Unfortunately, PlayerPortalEvent and EntityPortalEvent are not fraternal
classes so there's no way to apply code to both except via this
abstraction class.
Tests fail.
* Places end portal always in the same place.
* Teleport entites to nether or end
Identify the teleport cause manually because there is no method.
Teleports to the End happen but seem to be slightly different locations.
Some entities will disappear, others will stick around. I don't know
why.
* Put defaults back to false.
* Create end spawn point to default point when not making end islands
* Fixed PortalTeleportationListener tests.
* Updated since tag