* Mark all home-related methods in PlayersManager as deprecated.
* Fix bug where maxHomes was shown as null
* Version 1.18.0
API changes may break compatibility with Addons.
* Remove usage of deprecated methods except for migration code.
* Prevent NPE. Check isPlayer instead of getWorld() == null
* Fix nullability issue and added to @Deprecated annotations
* Added deprecation notices to home methods in Players
* Make variables final if they can be.
* Do not use final so that test can pass.
For testing, we use a trick to set this variable, but it won't work if
it is final. Right now, I'd like to keep the test.
* Break out events and add individual handlers
https://github.com/BentoBoxWorld/BentoBox/issues/1613
* Corrected AddonEvents to have proper static handlers
* Made constructors protected.
Abstract classes should not have public constructors. Constructors of
abstract classes can only be called in constructors of their subclasses.
So there is no point in making them public. The protected modifier
should be enough.
* Reaching Old Island information in Island reset events
* Added javadocs since tags
* added javadoc since tags for new field/method in builder
Co-authored-by: Florian CUNY <poslovitch@bentobox.world>
Implements https://github.com/BentoBoxWorld/BentoBox/issues/983.
* Allows customizing where islands are created
NewIsland receives a new interface which determines the location
where the next island will be created
A default implementation is provided which mirrors the previous behavior
* Adds autors to DefaultNewIslandLocationStrategy
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Improves Javadocs
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Implements an island reservation system using the admin register command
Admin flies to an empty spot and registers the player there. This
creates a bedrock block to mark the spot but it sets the island as
reserved for the target player. The next time a player issues the island
command (or island create) they get the selection of islands and it is
pasted at that location.
https://github.com/BentoBoxWorld/BentoBox/issues/749
* Update src/main/java/world/bentobox/bentobox/database/objects/Island.java
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Update src/main/java/world/bentobox/bentobox/database/objects/Island.java
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Update src/main/java/world/bentobox/bentobox/database/objects/Island.java
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Update src/main/java/world/bentobox/bentobox/database/objects/Island.java
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* API addition - adds reset deaths on new island
BentoBox currently tracks deaths in the worlds but the current API only
allows them to be reset when a player joins a team. This setting enables
deaths to be reset when a player starts a new island or resets an
island.
WARN: This should be the only additional WorldSetting we need for deaths.
* Update src/main/java/world/bentobox/bentobox/api/configuration/WorldSettings.java
* Update src/main/java/world/bentobox/bentobox/managers/IslandWorldManager.java
* Update src/main/java/world/bentobox/bentobox/managers/island/NewIsland.java
* Update src/main/java/world/bentobox/bentobox/managers/IslandWorldManager.java
* A prototype for Blueprint bundles and blueprints
This stores blueprints inside bundles. Each bundle can have up to 3
blueprints defines by the World.Environment.
This is not a finished manager. It just handles all the saving and
loading side of things. I thought this would help you so you can then
concentrate on the UI.
* WIP: Copy blocks to Blueprint done.
* WIP Pasting done.
* WIP: Added BlueprintsManager to ultimately replace SchemsManager.
* Moved blueprint suffix and changed to .blu
* Fixed unit test.
* Now tested and working.
Integrated with new island and resetting island.
If there are no blueprint bundles or blueprints then a default bedrock
set will be made and put in the game mode addon's blueprints folder.
Still to do: enable schems to be loaded and pasted for legacy support.
Add blueprints and a bundle to GameModeAddons like BSkyBlock.
* Renamed most of the classes
* Cleaned up clipboard and paster.
* Further cleanup on blueprint clipboard and paster.
* Merged blueprint classes into one package.
* Put Blueprint data objects in their own package.
Isolated schems classes for later removal.
* Renamed admin command classes and changed locale files.
* More clean up to remove schems
* Schem to blueprints converter done.
Converts schems to blueprint bundles and sets up a default set. Tested
the happy-path. Need to do more testing on edge cases.
* Added basic UI for development. Fixed bug with schem conversion.
* Adds permissions into the blueprints.
Fixes tests, cleans up some naming
* Added IslandCreationPanel and created BlueprintManagementPanel
* Fixed JSONDatabaseHandler's constructor being public
* Made the Blueprints button in ManagementPanel open the Blueprint management panel
* Fixed tests and ignored one (NPE)
Island deletion is done a few chunks at a time per tick. Current speed
is 5 chunks per tick per world (e.g., 15 chunks per tick if nether and
end islands are used).
Chunks are deleted based on the all-time maximum protection range of the
island. This is because the protection range can grow bigger or smaller
over the island's lifetime. To ensure all possible chunks are erased,
the largest every protection range is remembered and used.
Very large protection ranges will take a long time to fully delete.
Info on islands that are being deleted is stored in the database. If the
server shuts down mid-deletion, deletion will restart when the server
restarts.
While an island is being deleted, new islands cannot occupy that spot
and the spot cannot be reserved by the admin.
In addition, async approaches to island saving and player saving were
removed. Async will be implemented another way.
Now, instead of saving the full island or player database, individual
database entries are saved instead to be more efficient.
This will load all schems in an add-on's schem folder if it exists and
associate them with this world set (overworld, nether and end). Schems
can be named anything, but the partner nether or end worlds must be
pre-fixed with "nether-" or "end-" in the filename.
Additional schems can be added by the admin into the schem folder, or
they can be stored in the jar file of the add-on. Both are supported.
No changes are required to current add-ons. I.e., there is no API
breakage here, but I would like to rename the SchemsManager method
loadIslands(World world) to be loadSchems(World world) in the future.
Related issues/PR:
https://github.com/BentoBoxWorld/BentoBox/issues/104https://github.com/BentoBoxWorld/BentoBox/issues/207https://github.com/BentoBoxWorld/BentoBox/issues/378https://github.com/BentoBoxWorld/BentoBox/pull/408