It now displays the three dimensions for each world using a three-colour scale. Green means the world is generated and is an "island" world; orange means the world is generated but is not an "island" world and red means the world is not generated or does not exist. Actually, the overworld is always green, so I didn't put checks for it.
I also improved the overall layout for the game worlds display in each localization file.
* Add registerFlag method in Addon class that allows to register a new Flag just from Addon class.
This was missing, as request handlers and listeners already has faster methods.
* Update src/main/java/world/bentobox/bentobox/api/addons/Addon.java
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Update src/main/java/world/bentobox/bentobox/api/addons/Addon.java
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
* Use #getPlugin() instead of the getInstance
Removed checks overlaps a lot. It is not necessary to check multiple time if island is nether and end island, as they will not change their status in runtime.
Flags can become unknown to BentoBox due to an addon no longer being
installed, or a flag being removed from the code. When this happens and
an island object is loaded, the map of flags could contain multiple null
keys, which is illegal and therefore the island would not load. (A map
can only have one null key). A change back in February was also
deregistering deprecated flags, so any old databases may have already
had one null flag in them.
This change will convert any unknown or null flags into a temporary flag
with a known ID that starts with NULL_FLAG_ followed by a UUID. This
enables the object to be loaded by GSON successfully. Immediately after
loading, any flags that start with NULL_FLAG are removed, thus cleaning
up the flag map.
Addresses
https://github.com/BentoBoxWorld/BentoBox/issues/680
This comes from #676, but it will not fix issue in given case, as these checks do not take so much time and they often fails in 0.01 miliseconds.
Anyway, adding checks in this order will improve performance for this checks in skyblock end world with enabled flag apx 80% for non-0;0 chunk. (
* 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)
* Upgrade BentoBox pom
- Replace default profile with ci profile, like in Challenges addon.
This profile will set value for build.number variable.
- Improve master profile
This will remove -SNAPSHOT for the end of revision and sets build.number to empty string.
* Add build.number at BentoBox version
This will allow to know which snapshot build is used in current build.
* Update pom.xml
Co-Authored-By: Florian CUNY <poslovitch@bentobox.world>
Addons need to declare themseves when they register a flag so that the
flag listener can be reset. Note that this is not mandatory unless the
flag declares a listener
* Create Latvian language file.
This will contain most of the translations.
The only missing part is Flag translations.
* Update latvian translation
Translate protection flags
* Update latvian language
Add missing translations.
- JSON is now the default database type
- JSON database files are now pretty-printed
- It is now possible to migrate from a database type to another through the use of a command and specific transition database types
- It is recommended to move from YAML to JSON.
= Commits breakdown =
* Proposal to make JSON the default database and retire YAML.
* Make JSON file format easier to read.
* Fix tests.
* Adds a hybrid Yaml2Json database type.
This database always tries to use JSON if it is available. If a YAML
file is found, it will be loaded and replaced with a JSON file.
* Move to generic database transition code
* Better comments
* Adds transitional database options so admins can choose.
Adds Yaml2MySQL option and changes config.yml to add instructions.
* Enables full database migration between databases.
Adds /bbox migrate command.
Adds a number of transition databases. DB starts transition when the
server boots up and will migrate organically. The admin can force an
immediate update using the bbox migrate command.
This operation requires an API breaking change: Addons that use the
Config API must now implement ConfigObject in their config class instead
of DataObject. This is to differentiate YAML config classes from YAML
database classes. If a class is already implements WorldSettings
(GameModeAddons), then no change is required because WorldSettings
implements ConfigObject now. If an old addon is used that does not
implement ConfigObject, BentoBox will not load.
* Added null check to YAML deletion
* Removed the 2YAML transition dbs because YAML is deprecated.
YAML does not support some data structures so conversion could corrupt
data.
* Fixed some javadoc and added missing DatabaseType#JSON2MARIADB
* Renamed package database/transitiondb to database/transition
- for visitor/ coops/ trusted players. I think this reorder of execution fixs this, correct me if I'm wrong.
Issue #665 : Teleport > Sethome > Add
(Sets incorrect if the island was locked for visitor as the member was not yet added to the island so the teleportation failed, therefore it will take the location of user from where he was standing when he typed /is team accept)
Fix: Add > Teleport > Set
Fixes#665
* Enables game mode addons to run as the only world.
Requires game mode addons to do the following in their onLoad:
1. Register commands
2. Be able to provide the chunk generator object because it will be used
to generate the worlds
3. Be able to provide the WorldSettings because the world name (string)
is required
* Sets world in CompositeCommand after onEnable
* Added Javadoc to Addon#onEnable and Addon#onLoad to better explain where to do what.
As of 1.14, chunk regeneration is no longer supported. This PR implements a not-chunk-based deletion that supports both 1.13 and 1.14 and which also allows us to get rid of the "multiple of 16" rule for island distances. This PR however does not remove the "multiple of 16" rule and a commit should be made thereafter.
This PR is also a pre-requisite to #640.
* Makes GameModes responsible for regenerating chunks.
* Deletes chunks manually to solve 1.14 chunk regen removal
* Fixes round up to 16 for island distance bug.
* Clean up - removing imports and stack traces
* Revert "Fixes round up to 16 for island distance bug."
This reverts commit 54f1ce0940.
* Adds island edge protection for deletion. Needs full testing.
* Completed testing. Works correctly.
* Refactor of clipboard to separate out file saving/loading
There's now a clipboard manager to handle file system loading and saving
so that the clipboard works purely in blocks (YAML).
* Fixes a few bugs
* Renamed getClipBoard to getClipboard
* Version up 1.4.1-SNAPSHOT
* Sets pos1 and pos2 after pasting a loaded schem
Corrects version name in POM.
* Shifted schem name validation into SchemsManager