Closes#793
Please note this is not a simple fix and applies it through a large
series of changes that may need to be noted in case of further troubles
in the future.
To accomplish this correctly, if a player is a really dead fighter, his
state and position will not be updated in a number of places. This is
all handled by the respawn hook for really dead fighters, which by the
way I rewrote because yolo. It makes a (potentially incorrect)
assumption that there is no reason a zone should hold a previous player
state when they join, so it is deleted for safety purposes. If not, and
the player leaves the zone, they may lose items. This may fix other
related inventory reset issues.
returns the code after the leaving of the zone. Not sure if it works.
Don't think it returns under all cases
Conflicts:
war/src/main/java/com/tommytony/war/Warzone.java
Warzone now contains a few new methods to make adding and removing players from the zone easier. This was made in response to every join mechanism having to rewrite the same ~25 lines of code to handle adding players to a team. This was also done to replace the even more bulky code used to return stolen structures.
This also removes a few unused jobs as I am trying to transition away from them, as they don't really help if they are not being used for async tasks, batches, or timers.
A better way of managing teleports at the end of a game or when leaving normally has been added.
Most player-interfaced features such as event responders, signs, and
some player commands now have their messages stored externally in a
resource bundle. This allows for easy localization of the plugin by
copying the main messages.properties file and translating all the
messages into the language of choice.
Also thanks to @AlexMerser21 for the partial russian localization of the
plugin. This means that War servers can now show messages in the russian
language simply by starting the minecraft server with the flag
-Duser.language=ru.
Item/damage/anything ID's have now become deprecated in bukkit presumedly
in preparation for any sort of official server modding API. This switches
war from using IDs in most cases to bukkit-provided classes such as
ItemStack.
Killstreak rewards can be configured in the set.war.killstreak section of
war.yml. Rewards will only be applied to players if the team/warzone has
KILLSTREAK set to true.
The configuration section will get populated on generation of war.yml, or
may be manually added to older configurations.
Currently the system supports messaging the entire warzone and just the
attacker. It only supports rewards of items and health at the moment; more
are expected to arrive.
This commit also moves XPKILLMETER into the team-specific section of the
config.
The killstreak counter shows a message if the player has more than 5
kills. I have also added an example reward system with points, but did not
enable it yet (needs discussion).
Through the warzone option xpkillmeter the XP level will get updated with
your current kill streak amount. This gets reset every time you die and
is added to every time you kill a player. If this option is enabled,
players cannot gain XP in the warzone.
If a zone has the property autojoin & autoassign set to true, then
players will be directly assigned to a team when they go through the
Warhub portal for the zone and brought back to the Warhub when they
leave the zone.
TeamKind has been changed to store colors in a DyeColor object instead
of using a byte value store. This improves readability and makes the
code future-proof.
All listeners are now unregistered when the plugin gets unloaded. This
removes the need for listeners to check if War is loaded and prevents
duplicate registration. I would prefer if the ability to unload and load
the War plugin was completely removed, however, as there are plugins out
there such as PlugMan that are dedicated to cleanly reloading plugins.
The main purpose of this was to clean up all issues and problems
reported by the eclipse java IDE. 0 warnings are shown by the IDE now.
/setteam <color> now will add an additional spawn point if the team already
exists.
When a player joins a team in a warzone, they will be sent to any one of
their teams spawn points, picked at random.
This change required major modifications to the underlying teams subsystem
in order to support multiple spawn points for the team.
This test task is incompatible with additions to War regarding teams.
This method of preventing players of receiving spawn protection is
currently extremely buggy and there has to be a better way to fix the issue
at hand.
@taoneill please email me if there is any serious reason this task is
needed, otherwise it just deteoriates from the War experience. Numerous
times I have played War, I have been bumped out of a warzone even due to
this. There seems to be no need for it. I can revert this commit if needed.
One possible solution could be disabling all protections for anyone who
returns to their spawn, such as like how loadout switching is prevented
after leaving spawn. Another solution could be preventing multiple teams
from taking a flag while another flag is on the run.
Please leave your ideas in the comments or email me.
Update health references to use double-precision floating point numbers instead
of integers due to minecraft spec change. Update Java to 1.6. Update bukkit
version.
War saved a player's state before they were teleported into the warzone.
This causes issues if the lobby is in another world and the server is
using plugins to manage per-world inventories. Essentially, the player is
getting their inventory from world A saved, teleported to warzone in world
B, their state being restored in B, then teleported to A. Per-world
inventory plugins save and restore inventories on every
cross-world-teleport. This causes blank inventories when a player joins a
warzone and the player gets the items from the zone when they leave.
This issue is easily fixed by teleporting players to the warzone's world
before saving their state. This is merely a standardization of state
save/restore order.
permission specific loadouts.
Loadouts can be defined with a permission which can limit who can access
the loadout, in mostly the same manner as I did in the zone-permissions
commits. The permission can be used to only allow say VIP and above to get
a certain loadout (for donation benefits) or to allow the server's lower
ranks a class only (to allow lower ranks to survive faced with the server's
experienced players).
This is controlled by an additional argument to /zonecfg.
Example: /zonecfg loadout:vip:server.ranks.VIP - allow only VIP players
access to the vip loadout.
To remove the permission, re-make the loadout without the permission
parameter.
Example: /zonecfg loadout:vip - remove the permission requirement for the
vip loadout.
To allow a lower rank access to a loadout only, you can use your permission
manager's feature of negating a permission (if supported by the plugin).
Example: /pex group recruit add server.loadout.noob, /pex group builder add
-server.loadout.noob - allow only recruits to have access to a loadout
which requires the permission "server.loadout.noob" (with PermissionsEX).
Adds a team default permission configuration option. Default is
war.player. It is modifiable at the zone level and the team level. In
autoassign zones where there is a mix of teams that some players have
access to and some that they don't, the player will only ever be placed
in a team he can access. You can't /join a team you don't have
permission to join.
When a player joins a warzone for the first time, they will be given a
loadout called "first" instead of the default loadout. After they have died
once, they will receive the default loadout. Players will also be assigned
the "first" loadout every battle if they are on the default loadout when
the battle ends.
I do not know how servers will deal with players who might constantly leave
and rejoin the zone in order to get the loadout back. This could be fixed
with a war change if it becomes necessary (maybe remember the player until
the battle ends). But, as always, if a server does not want to have a
"first" loadout in a warzone, they do not have to create one.