# Conflicts:
# Plugins/Nautilus.Game.Arcade/src/nautilus/game/arcade/addons/compass/CompassAddon.java
# Plugins/Nautilus.Game.Arcade/src/nautilus/game/arcade/game/games/skyfall/Island.java
# Plugins/Nautilus.Game.Arcade/src/nautilus/game/arcade/game/games/skyfall/Skyfall.java
Rot starts at 2 minutes, Rings take 3 Minutes to rot, Top Island rots now, rings rot now
Servers are allowed ten seconds to publish their status on startup by
ServerMonitor. NpcManager can consume most or all of that allotted time
on EU, so we need to initialize ServerStatusManager first.
Prevent Fish Flurry from activating if no suitable blocks are found
Steps to reproduce:
1) Select squid on hyrule castle
2) Activate fish flurry while looking at middle of empty side of castle
Reverse check so RHS can be null
Steps to reproduce:
1) Pick Wither Skeleton in SSM
2) Throw wither image away from other player so it has no target
3) When it's standing still (i.e no target), have the other player punch
the image
Currently players are unable to drop items if the held item
slot is below 5. This works fine when dropping items simply
by pressing q, but it often interferes with players dropping
items from an open inventory. This commit changes the check
to iterate over the first five slots and only cancel the event
if they're dropping one of them.
While the name of the gold items is "Golden X", the
name of the material is "GOLD X" resulting in gold items
providing no protective benefit other than the default
vanilla protection(in the case of there being only gold
armor).
This issue came down to two bugs with the explosions created
by Fireball and AnvilDrop.
The first was the damage being done. Settings the max damage
doesn't change the base damage, so they did the default amount
of damage based on the vanilla code.
The second was the radius of the explosion. The radius was
too small, and so it was perceived that only users directly hit
would suffer damage. The radius was increased, however the block
explosion size was kept the same.
Skywars's crumble affects any block which has been updated, including
blocks outside the game world. This commit checks if a block is in the
game world before crumbling it
GameTeam can't handle spawnpoints which are also solid blocks, and
SurvivalGames has a chance of spawning a chest on a spawn platform. When
this happens, the next closest spawn is always the same spawn because the
two players will be exactly 1 block apart, causing everyone to spawn at
the same podium. This commit prevents SurvivalGames from generating random
chests on spawn podiums
In Block Hunt, hitting an entity will cause an "Cancelled Infection" event
to propagate upwards the stack. This commit checks whether the game is
live before beginning the cancellation
For whatever reason, Minestrike nametags don't hide properly on
hotjoining. This is a simple fix which just resets all nametag
visibilities on game reset. Should work, right?
In one of my previous commits, while migrating CompassAddon ->
CompassModule I accidentally removed two logical components. The first
prevented compasses from being given out in the pregame lobby, and the
second allowed players who were dead to receive compasses. Both have been
re-added.
This commit introduces a Component system focused around Games, which is completely
backwards compatible, as well as designed to be flexible enough for later improvements
such as dependency injection. Each GameState is associated with a phase of the
PhasedLifetime that each Game has. Components can be registered with a specific phased
or the entirety of the Lifetime. Refer to the javadocs for Lifetime and PhasedLifetime
for more details. Currently the main two Component types are ICommand and
ListenerComponent.
This commit includes the first refactoring into using this system, which is replacing
the Wizards minigame's usage of Miniplugin with a Lifetimed Component, allowing for
the shop to be appropriately registered and unregistered. This change allows for
Wizards to be run more than once on the same server instance. Previously, attempting
to register the Miniplugin twice would result in the minigame failing to start after
the initial registration.
This commit additionally includes slight refactoring within GameCreationManager as
required for the Lifetime system to function correctly. These changes ensure that
Games are only disabled once, whereas before they could be repeatedly disabled.
The previous implementation of disable(), along with the classes that override it,
functioned correctly despite being called several times.
Finally, this commit adds in changes to the pom to allow for unit testing.
Currently players are unable to drop items if the held item
slot is below 5. This works fine when dropping items simply
by pressing q, but it often interferes with players dropping
items from an open inventory. This commit changes the check
to iterate over the first five slots and only cancel the event
if they're dropping one of them.
While the name of the gold items is "Golden X", the
name of the material is "GOLD X" resulting in gold items
providing no protective benefit other than the default
vanilla protection(in the case of there being only gold
armor).
This issue came down to two bugs with the explosions created
by Fireball and AnvilDrop.
The first was the damage being done. Settings the max damage
doesn't change the base damage, so they did the default amount
of damage based on the vanilla code.
The second was the radius of the explosion. The radius was
too small, and so it was perceived that only users directly hit
would suffer damage. The radius was increased, however the block
explosion size was kept the same.
This commit introduces a Component system focused around Games, which is completely
backwards compatible, as well as designed to be flexible enough for later improvements
such as dependency injection. Each GameState is associated with a phase of the
PhasedLifetime that each Game has. Components can be registered with a specific phased
or the entirety of the Lifetime. Refer to the javadocs for Lifetime and PhasedLifetime
for more details. Currently the main two Component types are ICommand and
ListenerComponent.
This commit includes the first refactoring into using this system, which is replacing
the Wizards minigame's usage of Miniplugin with a Lifetimed Component, allowing for
the shop to be appropriately registered and unregistered. This change allows for
Wizards to be run more than once on the same server instance. Previously, attempting
to register the Miniplugin twice would result in the minigame failing to start after
the initial registration.
This commit additionally includes slight refactoring within GameCreationManager as
required for the Lifetime system to function correctly. These changes ensure that
Games are only disabled once, whereas before they could be repeatedly disabled.
The previous implementation of disable(), along with the classes that override it,
functioned correctly despite being called several times.
Finally, this commit adds in changes to the pom to allow for unit testing.
Remove MAC
Add AntiHack Logging
Change thresholds, add notifs, move stuff around
Add warning if check does not exist
Handle multiple bans when ranked TWITCH+
Prevent punishment abuse