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Fix point system and displays. #3
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Fixed point system so the attacker receives the correct amount of points. Also changed how some messages are displayed (townblock falling, mayor/king killed).
LlmDl
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Mar 24, 2015
War Revamp: - Fix point system and displays - PR from Capsman08.
LlmDl
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Mar 25, 2020
Continuing on with removing TownBlockLists, ending TownBlocks being tracked per-TownyWorld, adding TownBlocks being tracked per-Town. - Add TownyAPI.isWilderness(WorldCoord worldCoord) method. - Flesh out methods in TownyUniverse for maintaining the global townblocks hashmap. - Remove all traces of saveTownBlockList() and saveTownBlockList(Town town). - Remove extra townblock removal methods from TownyDatabaseHandler (removeOneOfManyTownBlocks(), removeManyTownBlocks()) - Remove deprecated methods used to update ancient Towny databases that still stored TownBlocks in the town and resident files. - (utilLoadTownBlocks(), utilLoadTownBlockTypeData(), utilSaveTownBlocks() - Replaced the Town's List<TownBlock> with ConcurrentHashMap<WorldCoord, TownBlock>. - Removed TownyWorld's ConcurrentHashMap<Coord, TownBlock> townBlocks, with all methods forwarding to TownyUniverse or otherwise handling things.
LlmDl
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Apr 2, 2020
…rom TownyWorld, add TownBlocks to Town and TownyUniverse. (#3838) * Replace most TownyWorld#getTownBlock(Coord coord) calls with TownyAPI.getInstance().getTownBlock(location). * Townblocks.txt no longer used. * Towny parses the entire towny\data\townblocks\ folder to create a ConcurrentHashMap in TownyUniverse (probably just temporary for now.) * Towny then loads individual TownBlocks from that list, and stores them in the towns. * Saving the townblocklist is now done on a per-town basis, only doing the full batch on saveAll(). * TownBlocks_Update Commit #3 * Continuing on with removing TownBlockLists, ending TownBlocks being tracked per-TownyWorld, adding TownBlocks being tracked per-Town. * Add TownyAPI.isWilderness(WorldCoord worldCoord) method. * Flesh out methods in TownyUniverse for maintaining the global townblocks hashmap. * Remove all traces of saveTownBlockList() and saveTownBlockList(Town town). * Remove extra townblock removal methods from TownyDatabaseHandler (removeOneOfManyTownBlocks(), removeManyTownBlocks()) * Remove deprecated methods used to update ancient Towny databases that still stored TownBlocks in the town and resident files. * (utilLoadTownBlocks(), utilLoadTownBlockTypeData(), utilSaveTownBlocks() * Replaced the Town's List<TownBlock> with ConcurrentHashMap<WorldCoord, TownBlock>. * Removed TownyWorld's ConcurrentHashMap<Coord, TownBlock> townBlocks, with all methods forwarding to TownyUniverse or otherwise handling things. * Small cleanup. * Fix setting homeblock for Towns on load. * Moved a bit of code around in ChunkNotification. * Removed Town and TownyUniverse newTownBlock() methods. * Added addTownBlock() to TownyUniverse for populating the TownyUniverse townBlocks ConcurrentHashMap. * Added townBlocks CHM to TownyUniverse.clearAll() to fix /ta reload. * Alter TownCommand.newTown() to reflect change to making new TownBlocks, sorted out needless setting of the homeblock. * Call TownyUniverse.removeTownBlock() directly from DataSource.removeTownBlock(), to begin removal of TownBlocks from towns and then the database. * Alter Flatfile & SQLSource loadTownBlockList(), we now create a new TownBlock object with a null town and then add it to the TownyUniverse townBlock CHM. * Town is taken care of later on in the loading process when each TownBlock is loaded. * Bit of reodering in the Town object for manipulating the Town townBlock CHM. * TownClaimTask has had it's townClaim slightly simplified. * Further testing accomplished successfully. * Minor changes to things, mainly moving more TownBlock lookup calls from pointing to TownyWorld, via the API/TownyUniverse. * Load only townblock files from the townblocks dir. * On deletion of a townblock file, try to move it to towny\data\townblocks\worldname\deleted\townname\ * Should make it easier to recover town's townblocks if something does go wrong. * Fix loading of homeblocks in non-primary worlds. * Fix error when invalid world is loaded by townblock. * Fix a couple redundant new WorldCoord's. * Fix SQL saveAllTownBlocks() returning false preventing conversion from flatfile to mysql. * Revert "Fix SQL saveAllTownBlocks() returning false preventing conversion from flatfile to mysql." This reverts commit fab063b.
LlmDl
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Nov 29, 2020
- Fix events running in async. - Add onLogin message warning of ruin status. - Fix ruined towns still paying upkeep. - Somehow they are not storing the hasUpkeep=false when their mayor is set to NPC. - Add some more language strings. - Move delete message to centralized removeTown() method. - Add remaining hours to the Town status screen. - Moved the config section to above the war section. - Town ruining is not dependant on war being used at all.
LlmDl
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Nov 29, 2020
* Merges in the Ruined Town feature from Goosius' SiegeWar. - Only slight modifications made so far in the TownRuinUtil. * Cleanup pass #1 - Mostly formatting things. - Probably caught a 2nd bug with the mysql implementation of ruins' hours. * Clean up pass #2. - Adds a permission node to /town reclaim. * Polishing commit #1 - Adds TownReclaimedEvent & TownRuinedEvent. - Cleans up TownRuinUtil to use the API in places it did not. - Changes PlotCommand test to check the townblock's town and not the player running the command. - Maxes out the RemainingHours at 1000. * Polishing Commit #2 - Remove unnecessary isRuined() tests in DailyTimerTask. - the town.hasUpkeep() is false for all NPC mayor'd towns. * Final polishing commit #3 - Fix events running in async. - Add onLogin message warning of ruin status. - Fix ruined towns still paying upkeep. - Somehow they are not storing the hasUpkeep=false when their mayor is set to NPC. - Add some more language strings. - Move delete message to centralized removeTown() method. - Add remaining hours to the Town status screen. - Moved the config section to above the war section. - Town ruining is not dependant on war being used at all. * Actual final polishing commit #4 - Switchs out an int representing hours remaining for a ruined town, with a long representing the time the town went into ruin. - Allows for easier calculation of remaining hours in messages. - Means we aren't saving every ruined town with remaining hours on each newHour task. - Expanded messaging seen on town status screen to inlude how long until reclamation is possible. * Make sure reclamation only shows on the status screen if it is an option.
devPesto
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Jan 27, 2023
LlmDl
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Feb 21, 2023
* Allow cancellable permission change event * Add @NotNull and @nullable annotations * Fix wildcard imports * Requested changes * Requested changes #3 * Remove unneeded diffs * Call event in TownCommand * Fix import order * Fixed unneeded diffs (hopefully) * Fix lost line * Enforce TownyPermissionChange to event * Small fixes to PlotCommand ordering for plot groups, remove un-needed nesting. Small optimization to TownCommand changes. --------- Co-authored-by: LlmDl <[email protected]>
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Fixed point system so the attacker receives the correct amount of points. Also changed how some messages are displayed (townblock falling, mayor/king killed).