Add more bosses that has health bars/map icons to the command parameters. Added Lunatic Cultist to /spawnboss "all". Did not include Dark Mage or Ogre bosses since they have two different tier versions. Also added some abbreviations to existing bosses.
Run /sync if your doors disappear. This will resync your local client
with the server state. For more information, please see the associated
changelog entry.
Added Empress of Light and Queen Slime to the list of bosses that can be spawned individually and "all". Also removed the queen case because there are two bosses with queen in their name now.
`worldevent` is now the root for the following:
Meteor, fullmoon, bloodmoon, eclipse, invasions, sandstorm, rain.
Added a new set of permission nodes to represent world events: `tshock.world.events.*`
* Remove commented out warning disable
* Add initial ItemBans segregation infrastructure
* Add shell for initial OnSecondUpdate stuff
* Add comments yo
* Remove duplicated logic
* Split out more item ban code
This part of the fragments work is primarily aimed at reducing the
complexity of OnSecondUpdate in TShock and moving that check out into
the ItemBans subsytem.
Of major note in this is the removal of "check", which was a string
variable that tracked state and replacement of many of the item ban
activities with sane private methods that are at least somewhat
sensible. Obviously there's a lot to be desired in this system and I'm
really going for a run here by trying to continue a branch from so long
ago that I barely even remember the whole point of existence.
Still to do: GetDataHandlers related item ban code needs to be moved
into its own hook in the ItemBan system. Finally, there is a downside to
some of this: we're basically iterating over players again and again if
we keep this pattern up, which is kinda lame for complexity purposes.
* alt j: comment changes
* Move item ban check out of main playerupdate check
Separates out item ban logic from the rest of GetDataHandlers so that
item bans is more isolated in terms of what fragments is asking for.
* alt-j: convert indentation to tabs
* alt-j: fix botching source code
* Move item ban related chest checks out of gdh
* Remove chest item change detection from item bans
It doesn't do anything. If a user removes an item from a chest, it
bypasses this check. If a user adds an item to a chest, the server seems
to persist the change anyway, even if the event is handled. That's a bug
for sure, but fundamentally, it's not the item ban system's fault.
* Revert "Remove chest item change detection from item bans"
This reverts commit 758541ac5c4d4096df2db05ba2a398968113e1e4.
* Fix logic issues related to item ban handling
Re-implements chest item handling and correctly handles events and
returns after setting handled event state.
* Remove TSPlayer.HasProjectilePermission
In infinite wisdom, it turns out this is not a good method for TSPlayer
to have. It just checks the states of things as per what the item ban
system says is banned and then creates implicit relationships to the
projectile ban system.
Doing this effectively knocks down another external reference to the
item ban system outside of the context of the implementation for the
system itself and its related hooks.
This commit also adds context around what the heck is going on with some
of our more interesting checks as per discussions in Telegram with @Ijwu
and @QuiCM.
* Update changelog
* Remove useless ref to Projectile.SetDefaults
* Change item ban to ban based on ID not strings
I think I was so confused as to why we were passing strings everywhere
that I just felt inclined to continue the trend in previous commits.
If there's one thing I learned in this exercise, it's that letting
people add random python scripts to the repo like gpltext.py that
promise to be easier than find and replace is a bad idea.
As pointed out by @QuiCM, TShock.Players is actually an array and not a
smarter collection, so length will return the total collection size and
not the active players. An earlier commit was added that gives TSPlayer
an ICollection<TSPlayer> that contains only active players. This is now
the basis of determining the number of active players on the server.
This is not a great method, but it's actually the only method in TShock
that interpolates the %map% and %players% variables and it used in at
least three places in the codebase. Since it's already so specialized,
it's not worth changing it to take an actual File object, in my humble
opinion.
This also clarifies what the method does and what makes it special, as
opposed to being fairly generic.
This is a public method that only has two uses in TShock and both of
them are listing players to a player. A foreach isn't rocket science and
this method was originally created just because there was no good object
to iterate on (e.g., a TSPlayer array).
There are two occasions in the codebase when Utils.Reload is called and
we're competent enough that we can just call the event when the reload
happens. Unrelated note, but shouldn't this event be called prior to
reloading? I've kept it the same to preserve existing behavior, but I
think it should probably happen before the reload event takes place.
Either way, I think this is fine.
On many servers, players are tricked into running the /auth or /setup
command to get them kicked. This is stupid. Since the system is disabled
anyway, we don't need to kick them.
This just changes IgnoreActionsForClearingTrashCan to meet the
same naming scheme for the rest of the old ignore checks. For
consistency. Consistency is nice.
This replaces IgnoreActionsForCheating in TSPlayer with a new
IsDisabledForStackDetection field that tracks the same basic data.
The previous way we did this was storing a string as the "reason"
why a player was disabled for cheating, but it only stored the last
hacked item stack that caused the check to fail. Since we already
have OnSecondUpdate which notifies on _all_ items, we don't need
to store this info in such a useless way anyway. They'll find out
in one second what they need to remove in a more alarmist way.
This is the first commit in a series to rewrite CheckIgnores()
into whatever its replacement becomes.
IgnoreActionsForInventory was probably used by the SSC system prior
to when we had in-game support for SSC (ergo, when we just checked
to make sure you had removed all items before joining and worked
our way up in inventory data to track it). I could be wrong about
this though.
Now, IsDisabledForSSC tracks only if a player is shut down due to
SSC, rather than a reason that gets broadcast.
This is better verbiage. If you think about it, you never really
want the "authentication system" to shut off. Doesn't that mean
that the server doesn't authenticate people anymore?