Update dependencies and improve configuration management
- Updated LoLib dependency to version 3.0.0 in build.gradle.kts - Added HikariCP and MySQL connector dependencies for improved database handling - Enhanced jar minimization process to exclude JDBC pool and driver - Refactored configuration management by introducing ConfigAccessor and ConfigLoader for better file handling and validation - Removed deprecated GenerationOptions class and integrated its functionality into the new structure - Improved command error handling and added cooldown hints for admin commands
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86 changed files with 4324 additions and 3248 deletions
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@ -79,6 +79,7 @@ sql:
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url: 'localhost'
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port: 3306
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username: 'efnilite'
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# If env LOPARKOUR_SQL_PASSWORD is set (non-empty), it overrides this value (recommended for production).
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password: 'super secret password'
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database: 'ip'
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@ -94,6 +95,10 @@ world:
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# The world in which parkour will take place
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name: 'loparkour'
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# -= Island schematic =-
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# Name of the spawn island schematic (schematics-new folder). Falls back to generation.yml if empty.
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island-schematic: island
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# -= Delete world on reload =-
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# Deletes the world on reload/restart of the server.
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# This makes sure there are no ghost blocks left when a server crash occurs.
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@ -217,24 +222,24 @@ styles:
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# The list of all available styles, which you can add to if you want.
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# For changes, you have to restart or reload your server.
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list:
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red: [red_wool, red_stained_glass, red_concrete, red_terracotta]
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blue: [blue_wool, blue_stained_glass, blue_concrete, blue_terracotta]
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light blue: [light_blue_wool, light_blue_stained_glass, light_blue_concrete, light_blue_terracotta]
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green: [green_wool, green_stained_glass, green_concrete, green_terracotta]
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lime: [lime_wool, lime_stained_glass, lime_concrete, lime_terracotta]
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cyan: [cyan_wool, cyan_stained_glass, cyan_concrete, cyan_terracotta]
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purple: [purple_wool, purple_stained_glass, purple_concrete, purple_terracotta]
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yellow: [yellow_wool, yellow_stained_glass, yellow_concrete, yellow_terracotta]
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gray: [gray_wool, gray_stained_glass, gray_concrete, gray_terracotta]
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end: [end_stone, end_stone_bricks, purpur_block, purpur_pillar]
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nether: [netherrack, nether_bricks, red_nether_bricks, chiseled_nether_bricks, nether_wart_block, nether_gold_ore, netherite_block, basalt]
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quartz: [smooth_quartz, chiseled_quartz_block, quartz_block, quartz_bricks, quartz_pillar]
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ocean: [prismarine, prismarine_bricks, dark_prismarine, sea_lantern]
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redstone: [observer, dispenser, redstone_block, piston, sticky_piston, redstone_lamp, target]
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overworld: [grass_block, stone, cobblestone, oak_log]
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ores: [diamond_ore, gold_ore, iron_ore, coal_ore, nether_gold_ore, lapis_ore, redstone_ore, emerald_ore, nether_quartz_ore]
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wood: [oak_planks, spruce_planks, jungle_planks, acacia_planks, birch_planks, dark_oak_planks, oak_log, spruce_log, jungle_log, birch_log, acacia_log, dark_oak_log]
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rainbow: [red_wool, blue_wool, orange_wool, magenta_wool, lime_wool, purple_wool, yellow_concrete, orange_concrete, lime_concrete, light_blue_concrete, yellow_stained_glass, white_stained_glass, magenta_stained_glass, light_blue_stained_glass]
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red: [red_wool, red_stained_glass, red_concrete, red_terracotta, red_concrete_slab, red_terracotta_slab]
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blue: [blue_wool, blue_stained_glass, blue_concrete, blue_terracotta, blue_concrete_slab, blue_terracotta_slab]
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light blue: [light_blue_wool, light_blue_stained_glass, light_blue_concrete, light_blue_terracotta, light_blue_concrete_slab, light_blue_terracotta_slab]
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green: [green_wool, green_stained_glass, green_concrete, green_terracotta, green_concrete_slab, green_terracotta_slab]
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lime: [lime_wool, lime_stained_glass, lime_concrete, lime_terracotta, lime_concrete_slab, lime_terracotta_slab]
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cyan: [cyan_wool, cyan_stained_glass, cyan_concrete, cyan_terracotta, cyan_concrete_slab, cyan_terracotta_slab]
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purple: [purple_wool, purple_stained_glass, purple_concrete, purple_terracotta, purple_concrete_slab, purple_terracotta_slab]
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yellow: [yellow_wool, yellow_stained_glass, yellow_concrete, yellow_terracotta, yellow_concrete_slab, yellow_terracotta_slab]
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gray: [gray_wool, gray_stained_glass, gray_concrete, gray_terracotta, gray_concrete_slab, gray_terracotta_slab]
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end: [end_stone, end_stone_bricks, purpur_block, purpur_pillar, end_stone_brick_slab, purpur_slab]
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nether: [netherrack, nether_bricks, red_nether_bricks, chiseled_nether_bricks, nether_wart_block, nether_gold_ore, netherite_block, basalt, nether_brick_slab, red_nether_brick_slab]
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quartz: [smooth_quartz, chiseled_quartz_block, quartz_block, quartz_bricks, quartz_pillar, smooth_quartz_slab, quartz_slab]
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ocean: [prismarine, prismarine_bricks, dark_prismarine, sea_lantern, prismarine_slab, prismarine_brick_slab, dark_prismarine_slab]
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redstone: [observer, dispenser, redstone_block, piston, sticky_piston, redstone_lamp, target, smooth_stone_slab]
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overworld: [grass_block, stone, cobblestone, oak_log, stone_slab, cobblestone_slab, oak_slab]
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ores: [diamond_ore, gold_ore, iron_ore, coal_ore, nether_gold_ore, lapis_ore, redstone_ore, emerald_ore, nether_quartz_ore, stone_slab]
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wood: [oak_planks, spruce_planks, jungle_planks, acacia_planks, birch_planks, dark_oak_planks, oak_log, spruce_log, jungle_log, birch_log, acacia_log, dark_oak_log, oak_slab, spruce_slab, jungle_slab, acacia_slab, birch_slab, dark_oak_slab]
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rainbow: [red_wool, blue_wool, orange_wool, magenta_wool, lime_wool, purple_wool, yellow_concrete, orange_concrete, lime_concrete, light_blue_concrete, yellow_stained_glass, white_stained_glass, magenta_stained_glass, light_blue_stained_glass, red_concrete_slab, blue_concrete_slab, orange_concrete_slab, lime_concrete_slab]
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glow: [glowstone, jack_o_lantern, beacon, sea_lantern, crying_obsidian, shroomlight]
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# -= Jump validation options =-
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@ -291,12 +296,15 @@ jump-types:
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memory:
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# -= Block cleanup distance =-
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# Distance in blocks after which old parkour blocks are removed.
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# Lower values save memory but might remove blocks too early.
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# Span (in history indices) for schematic trail removal and similar bulk clears.
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block-cleanup-distance: 20
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# -= Trail keep-behind =-
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# How many course blocks to keep behind the rearmost standing player before removing older trail (index-based; not world distance).
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trail-keep-behind: 10
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# -= Cleanup interval =-
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# How often (in ticks) to check for blocks to clean up.
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# How often (in ticks) to run trail cleanup behind players.
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# 20 ticks = 1 second
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cleanup-interval: 100
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@ -62,21 +62,16 @@ generation:
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# Don't modify these if you don't know what you're doing!
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advanced:
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# -= Spawn island options =-
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# Options for the spawn island
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# -= Spawn platform =-
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# Start area is a flat square platform at the session cell (no .lpschem island).
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island:
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# -= Island schematic =-
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# The name of the schematic file to use for the spawn island
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# This schematic should be placed in the schematics-new folder
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# If not specified or not found, no island will be generated
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# Legacy key (unused for spawn). Course schematics use schematics.yml / schematics-new.
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schematic-name: "island"
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spawn:
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# -= Player block =-
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# The material of the block that the player will spawn on.
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# This block will be set to air once the schematic has been pasted.
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# Legacy keys (unused). Platform material is parkour.first-block-material below.
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player-block: diamond_block
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# -= Spawn yaw/pitch =-
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@ -85,13 +80,11 @@ advanced:
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parkour:
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# -= Begin block =-
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# The block from which the parkour begins
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# This block will be set to air once the schematic has been pasted
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# Legacy (unused). begin-block was for island schematics.
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begin-block: emerald_block
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# -= First parkour block material =-
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# The material of the very first parkour block that players spawn on
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# -= Platform + first jump pad material =-
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# The whole spawn platform uses this block type.
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first-block-material: stone
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# -= Directional heading =-
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@ -99,6 +92,47 @@ advanced:
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# Possible options: north, south, west and east.
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heading: east
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# -= Jump distance weights (advanced.distance.min .. max) =-
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distance:
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min: 1
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max: 4
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chances:
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1: 25
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2: 25
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3: 25
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4: 25
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# -= Vertical step weights (advanced.height.min .. max) =-
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height:
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min: -1
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max: 2
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chances:
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"-1": 20
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"0": 30
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1: 30
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2: 20
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# -= Block type mix (default vs special vs schematic) =-
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type:
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default: 80
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special: 15
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schematic: 5
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# -= Special block variants (BlockData strings) =-
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special:
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ice:
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material: minecraft:ice
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chance: 25
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slab:
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material: minecraft:oak_slab
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chance: 20
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pane:
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material: minecraft:glass_pane
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chance: 15
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fence:
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material: minecraft:oak_fence
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chance: 15
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# -= Border size =-
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# The diameter of the playing area of a person in the single mode.
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border-size: 10000
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