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Add relays [by ShadedJon] #19

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awoo-civ opened this issue Feb 13, 2017 · 1 comment
Open

Add relays [by ShadedJon] #19

awoo-civ opened this issue Feb 13, 2017 · 1 comment

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@awoo-civ
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awoo-civ commented Feb 13, 2017

Additional updates requested for Devoted:

Snitch network command and control block. Essentially a change to jukealert requiring a stationary block that will relay snitch entries. Until that is set up on the snitch group jukeboxes will only record actions by /jainfo, breaking snitches will reveal parts of the 'relay's' location, allowing you to find an enemy's relay (and destroy it) after breaking a couple snitches.

Breaking that down:

1: New block (let's use a Sea Lantern for development) that is required to be on a group with a snitch before sending snitch 'entry' alerts:

public void playerJoinEvent(PlayerJoinEvent event)

public void handlePlayerExit(PlayerEvent event)

private void handleSnitchEntry(Player player)

2: If a snitch is broken and a relay is reinforced on that group, it will display the following in the player who broke the snitch's chat:

"Relayed snitch broken. Relay located at [world XXX XXX XXX]"

With 5 of the X's randomly revealed. So for instance:

"Relayed snitch broken. Relay located at [world X3X 21 1X2]"

This allows players to track down Relays, if they break enough snitches.

@GavJenks
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5 random digits is very odd -- That means people who live near world border have a massive secrecy advantage over people who live near the center of the map... y101, x12,500, z 10,075 takes three reveals, whereas y64, x40, z37 takes a single snitch broken.

Maxopoly added a commit that referenced this issue Jan 10, 2021
Fix problem with measuring distance between different worlds
okx-code pushed a commit to okx-code/JukeAlert that referenced this issue Apr 26, 2023
Improve log entries saving and fix kill log entry
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