Consolidated flag reset responsibilities into `resetFlagCarrier` and `resetAll` methods to improve code readability and maintainability. Replaced redundant flag reset operations with the new methods across the codebase. Updated `EndedPhase` to use `resetAll` for consistent behavior.
Updated the particle spawning method to use the flag's turn-in location instead of the world border center. This ensures particles are correctly displayed at the intended location, aligning with gameplay expectations.
Introduced a new `/ctf skipphase` command allowing admins to skip the current game phase. Updated relevant classes to handle phase-skipping logic and ensure proper game state transitions. Added corresponding message configuration and subcommand registration.
Made DEFAULT_SIZE in GameConfig mutable and ensured it updates dynamically from the configuration. Corrected phase transition logic in RunningGame to prevent potential out-of-bounds errors. Updated capture radius and build version.
Moved FLAG settings from Config to GameConfig for better modularity. Introduced world border configuration with types and sizes for different game phases. Updated related classes to utilize new configuration structure and added error handling to prevent runtime failures.
Simplified game class retrieval by removing redundant data structures and combining logic. Updated GUI inventory to ensure tasks are run on the main thread using Bukkit's scheduler. Improved code organization by centralizing class selection logic in `TeamPlayer`.
Introduced a new `flagTurnInLocation` property to the `Team` class, used to determine where players return flags. Updated relevant logic in `Flag` and `CreateTeam` to utilize this new property, including reducing the required distance for flag turn-in.
Added WorldBorderAPI dependency to manage player boundaries dynamically during game phases. Updated game phases, respawn mechanics, and class selection to utilize the WorldBorderAPI. Reworked related components to improve boundary handling, ensuring consistent gameplay flow and preparation for future enhancements.
Updated class selection to restrict changes during non-selection phases and adjusted spawn radius. Added flag particle trails and square border effects, improving visual feedback. Enhanced flag handling, clearing trails when the carrier is lost or offline.
Renamed OnSnowballHit to SnowballEvent and expanded functionality to handle projectile launches. Added InventoryItemInteractionEvent to manage item pickup and drop behavior. Updated player join logic to clear inventory, assign players to teams, and teleport them appropriately based on game state.
Introduced a GUI system to facilitate class selection in the CTF game. This includes an abstract GUIInventory, GUIListener for event handling, and a ClassSelectionGUI for selecting classes. Also, added the "selectclass" command and integrated the GUI with game mechanics for improved player interaction.
Introduced new flag-related mechanics and game phases including `CombatPhase`, `EndedPhase`, and relevant event handling for better gameplay management. Enhanced team and player functionalities while making incremental adjustments to improve overall code structure.