feat(teleport): add warmup particles and fading departure clouds
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This commit is contained in:
dmg
2026-09-06 21:11:24 -04:00
parent ecb07d48ad
commit 28dd5422d5
7 changed files with 274 additions and 1 deletions
@@ -11,6 +11,11 @@ As a **player with Base II**, I want to earn `/base` so that I can return safely
## Acceptance criteria
- [x] Warm-up particles float around the player, are visible nearby, and grow denser with warm-up progress.
- [x] Successful warmed-up teleports leave a departure cloud that thins out over two seconds.
- [x] Cancellation stops particle emission and failed teleports create no departure cloud.
- [x] Particle effects are bounded, cleaned up on shutdown, and regression-tested without changing teleport timing, safety, or cooldowns.
- [x] Base III requires Base II, an established base, and a configurable 200 qualifying block placements inside the base.
- [x] Only placements made in Survival mode and within the base's current horizontal and vertical bounds count.
- [x] Player-placed blocks and replacement of previously broken blocks may contribute repeatedly.
@@ -11,6 +11,10 @@ As a **player with Base III**, I want to open my base to visitors so that other
## Acceptance criteria
- [x] Visitor warm-ups share the nearby-visible, progressively denser floating particles used by home teleports.
- [x] Successful visitor teleports leave a two-second fading departure cloud; cancellation or failure stops emission without a departure cloud.
- [x] Effects are bounded and cleaned up on shutdown, with regression coverage preserving visitor timing, safety, and cooldowns.
- [x] Base IV requires Base III and an established base.
- [x] `/basesettings upgrade` offers the Base IV purchase for a configurable price that defaults to 128 diamonds, replacing `/base upgrade` and `/home upgrade`.
- [x] A successful purchase removes the complete price atomically from the player's direct inventory.