feat: Enhance minigame effects and UI interactions
- Implemented LeaveMinigameQueueEffect to handle player removal from queues and runtime. - Added OpenMinigameQueueUIEffect to manage the opening of the minigame queue UI. - Introduced StartPlayerTimerEffect and StopPlayerTimerEffect for managing player timers and scoring. - Enhanced PlaceBlocksEffect with options for filling volumes and hollow placements. - Updated SpawnItemEffect to fix codec handling for item IDs. - Added MountPlayerEffect and DismountPlayerEffect for player interactions with NPCs. - Improved StartQueuedMinigameEffect to check player counts before starting games. - Added localization entries for new effects and UI elements. - Updated manifest to include HyUI as a dependency.
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@@ -18,7 +18,8 @@ Definition file: `Server/Minigames/Quick_Brawl.json`
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"WinCondition": "HIGHEST_SCORE",
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"RoundLengthSeconds": 120,
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"CountdownSeconds": 5,
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"AllowPvp": true
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"AllowPvp": true,
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...
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}
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```
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@@ -28,6 +29,18 @@ Editor setup:
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2. Add the `StartMinigame` effect.
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3. Set `MinigameId` to `Quick_Brawl` using the asset picker.
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## Activating Players
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Players must be explicitly set to `ACTIVE` status before the activation lifecycle runs. This is what triggers inventory saving, start item giving, game mode change, and HUD display. Without a `SetPlayerStatus ACTIVE` effect, none of these happen.
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A common pattern is a spawn-room trigger volume that all players enter when the game starts:
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1. Create a trigger volume covering the spawn area.
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2. Add `PlayerInMinigame` as a condition (`MinigameId = Quick_Brawl`, leave `PlayerId` blank).
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3. Add `SetPlayerStatus` as an effect (`MinigameId = Quick_Brawl`, `Status = ACTIVE`, leave `PlayerId` blank).
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The entering player is resolved from the trigger context, so leaving `PlayerId` blank activates whoever enters the volume.
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## Score Zone
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Definition file: `Server/Minigames/Hill_Points.json`
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