.... I didn't forget to commit for a while... You can't tell

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2026-06-15 21:41:13 -07:00
parent 49bbd2b871
commit 690d818fe9
87 changed files with 2718 additions and 1212 deletions
+12 -10
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@@ -17,7 +17,7 @@ Minigame definitions live in `src/main/resources/Server/Minigames/<Id>.json`. JS
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `WorldId` | String | No | `""` | Optional world identifier. |
| `WorldId` | String | No | `""` | When set, the game may only be started in this world; starts from other worlds are refused with a message. |
| `RequiredGameMode` | Enum | No | `Adventure` | Game mode applied to each player when they become active. |
## Players
@@ -27,14 +27,14 @@ Minigame definitions live in `src/main/resources/Server/Minigames/<Id>.json`. JS
| `MinPlayers` | Integer | No | `1` | Minimum player count. |
| `MaxPlayers` | Integer | No | `16` | Maximum player count. |
| `DefaultPlayerLives` | Integer | No | `0` | Initial lives assigned to each player when a queued runtime starts. |
| `AllowJoinMidgame` | Boolean | No | `false` | Whether players can join after the game starts. |
| `AllowSpectators` | Boolean | No | `true` | Whether spectators are allowed. |
| `AllowJoinMidgame` | Boolean | No | `false` | When `true`, a player who disconnects mid-game is re-activated on reconnect. When `false`, reconnecting players get their saved inventory back and are dropped from the game. |
| `AllowSpectators` | Boolean | No | `true` | Whether `/minigame spectate` may join the game as a spectator. |
## Teams
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `TeamMode` | Enum | No | `SOLO` | `SOLO`, `TEAMS`, or `FREE_FOR_ALL`. |
| `TeamMode` | Enum | No | `SOLO` | `SOLO`, `TEAMS`, or `FREE_FOR_ALL`. With `TEAMS`, teams are auto-created and balanced when a queued game starts (using `TeamCount` / `PlayersPerTeam`). |
| `TeamCount` | Integer | No | `0` | Explicit number of teams when using `BalanceTeams`. `0` defers to `PlayersPerTeam`. |
| `PlayersPerTeam` | Integer | No | `0` | When `TeamCount` is `0`, `BalanceTeams` divides total players by this to determine team count. `0` means no automatic splitting. |
@@ -45,8 +45,10 @@ Minigame definitions live in `src/main/resources/Server/Minigames/<Id>.json`. JS
| `RoundLengthSeconds` | Integer | No | `300` | Active round duration. |
| `TotalRounds` | Integer | No | `1` | Number of rounds to run. Values less than or equal to `0` allow open-ended round progression. |
| `CountdownSeconds` | Integer | No | `10` | Pre-game countdown duration. |
| `OvertimeEnabled` | Boolean | No | `false` | When the final round ends, sets the phase to `OVERTIME` and dispatches `on_overtime_start` before `on_game_rounds_complete`. |
| `SuddenDeathEnabled` | Boolean | No | `false` | When the final round ends (after overtime if also enabled), sets the phase to `SUDDEN_DEATH` and dispatches `on_sudden_death_start`. |
| `OvertimeEnabled` | Boolean | No | `false` | When the final round ends, enters `OVERTIME` for `OvertimeSeconds` and dispatches `on_overtime_start`. When the overtime timer expires the game either enters sudden death (if enabled) or ends. |
| `OvertimeSeconds` | Integer | No | `60` | Overtime duration. Must be positive when overtime is enabled. |
| `SuddenDeathEnabled` | Boolean | No | `false` | After the final round (and overtime, if enabled), enters `SUDDEN_DEATH` for `SuddenDeathSeconds` and dispatches `on_sudden_death_start`. The game ends when the timer expires. |
| `SuddenDeathSeconds` | Integer | No | `60` | Sudden-death duration. Must be positive when sudden death is enabled. |
## Win Condition
@@ -72,16 +74,16 @@ Supported values:
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `AllowPvp` | Boolean | No | `false` | Whether players can damage each other. |
| `AllowBlockBreaking` | Boolean | No | `false` | Whether blocks can be broken. Readable via definition; enforcement relies on `RequiredGameMode` (`Adventure` blocks both break and place by default). |
| `AllowBlockPlacing` | Boolean | No | `false` | Whether blocks can be placed. Same enforcement note as above. |
| `AllowPvp` | Boolean | No | `false` | Enforced: player-vs-player damage is cancelled for players in this game when `false` (applies when either the attacker or the victim is in a no-PvP game). |
| `AllowBlockBreaking` | Boolean | No | `false` | Enforced: block breaking by players in this game is cancelled when `false`. |
| `AllowBlockPlacing` | Boolean | No | `false` | Enforced: block placing by players in this game is cancelled when `false`. |
## Lifecycle
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `ResetOnEnd` | Boolean | No | `true` | After clearing runtime state at game end, dispatches `on_arena_reset` so trigger volumes can reset world state. |
| `SavePlayerInventory` | Boolean | No | `true` | Saves each player's inventory the first time they become `ACTIVE`. Restored on game end if `RestorePlayerInventory` is true. |
| `SavePlayerInventory` | Boolean | No | `true` | Saves and then **clears** each player's inventory the first time they become `ACTIVE`. Items are only granted by volume effects (`SetPlayerLoadout`, `SpawnItem`) — nothing is given automatically. Restored on game end if `RestorePlayerInventory` is true, and when a player leaves or disconnects. |
| `RestorePlayerInventory` | Boolean | No | `true` | Restores each player's saved inventory when the game ends. |
## Items