First commit
This commit is contained in:
@@ -0,0 +1,139 @@
|
||||
# Architecture
|
||||
|
||||
## Overview
|
||||
|
||||
core-minigames extends Hytale's existing asset, trigger-volume, and event systems. It does not run a separate minigame logic registry beside Hytale's trigger-volume registry.
|
||||
|
||||
```text
|
||||
Server/Minigames/*.json
|
||||
|
|
||||
v
|
||||
MinigameDefinition asset store
|
||||
|
|
||||
v
|
||||
MinigameRuntimeService
|
||||
|
|
||||
+--> Hytale event bus: MinigameEvent
|
||||
|
|
||||
+--> TriggerEffect.CODEC entries
|
||||
|
|
||||
`--> TriggerCondition.CODEC entries
|
||||
```
|
||||
|
||||
## Asset Store
|
||||
|
||||
`MinigameDefinition` is registered as a Hytale asset store in `MinigameCorePlugin.setup()`.
|
||||
|
||||
Important details:
|
||||
|
||||
- Path: `Server/Minigames/`
|
||||
- Codec: `MinigameDefinition.CODEC`
|
||||
- Key function: `MinigameDefinition::getId`
|
||||
- Editor dropdown source: `MinigameDefinition`
|
||||
|
||||
The trigger-volume editor can use this asset source for fields named `MinigameId`, so minigame trigger effects and conditions can pick from loaded minigame assets instead of free-typing IDs.
|
||||
|
||||
## Runtime
|
||||
|
||||
`DefaultMinigameRuntimeService` owns active `MinigameRuntime` instances keyed by runtime ID. A single minigame ID can have multiple active runtimes when multiple discovered maps or variants are started.
|
||||
|
||||
Runtime state includes:
|
||||
|
||||
- Current `MinigamePhase`
|
||||
- Player state, score, lives, team, tags, and status
|
||||
- Team membership and team score
|
||||
- Objective state
|
||||
- Counter and variable state
|
||||
- Spectator and eliminated-player sets
|
||||
- Runtime ID, map ID, and variant ID
|
||||
|
||||
`DefaultMinigameService` handles definition-level actions and delegates live actions to the runtime service.
|
||||
|
||||
## Events
|
||||
|
||||
`MinigameEvent` implements Hytale's `IEvent<String>`.
|
||||
|
||||
Runtime events dispatch through:
|
||||
|
||||
```java
|
||||
HytaleServer.get()
|
||||
.getEventBus()
|
||||
.dispatchFor(MinigameEvent.class, event.minigameId())
|
||||
.dispatch(event);
|
||||
```
|
||||
|
||||
This keeps minigame events available to Hytale's event system instead of routing them through a custom `EventRegistry`.
|
||||
|
||||
## Trigger Conditions
|
||||
|
||||
Minigame trigger conditions extend Hytale's `TriggerCondition` and are registered directly into `TriggerCondition.CODEC`.
|
||||
|
||||
Current condition type IDs:
|
||||
|
||||
- `MinigamePhase`
|
||||
- `PlayerInMinigame`
|
||||
- `PlayerStatus`
|
||||
- `PlayerScore`
|
||||
- `TeamScore`
|
||||
- `Counter`
|
||||
- `CurrentRound`
|
||||
- `PlayerLives`
|
||||
- `TeamCondition`
|
||||
- `TimerElapsed`
|
||||
- `ObjectiveStatus`
|
||||
- `WinConditionMet`
|
||||
|
||||
## Trigger Effects
|
||||
|
||||
Minigame trigger effects extend Hytale's `TriggerEffect` and are registered directly into `TriggerEffect.CODEC`.
|
||||
|
||||
Current effect type IDs:
|
||||
|
||||
- `StartMinigame`
|
||||
- `EndMinigame`
|
||||
- `ResetMinigame`
|
||||
- `SetMinigamePhase`
|
||||
- `ResetScores`
|
||||
- `ModifyPlayerScore`
|
||||
- `ModifyTeamScore`
|
||||
- `ModifyCounter`
|
||||
- `ModifyPlayerLives`
|
||||
- `SetPlayerStatus`
|
||||
- `JoinMinigameQueue`
|
||||
- `LeaveMinigameQueue`
|
||||
- `VoteForMap`
|
||||
- `StartQueuedMinigame`
|
||||
- `SpawnItem`
|
||||
- `SetRound`
|
||||
- `StartTimer`
|
||||
- `StopTimer`
|
||||
- `SetSpawnPoint`
|
||||
- `RespawnPlayer`
|
||||
- `SendMinigameMessage`
|
||||
- `AssignTeam`
|
||||
- `SaveInventory`
|
||||
- `RestoreInventory`
|
||||
- `ClearInventory`
|
||||
- `SetObjectiveStatus`
|
||||
- `ModifyObjectiveProgress`
|
||||
- `AwardKillScore`
|
||||
|
||||
## Volumes
|
||||
|
||||
There are no custom minigame volume classes after the refactor. Hytale trigger volumes provide the region shape, enter/exit behavior, tags, and trigger effect assets.
|
||||
|
||||
To define a minigame area, create a normal Hytale trigger volume and tag it with `MinigameId=<id>`, `MapId=<map>`, optional `VariantId=<variant>`, and optionally `MapRole=MainArena`. Then attach minigame trigger conditions and effects to that trigger volume or to reusable Hytale trigger effect assets.
|
||||
|
||||
## Removed Layer
|
||||
|
||||
The following old architecture pieces were removed because they duplicated Hytale systems:
|
||||
|
||||
- `BuiltinRegistries`
|
||||
- `ConditionRegistry`
|
||||
- `EventRegistry`
|
||||
- `MinigameRegistries`
|
||||
- `TemplateRegistry`
|
||||
- `VolumeRegistry`
|
||||
- `VolumeTypeDefinition`
|
||||
|
||||
Future minigame features should keep following the same pattern: use Hytale asset stores, Hytale trigger codec registration, and Hytale event dispatch unless there is a concrete engine gap that requires a local adapter.
|
||||
Reference in New Issue
Block a user