Add new minigame volume templates and corresponding tests

- Introduced various minigame volume templates including map vote pad, NPC spawn, objective progress, player activation spawn, race, score zone, solo arena, team arena, team assignment pad, timed heal pack, and waiting area.
- Each template includes specific configurations for positions, shapes, effects, and tags relevant to their functionality.
- Implemented unit tests for minigame volume template export and spawn functionalities to ensure correct behavior and tag rewriting.
- Added tests for minigame map discovery service to validate player respawn logic based on team assignments.
- Enhanced minigame queue service tests to cover player join midgame scenarios.
- Created a data store test for saving and loading player defaults in the minigame template builder.
This commit is contained in:
2026-06-21 13:04:16 -07:00
parent cefe008cae
commit ca11bbd4c0
38 changed files with 2655 additions and 23 deletions
+4 -3
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@@ -125,14 +125,15 @@ Use an explicit `PlayerId` only when the trigger is not naturally tied to the pl
1. The effect's explicit `DestinationId`.
2. The player's stored checkpoint from `SetSpawnPoint`.
3. A random team spawn volume matching the player's `TeamId`.
4. A random shared player spawn volume.
Team spawn volumes are normal Hytale trigger volumes tagged with `MinigameId`, `MapId`, optional `VariantId`, `SpawnRole=TeamSpawn`, and `TeamId=<team id>`.
Shared spawn volumes are normal Hytale trigger volumes tagged with `MinigameId`, `MapId`, optional `VariantId`, and `SpawnRole=PlayerSpawn`. Team spawn volumes add `SpawnRole=TeamSpawn` and `TeamId=<team id>`. Runtime chooses a matching team spawn first, then falls back to a shared `PlayerSpawn`.
Player deaths during a minigame use the same resolution order automatically. `RespawnPlayer.DestinationId` accepts coordinate strings, such as `100,64,200` or `world_name,100,64,200`; `SetSpawnPoint` exposes separate `X`, `Y`, and `Z` fields and stores them as the player's checkpoint.
`RespawnAllPlayers` applies the same resolution to every player at once, making it the building block for resetting the arena between rounds. Because checkpoints (step 2) take priority over team spawns (step 3), set `ClearCheckpoints=true` when you want players sent back to their start line or team spawn rather than wherever they last checkpointed. A typical round transition chains `SetRound``ResetScores` (optional) → `SwapTeams` (for alternating-sides maps) → `RespawnAllPlayers`.
`RespawnAllPlayers` applies the same resolution to every player at once, making it the building block for resetting the arena between rounds. Because checkpoints (step 2) take priority over tagged spawn volumes (steps 3-4), set `ClearCheckpoints=true` when you want players sent back to their start line or team spawn rather than wherever they last checkpointed. A typical round transition chains `SetRound``ResetScores` (optional) → `SwapTeams` (for alternating-sides maps) → `RespawnAllPlayers`.
`SwapTeams` rotates team membership for maps where sides alternate each round (attack/defend). It clears checkpoints by default so the follow-up respawn resolves the new team's spawn; this relies on each side having team spawn volumes tagged as above. With its `Respawn` flag left on, it moves players to their new side immediately and no separate `RespawnAllPlayers` is needed.
`SwapTeams` rotates team membership for maps where sides alternate each round (attack/defend). It clears checkpoints by default so the follow-up respawn resolves the new team's spawn; this relies on each side having team spawn volumes tagged as above, with shared `PlayerSpawn` volumes as fallback. With its `Respawn` flag left on, it moves players to their new side immediately and no separate `RespawnAllPlayers` is needed.
## Item Spawners