7394e8f874
- Implemented MinigameLeaderboardUIService to manage the leaderboard UI. - Created MinigameLeaderboardUISystem to handle UI updates. - Added methods in MinigameStatsService and MinigameStatsRepository for fetching top players and distinct dimension values. - Introduced new commands for accessing minigame stats in the command language. - Added tests for minigame interactions and ensured proper decoding of interaction fields. - Refactored MinigameRuntimeEffect to utilize MinigameActionContext for better context handling.
280 lines
7.5 KiB
Markdown
280 lines
7.5 KiB
Markdown
# core-minigames
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A Hytale-native minigame extension for server-side minigame definitions, runtime state, and trigger-volume logic.
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The mod mirrors Hytale's own asset, trigger, and interaction systems instead of maintaining a separate minigame-only registry layer. Minigames are `MinigameDefinition` assets, trigger logic is registered as real `TriggerEffect` and `TriggerCondition` codec entries, item/entity/NPC actions can use real `Interaction` entries, and runtime events are dispatched on Hytale's event bus.
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## Features
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- Asset-driven minigame definitions in `Server/Minigames/`
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- Hytale Asset Editor support through `MinigameDefinition.CODEC`
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- Hytale trigger-volume integration through native `TriggerEffect` and `TriggerCondition` types
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- Hytale interaction integration through native `Interaction` types for item/entity/NPC use actions
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- Asset-backed `MinigameId` picker fields in the trigger-volume editor
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- Asset-backed minigame trigger-volume templates in `Server/MinigameVolumeTemplates/`
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- Runtime lifecycle commands for creating, enabling, starting, stopping, and resetting minigames
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- Multi-map runtime support using Hytale trigger-volume tags
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- Player, team, score, lives, counter, status, and phase runtime state
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- Hytale event-bus dispatch through `MinigameEvent`
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## Quick Start
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### Build
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```bash
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gradlew.bat shadowJar
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```
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### Run with the local Hytale server
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```bash
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gradlew.bat runServer
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```
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### Create a minigame definition
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Manually by adding a file under `src/main/resources/Server/Minigames/`:
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or via the asset editor.
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```json
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{
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"Id": "My_Minigame",
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"Name": "My Minigame",
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"Description": "A short description shown in menus.",
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"Enabled": true,
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"MinPlayers": 2,
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"MaxPlayers": 8,
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"TeamMode": "SOLO",
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"WinCondition": "HIGHEST_SCORE",
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"RoundLengthSeconds": 180,
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"CountdownSeconds": 10
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}
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```
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Or create one from the server (saved into the named asset pack, so it survives restarts):
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```text
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/minigame create MyAssetPack My_Minigame "My Minigame"
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/minigame enable My_Minigame
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/minigame start My_Minigame
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```
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Note: a game can only start once a trigger volume with a `SetMinigamePhase(ACTIVE)`
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effect exists for it — see `docs/architecture.md` (Lifecycle Contract).
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## Trigger Volume Logic
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Use normal Hytale trigger volumes for the area shape and interaction point, then attach the minigame trigger conditions and effects.
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For multi-map minigames, tag volumes with `MinigameId=<id>`, `MapId=<map>`, optional `VariantId=<variant>`, and `MapRole=MainArena` on the primary arena volume. Team spawn volumes use `SpawnRole=TeamSpawn` and `TeamId=<team>`. `MapSelectionMode` controls whether a queued match uses votes or random selection.
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To bootstrap common logic, spawn editable template volumes at your position:
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```text
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/triggervolume minigametemplates
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/triggervolume minigametemplate core_lifecycle --MinigameId=My_Minigame --MapId=Arena01
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/triggervolume minigametemplate team_arena --MinigameId=Battle --MapId=Castle --VariantId=Night
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```
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The UI remembers each builder's minigame/map variables. Both paths create normal Hytale
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trigger volumes with template tags replaced by the provided IDs.
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Available condition types:
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- `MinigamePhase`
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- `PlayerInMinigame`
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- `PlayerStatus`
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- `PlayerScore`
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- `TeamScore`
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- `Counter`
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- `CurrentRound`
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- `PlayerLives`
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- `TeamCondition`
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- `TimerElapsed`
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- `ObjectiveStatus`
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- `WinConditionMet`
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Available effect types:
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- `StartMinigame`
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- `EndMinigame`
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- `ResetMinigame`
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- `SetMinigamePhase`
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- `ResetScores`
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- `ModifyScore`
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- `ModifyCounter`
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- `ModifyLives`
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- `SetPlayerStatus`
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- `SetPlayerLoadout`
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- `JoinMinigameQueue`
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- `LeaveMinigameQueue`
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- `VoteForMap`
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- `StartQueuedMinigame`
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- `SpawnItem`
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- `SpawnNpc`
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- `MountPlayer`
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- `DismountPlayer`
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- `SetRound`
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- `StartTimer`
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- `StopTimer`
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- `SetSpawnPoint`
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- `RespawnPlayer`
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- `RespawnAllPlayers`
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- `SwapTeams`
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- `SendMinigameMessage`
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- `AssignTeam`
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- `SaveInventory`
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- `RestoreInventory`
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- `ClearInventory`
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- `SetObjectiveStatus`
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- `ModifyObjectiveProgress`
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- `AwardKillScore`
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- `PlaceBlocks`
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- `OpenMinigameQueueUI`
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- `StartPlayerTimer`
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- `StopPlayerTimer`
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Fields named `MinigameId` use an editor dropdown backed by registered `MinigameDefinition` assets.
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## Interaction Logic
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Many minigame effects also have Hytale interaction counterparts. Interaction type IDs use the `Minigame` prefix plus the trigger effect ID, for example `MinigameJoinMinigameQueue`, `MinigameModifyScore`, and `MinigameOpenMinigameQueueUI`.
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Interaction-backed minigame actions use Hytale root interaction cooldown and chaining fields instead of trigger-volume `Event`, `Interval`, and `Delay`. Common routing fields are `MinigameId`, optional `MapId`, optional `VariantId`, and optional `TeamId`.
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Available interaction types:
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- `MinigameStartMinigame`
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- `MinigameEndMinigame`
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- `MinigameResetMinigame`
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- `MinigameSetMinigamePhase`
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- `MinigameResetScores`
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- `MinigameModifyScore`
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- `MinigameModifyCounter`
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- `MinigameModifyLives`
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- `MinigameSetPlayerStatus`
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- `MinigameSetPlayerLoadout`
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- `MinigameJoinMinigameQueue`
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- `MinigameLeaveMinigameQueue`
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- `MinigameVoteForMap`
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- `MinigameStartQueuedMinigame`
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- `MinigameSetRound`
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- `MinigameStartTimer`
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- `MinigameStopTimer`
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- `MinigameSetSpawnPoint`
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- `MinigameRespawnPlayer`
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- `MinigameRespawnAllPlayers`
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- `MinigameSwapTeams`
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- `MinigameSendMinigameMessage`
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- `MinigameAssignTeam`
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- `MinigameSaveInventory`
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- `MinigameRestoreInventory`
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- `MinigameClearInventory`
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- `MinigameSetObjectiveStatus`
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- `MinigameModifyObjectiveProgress`
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- `MinigameOpenMinigameQueueUI`
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- `MinigameStartPlayerTimer`
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- `MinigameStopPlayerTimer`
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Volume-only for now: `AwardKillScore`, `SpawnItem`, `SpawnNpc`, `MountPlayer`, `DismountPlayer`, and `PlaceBlocks`.
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Inline item secondary-use example:
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```json
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{
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"Interactions": {
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"Secondary": {
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"Interactions": [
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{
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"Type": "MinigameJoinMinigameQueue",
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"MinigameId": "Skywars"
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}
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],
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"Cooldown": {
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"Id": "join_skywars_queue",
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"Cooldown": 1.0
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}
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}
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}
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}
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```
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Reusable assets:
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`Server/Item/Interactions/join_skywars_queue.json`
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```json
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{
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"Type": "MinigameJoinMinigameQueue",
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"MinigameId": "Skywars"
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}
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```
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`Server/Item/RootInteractions/join_skywars_queue_secondary.json`
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```json
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{
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"Interactions": [
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"join_skywars_queue"
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],
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"Cooldown": {
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"Id": "join_skywars_queue",
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"Cooldown": 1.0
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}
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}
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```
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Then reference the root interaction from an item:
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```json
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{
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"Interactions": {
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"Secondary": "join_skywars_queue_secondary"
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}
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}
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```
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## Project Structure
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```text
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core-minigames/
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|-- src/main/java/net/kewwbec/minigames/
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| |-- MinigameCorePlugin.java
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| |-- action/
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| |-- command/
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| |-- event/
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| |-- interaction/
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| |-- model/
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| |-- runtime/
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| |-- service/
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| `-- volume/
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| |-- condition/
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| `-- effect/
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|-- src/main/resources/Server/
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| |-- Languages/en-US/
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| `-- Minigames/
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|-- docs/
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`-- wiki/
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```
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## Documentation
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| Doc | Description |
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|-----|-------------|
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| [Architecture](docs/architecture.md) | How the Hytale-native pieces fit together |
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| [Minigame Definition](docs/minigame-definition.md) | `MinigameDefinition` JSON fields |
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| [Events, Conditions & Effects](docs/events-conditions-effects.md) | Current trigger condition/effect reference |
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| [Volumes](docs/volumes.md) | How to use normal Hytale trigger volumes for minigames |
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| [Trigger Volume Tags](docs/tags.md) | Complete tag reference for maps, spawns, and signals |
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| [Commands](docs/commands.md) | `/minigame` command reference |
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| [Examples](docs/examples.md) | Small setup patterns |
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## Build Commands
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```bash
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gradlew.bat compileJava
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gradlew.bat processResources
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gradlew.bat shadowJar
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```
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