Files

191 lines
6.2 KiB
Markdown

# 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.
## Lifecycle Contract
The built-in lifecycle is intentionally minimal — most progression is **volume-driven**
so map designers control exactly when things happen:
```text
WAITING_FOR_PLAYERS set automatically on start; countdown runs (CountdownSeconds)
|
v
STARTING set automatically when the countdown finishes
|
v
ACTIVE set by a volume: SetMinigamePhase(ACTIVE) <-- REQUIRED
|
v (rounds: a SetRound effect starts round 1 and the $round timer)
OVERTIME / SUDDEN_DEATH automatic after the final round, when enabled (timed)
|
v
ENDING -> RESETTING via EndMinigame effect, /minigame stop, or round completion
```
Hard rules:
- **A game refuses to start when no trigger volume carries a `SetMinigamePhase(ACTIVE)`
effect for its minigame/map/variant ids.** Queued players are told why. This catches
maps whose lifecycle wiring is incomplete instead of leaving the game stuck in `STARTING`.
- The round system only runs after a `SetRound` effect fires (typically from the
`SignalPhaseStart=ACTIVE` volume). `TotalRounds`/`RoundLengthSeconds` alone do nothing.
- `SetMinigamePhase(ENDING)` and `(RESETTING)` route through the full end/reset lifecycle
(cleanup, rewards, inventory restore) — they are equivalent to `EndMinigame`/`ResetMinigame`.
- With `MapSelectionMode: VOTE` and more than one voteable map, reaching `MinPlayers`
opens a 30-second vote window. The game starts when every queued player has voted or
the window expires.
## Threading Model
Each Hytale world ticks on its own thread. The rules this module follows:
- Every `MinigameRuntime` records a **home world** at start (adopted on first pregame
tick if unknown). All mutation of runtime state happens on that world's thread.
- Ticking systems (pregame, HUD, queue UI, menu) run per world and only touch runtimes
homed in their world.
- The signal-service scheduler thread never mutates state directly — it hops onto the
home world via `world.execute(...)`.
- Queue sessions are shared across worlds and synchronized internally.
- Adapter calls that need a result (`saveInventory`) only run on the player's own world
thread; cross-world void calls (give item, teleport, restore) are forwarded with
`world.execute` and never block the calling thread.
## 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`
- `ModifyScore`
- `ModifyCounter`
- `ModifyLives`
- `SetPlayerStatus`
- `JoinMinigameQueue`
- `LeaveMinigameQueue`
- `VoteForMap`
- `StartQueuedMinigame`
- `SpawnItem`
- `SpawnNpc`
- `MountPlayer`
- `PlaceBlocks`
- `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.