112 lines
3.6 KiB
Markdown
112 lines
3.6 KiB
Markdown
# Commands Reference
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All commands are subcommands of `/minigame`.
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## Definition Management
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### `/minigame list`
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Lists registered minigames and basic runtime state.
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### `/minigame create <pack> <id> <name>`
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Creates a new minigame definition with default settings and saves it **into the named
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asset pack** (`<pack>/Server/Minigames/<id>.json`). The pack must exist and be writable
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(not a read-only/zipped pack). Because the definition lives in an asset pack, it is
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reloaded by the normal asset scan on every server start.
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```text
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/minigame create KingOfHillAssetPack Beach_Race "Beach Race"
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```
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Ids may only contain letters, numbers, `_` and `-`.
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### `/minigame info <id>`
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Shows the loaded definition and runtime status for a minigame.
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### `/minigame edit <id> <property> <value>`
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Edits a simple definition property and saves it back into its asset pack.
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Supported properties: `name`, `description`, `enabled`. Use the Hytale asset
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editor for everything else.
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```text
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/minigame edit Beach_Race name Beach Race Deluxe
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/minigame edit Beach_Race enabled true
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```
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### `/minigame enable <id>` / `/minigame disable <id>`
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Sets `Enabled` and persists the definition to its asset pack. Disabling prevents new
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queue joins and starts but does not stop an already running runtime.
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### `/minigame validate <id>`
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Runs definition validation (player counts, round length, countdown, overtime/sudden-death
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timer settings).
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### `/minigame delete <id>`
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Ends any running runtimes, removes the definition from the asset store, and deletes its
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file from its asset pack. Definitions in read-only packs cannot be deleted.
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## Runtime Management
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### `/minigame start <id>`
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Starts a queued runtime for the given minigame as an **admin start**: the min-player
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pregame check is skipped, so the game runs even with an empty or short queue.
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The selected map comes from `MapSelectionMode`: highest vote for `VOTE`, random
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discovered map for `RANDOM`.
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A start is refused (with a message) when:
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- the definition has a `WorldId` and you are in a different world, or
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- no trigger volume sets the game's phase to `ACTIVE` (see *Lifecycle contract*
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in `architecture.md`).
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### `/minigame stop <id> [reason]`
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Stops all active runtimes for the minigame ID.
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### `/minigame reset <id>`
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Resets all active runtimes for the minigame ID.
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## Map Commands
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### `/minigame maps <id>`
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Lists maps discovered from trigger volumes in the sender's current world. Run this command
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as a player in the world containing the tagged volumes.
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### `/minigame vote <id> <mapId>`
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Casts or updates the sender's vote. Only players who are in the queue may vote.
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## Player Commands
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### `/minigame join <id> [player]`
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Adds the command sender, or the optional player target, to the minigame queue.
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Fails when the queue is full (`MaxPlayers`) or the minigame is disabled.
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### `/minigame leave [player]`
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Removes the player from every queue and from their current game. Leaving a game restores
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the player's saved inventory; if nobody is left in the runtime, it ends.
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### `/minigame spectate <id> [player]`
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Joins a running game as a spectator (requires `AllowSpectators: true` in the definition)
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and teleports the spectator to the game's MainArena volume when one is visible from
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their world. Spectators are excluded from rankings and the scoreboard.
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## Volume Workflow
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The old custom minigame volume system was removed. Use Hytale's trigger-volume editor for
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volume placement and attach the minigame trigger effects and conditions there.
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`/triggervolume clone` and `/triggervolume clonegroup` (injected by this plugin) help
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duplicate configured volumes between maps.
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