156 lines
4.2 KiB
Markdown
156 lines
4.2 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 and trigger 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, 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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- Asset-backed `MinigameId` picker fields in the trigger-volume editor
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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:
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```text
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/minigame create 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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TODO make this into its own UI in game.
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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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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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- `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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- `AwardKillScore`
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- `EndMinigame`
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- `ResetMinigame`
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- `SetMinigamePhase`
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- `ResetScores`
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- `ModifyPlayerScore`
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- `ModifyTeamScore`
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- `ModifyCounter`
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- `ModifyPlayerLives`
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- `SetPlayerStatus`
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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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- `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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Fields named `MinigameId` use an editor dropdown backed by registered `MinigameDefinition` assets.
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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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| |-- command/
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| |-- event/
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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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