You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Welcome to any new developer, this issue is there to explain the structure of the plugin
Introduction
This plugin is a Redstone Puzzle Plugin. It permit to link puzzle rooms to the plugin and assign a team on each parkour to automatized the Gameplay between each of the puzzle
Puzzle Management Structure
Each room should be build and registered as a structure, then assign to a Room object through the RoomManager of the plugin. A spawnpoint will automatically be set on each Room, to act as a teleport point when the players start the room, or if the players end up dying in the room. To detect the success of a Room, a command should validate the steps of the Room (through a CommandBlock). It is possible to create as many steps as you want, and they should all be validated and alimented to complete the Room puzzle.
To link a Rooms into the parkour, they have to be assigned into the RoadmapManager. When the game start, the Roadmap will be duplicated with all his rooms in different worlds for each team, before they get sended to the first Room spawnpoint of their assigned world
All the Configuration (Room, Roadmap, Teams) is manageable through a configuration GUI, and will be saved into the plugin data folder
When the game is started, Rooms and the roadmap would be converted into RoomInstances and RoadmapInstances, to keep track of the teams progress
State System
The plugin use a state driven design, there is currently 5 states :
LoadingState : Enable just before the creation of the internal Managers
LobbyState : Enable when the plugin is fully loaded and can accept players, and where the game can be configured
PlayingState : Enable when the game is start (through command)
EndingState : Enable when the game is ended, to display results and the victory of a team
DisableState : Enable when the plugin is about to shutdown (through a reload or a server stop)
It is preferable to initialize and manage game loop logic and game listeners through theses states
Puzzle Management GUI
Puzzle Rooms, Roadmaps and Teams are managed through GUI. This gui is only accessible to an operator of the server, and they are developed with the RiseInventory Api
The text was updated successfully, but these errors were encountered:
Welcome to any new developer, this issue is there to explain the structure of the plugin
Introduction
This plugin is a Redstone Puzzle Plugin. It permit to link puzzle rooms to the plugin and assign a team on each parkour to automatized the Gameplay between each of the puzzle
Puzzle Management Structure
Each room should be build and registered as a structure, then assign to a Room object through the
RoomManager
of the plugin. A spawnpoint will automatically be set on eachRoom
, to act as a teleport point when the players start the room, or if the players end up dying in the room. To detect the success of aRoom
, a command should validate thestep
s of the Room (through a CommandBlock). It is possible to create as manystep
s as you want, and they should all be validated and alimented to complete theRoom
puzzle.To link a
Room
s into the parkour, they have to be assigned into theRoadmapManager
. When the game start, the Roadmap will be duplicated with all his rooms in different worlds for each team, before they get sended to the firstRoom
spawnpoint of their assigned worldAll the Configuration (Room, Roadmap, Teams) is manageable through a configuration GUI, and will be saved into the plugin data folder
When the game is started,
Room
s and the roadmap would be converted intoRoomInstance
s andRoadmapInstance
s, to keep track of the teams progressState System
The plugin use a state driven design, there is currently 5 states :
It is preferable to initialize and manage game loop logic and game listeners through theses states
Puzzle Management GUI
Puzzle
Room
s,Roadmap
s andTeam
s are managed through GUI. This gui is only accessible to an operator of the server, and they are developed with the RiseInventory ApiThe text was updated successfully, but these errors were encountered: