deacoudre_arena
Dé à Coudre Arena — misc entry.
Entry Information
| Property | Value |
|---|---|
| Entry ID | deacoudre_arena |
| Type | Misc |
| Color | Blue |
| Icon | mdi:pool |
Description
Game mode for Dé à Coudre. / enum class DeACoudreGameMode { /** Players take turns jumping one at a time. / SINGLE, /* All players jump simultaneously for the duration of the phase. / CONCURRENT, /* Players compete in teams. / TEAM } /* Resolved arena data used at runtime by DeACoudre phases. / data class DeACoudreArena( val poolRegion: RegionModel?, val jumpLocation: Location, val spawnLocation: Location, val mode: DeACoudreGameMode, val countdown: Int, val jumpTime: Int, val waitingRadius: Double, val minPlayers: Int, val maxPlayers: Int, ) { val poolYRange: IntRange? = poolRegion?.shape?.let { shape -> val minY = floor(shape.min().y).toInt() val maxY = ceil(shape.max().y).toInt() minY..maxY } fun inPool(location: Location): Boolean { val shape = poolRegion?.shape ?: return false val world = location.world ?: return false val worldId = world.uid.toString() val worldName = world.name.lowercase() val shapeWorld = shape.min().world.identifier.lowercase() if (shapeWorld.isNotEmpty() && shapeWorld != worldId.lowercase() && shapeWorld != worldName) return false return shape.contains(location.toPosition()) } } /** Entry defining a Dé à Coudre arena configuration. This entry provides DeACoudre-specific settings (pool region, jump locations, etc.) that are not part of the generic [MinigameArenaDefinition]. Phases resolve an instance of [DeACoudreArena] from this definition at runtime.
Fields
| Field | Type | Description |
|---|---|---|
poolRegion | Ref<RegionDefinitionEntry> | Protection region defining the pool water area |
jumpLocation | Var<Position> | Location where players jump from |
spawnLocation | Var<Position> | Spawn / waiting location for players |
mode | Var<DeACoudreGameMode> | Game mode: SINGLE, CONCURRENT, or TEAM |
countdown | Var<Int> | Countdown duration before the game starts (seconds) |
jumpTime | Var<Int> | Time limit per jump / total jump phase (seconds) |
waitingRadius | Var<Double> | Radius around spawn where waiting players are confined |
minPlayers | Var<Int> | Minimum players required to start |
maxPlayers | Var<Int> | Maximum players allowed |
Usage Example
- entry: deacoudre_arena
name: "Dé à Coudre Arena"
poolRegion: ""
jumpLocation: ""
spawnLocation: ""
mode: ""
countdown: 0
jumpTime: 0
waitingRadius: 0
minPlayers: 0
maxPlayers: 0