feat: typed team settings (cascade per-team → global → default) + in-game GUI
New fr.luc.crcore.team.config module: - TeamSetting<T> (typed, with key/type/default/parser/serializer; factories ofBoolean/ofInt/ofString/ofEnum). - TeamSettings registry: 8 standard settings (FRIENDLY_FIRE, PVP_PROTECTION_SECONDS, MAX_SIZE, MIN_SIZE, RESPAWN_AT_TEAM_SPAWN, TEAM_CHAT_ENABLED, SHOW_TAG_ABOVE_HEAD, TEAM_COLOR_IN_NAME), extensible via register() for game plugins. - TeamConfigService interface with cascade get(team, setting) → per-team override (SQLite) → global YAML → hard default. Persists per- team via TeamRepository.save(), global via YamlConfiguration.save(). - YamlTeamConfigService default impl with bundled crcore-team-config.yml. Storage: - Team.getSettings() Map<String, Object> for per-team overrides. - New SQLite table crcore_team_settings (team_id, key, value, type) with load + write-through persist in SqliteTeamRepository. - Global YAML <plugin>-team-config.yml in dataFolder, auto-created at first boot (template from game plugin's resource of the same name takes priority). New reusable GUI framework fr.luc.crcore.gui: - AbstractInventoryGui (implements InventoryHolder, rebuild() abstract, setButton/setDecoration/clearSlot helpers, onClose hook, openTo()). - GuiClickHandler FunctionalInterface. - GuiListener (single Bukkit listener, detects via getHolder(), ALWAYS cancels clicks even on slots without handlers). - GuiItems builder (named/of/filler + lore/amount/build, '&' color codes translated). Concrete settings GUIs (fr.luc.crcore.team.config.gui): - AbstractSettingsGui base renderer: 27 slots, settings in row 2, booleans = LIME_DYE / GRAY_DYE toggle, integers = BOOK with left +1 / right -1 (shift × 10), strings/enums display-only. - GlobalSettingsGui: writes to YAML on each change. - TeamSettingsGui: writes to per-team overrides, "override active" flag in lore when value differs from global, "Reset all overrides" footer button. New /core team settings [team] subcommand: - No arg → GlobalSettingsGui (perm crcore.team.settings.global). - With arg → TeamSettingsGui (perm crcore.team.settings). - Player-only (Bukkit needs HumanEntity to open inventory). - Lives under /core team to stay modular (objective: split into modules later; everything team-related under /core team). CRCore: buildTeamConfigService() override point, teamConfig()/getTeamConfig() getters, GuiListener.registerOn(plugin) at enable(). CoreCommand, TeamGroupSubCommand and CoreReloadSubCommand extended to receive TeamConfigService. /core reload now reloads messages + broadcasts + team-config. Docs: new section 10 "Paramètres d'équipe", new decisions logged, setup.md tree updated, two new diagrams (team-config + gui). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -267,12 +267,13 @@ CitesPlugin/ # dossier IntelliJ (renommer plus t
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## Fichiers de config générés au premier `enable()`
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Au premier démarrage, CR-Core crée DEUX fichiers dans le dataFolder :
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Au premier démarrage, CR-Core crée TROIS fichiers dans le dataFolder :
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| Fichier | Rôle |
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|---|---|
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| `<plugin-name-lowercase>-messages.yml` | Templates de tous les messages (commandes + broadcasts) |
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| `<plugin-name-lowercase>-broadcasts.yml` | Routes : qui reçoit quel event |
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| `<plugin-name-lowercase>-team-config.yml` | Paramètres globaux d'équipe (defaults appliqués à toutes les teams) |
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Les deux suivent le même pattern : si ton plugin de jeu bundle un fichier
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au même nom dans ses ressources, c'est lui qui sert de template initial à
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@@ -320,6 +321,7 @@ Au premier `enable()`, les tables suivantes sont créées (en `IF NOT EXISTS`) :
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visibility, spawn_world/x/y/z/yaw/pitch)
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- `crcore_team_members` — un membre = (team_id, player_id, role, joined_at)
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- `crcore_team_scores` — (team_id, score_name, value)
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- `crcore_team_settings` — (team_id, key, value, type) — overrides per-team
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- `crcore_player_profiles` — un profil = (id)
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- `crcore_player_scores` — (profile_id, score_name, value)
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