feat: configurable broadcasts + /core reload
New fr.luc.crcore.broadcast module: - BroadcastAudience enum (NONE, LEADER, TEAM, ADMIN, ALL). - BroadcastContext (fluent: team + involvedPlayerId + placeholders). - BroadcastService interface + YamlBroadcastService impl. - CRCoreBroadcastListener (Bukkit listener) wires the 12 native events (9 team + 3 player) to broadcasts.broadcast(eventKey, ctx). Same single-per-plugin file pattern as messages: <plugin-dataFolder>/<plugin-name-lowercase>-broadcasts.yml. Defaults bundled at resources/crcore-broadcasts.yml, copied on first boot (game plugin's own resource of the same name takes priority as the template). In-memory fallback so new CR-Core keys work without admin edit. Routes (who) vs templates (what) are separated: broadcasts.yml lists audiences per eventKey, messages.yml contains the templates under keys <eventKey>.broadcast. Admin can change either independently. 12 new *.broadcast keys added to crcore-messages.yml with sensible French defaults and color codes. Listener injects standard placeholders (name, team_name, tag, color, visibility, player, new_leader, old/new_value, etc.). ADMIN audience resolved via crcore.broadcast.admin permission. Multi- audiences via YAML list (e.g., [TEAM, ADMIN]); union of resolved players, no duplicate. New /core reload subcommand (permission crcore.reload) hot-reloads both messages and broadcasts from disk without restart. CRCore: protected buildBroadcastService() override point, getter broadcasts(), wire of CRCoreBroadcastListener at enable(). CoreCommand constructor extended to take BroadcastService, registers the reload subcommand. Docs/features.md: new section 9 "Service de broadcasts". docs/setup.md: updated to mention both YAML files. decisions.md logs the routes-vs- templates split, the audience model, and the reload semantics. New diagram broadcasts-class-diagram.puml. README updated. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -684,7 +684,130 @@ placeholders documentés en commentaire.
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---
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## 9. Bootstrap `CRCore`
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## 9. Service de broadcasts (`fr.luc.crcore.broadcast`)
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**Statut** : implémenté. Un seul listener Bukkit interne route les 12
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événements CR-Core vers le {@code BroadcastService} qui décide à qui
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envoyer le message selon la config YAML.
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### Séparation routes / templates
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- **Routes** (« qui reçoit quoi ») → `<plugin>-broadcasts.yml`
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- **Templates** (« quel texte ») → `<plugin>-messages.yml`, clés
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`<eventKey>.broadcast` (ex. `team.create.broadcast`)
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Les deux fichiers sont modifiables indépendamment. L'admin peut couper
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tous les broadcasts en passant tout en `[NONE]` sans toucher aux templates,
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ou inversement changer la formulation sans toucher aux routes.
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### `BroadcastAudience` — qui reçoit
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| Audience | Résolution |
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|---|---|
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| `NONE` | Personne (équivalent à liste vide). |
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| `LEADER` | Le chef de l'équipe concernée (s'il est en ligne). |
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| `TEAM` | Tous les membres en ligne de l'équipe concernée. |
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| `ADMIN` | Joueurs en ligne ayant la perm `crcore.broadcast.admin`. |
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| `ALL` | Tous les joueurs en ligne sur le serveur. |
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Multi-cibles : une clé d'event mappe sur une **liste** d'audiences. Union
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(pas de doublon : un joueur dans deux audiences reçoit un seul message).
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### Le fichier `<plugin>-broadcasts.yml` — exemple
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```yaml
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team:
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create: [ADMIN] # admins voient les créations
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dissolve: [TEAM, ADMIN]
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member:
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add: [TEAM]
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remove: [TEAM]
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player:
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join: [TEAM]
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leadership:
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transfer: [TEAM, ADMIN]
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visibility:
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change: [LEADER]
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score:
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change: [NONE] # noisy par défaut
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spawn:
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change: [LEADER]
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player:
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profile:
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create: [NONE]
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delete: [ADMIN]
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score:
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change: [NONE]
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```
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### Liste des `eventKey` (= mapping listener)
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| Bukkit event | Clé broadcasts.yml | Clé messages.yml |
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|---|---|---|
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| `TeamCreateEvent` | `team.create` | `team.create.broadcast` |
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| `TeamDissolveEvent` | `team.dissolve` | `team.dissolve.broadcast` |
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| `TeamMemberAddEvent` | `team.member.add` | `team.member.add.broadcast` |
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| `TeamMemberRemoveEvent` | `team.member.remove` | `team.member.remove.broadcast` |
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| `PlayerJoinTeamEvent` | `team.player.join` | `team.player.join.broadcast` |
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| `TeamLeadershipTransferEvent` | `team.leadership.transfer` | `team.leadership.transfer.broadcast` |
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| `TeamVisibilityChangeEvent` | `team.visibility.change` | `team.visibility.change.broadcast` |
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| `TeamScoreChangeEvent` | `team.score.change` | `team.score.change.broadcast` |
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| `TeamSpawnPointChangeEvent` | `team.spawn.change` | `team.spawn.change.broadcast` |
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| `PlayerProfileCreateEvent` | `player.profile.create` | `player.profile.create.broadcast` |
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| `PlayerProfileDeleteEvent` | `player.profile.delete` | `player.profile.delete.broadcast` |
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| `PlayerScoreChangeEvent` | `player.score.change` | `player.score.change.broadcast` |
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### Placeholders injectés par le listener
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Pour les events team, le contexte inclut toujours : `{name}`, `{team_name}`
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(alias), `{tag}`, `{color}` (code couleur ChatColor), `{visibility}`.
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Quand pertinent, en plus : `{player}` (nom du joueur impliqué),
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`{new_leader}`, `{old_leader}`, `{old_visibility}`, `{new_visibility}`,
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`{score_name}`, `{old_value}`, `{new_value}`, `{delta}`.
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### API pour les game plugins
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```java
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// Broadcast custom depuis un game plugin
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core.broadcasts().broadcast("mygame.round.start",
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BroadcastContext.empty()
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.with("round", String.valueOf(currentRound))
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.with("map", mapName));
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// Lecture des audiences configurées (debug)
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List<BroadcastAudience> who = core.broadcasts().getAudiences("team.create");
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// Hot reload
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core.broadcasts().reload();
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```
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Pour ajouter ses propres events broadcast, le game plugin :
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1. Ajoute la clé dans son `<plugin>-broadcasts.yml` (ex.
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`mygame.round.start: [ALL]`)
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2. Ajoute le template dans `<plugin>-messages.yml` (clé
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`mygame.round.start.broadcast`)
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3. Appelle `core.broadcasts().broadcast(...)` quand l'event survient
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### Override de l'impl
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`CRCore.buildBroadcastService(messages)` est `protected`. Sous-classe
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{@code CRCore} pour fournir une impl alternative (base de données, queue
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externe, etc.).
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### Commande `/core reload`
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Permission : `crcore.reload`. Recharge à la fois `messages` et `broadcasts`
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depuis les fichiers user du dataFolder. Les defaults en jar ne bougent pas
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(pas re-chargés).
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### Diagramme
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- Classes : [broadcasts-class-diagram.puml](diagrams/broadcasts-class-diagram.puml)
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---
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## 10. Bootstrap `CRCore`
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**Statut** : implémenté. Point d'entrée unique pour les plugins de jeu.
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