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Плагины/candyrush
candyrush

candyrush

CandyRush is an exciting team-based treasure hunting game where players compete to collect the most points! Join one of four teams, explore the map, find treasure chests, defend NPCs from monsters, and battle epic bosses to become the ultimate champion!

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Candy Rush v1.0.3

release4 ноября 2025 г.

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

Changed

  • Team System Redesign: Changed from 4-team to 3-team system with RED as Murderer-only team
    • Game Teams: BLUE, GREEN, YELLOW (3 teams for normal gameplay)
    • Murderer Team: RED (exclusive for Murderer状態 players)
    • Players are now distributed across 3 teams instead of 4
    • When a player becomes a Murderer, they temporarily move to the RED team
    • Murderers are excluded from their original team during Murderer状態
    • Murderers can attack and be attacked by their former teammates
    • Murderer points still contribute to their original team (not RED team)
    • Updated all team-related logic in ScoreboardManager, PlayerManager, TeamManager
    • Updated config.yml to list only 3 game teams (BLUE, GREEN, YELLOW)
    • Updated PvpListener to exclude Murderers from team protection

Fixed

  • GitHub Actions Build: Fixed build failure in CI/CD pipeline

    • Removed hardcoded Java path from gradle.properties that was specific to local development environment
    • Made build.gradle runServer task use JAVA_HOME environment variable instead of hardcoded path
    • Added Gradle cache to GitHub Actions workflow for faster builds
    • Added --no-daemon flag to prevent Gradle daemon issues in CI environment
    • Added permissions: contents: write to workflow to allow creating GitHub releases
  • Murderer System Implementation: Corrected the Murderer trigger condition

    • Previous (incorrect): Players became Murderers when reaching first place or team-killing
    • Current (correct): Players become Murderers when attacking non-Murderer players (PK behavior)
    • Attacking a Murderer is now penalty-free (treated as self-defense)
    • Duration system: 3 minutes initially, +3 minutes per attack, maximum 60 minutes
    • Penalties include: red name tag, armor removal, cannot re-equip armor, drops all items on death

Changed

  • Documentation Updates: Updated all documentation to reflect correct implementation

    • Updated spec.md: Fixed User Story 6 (PvP and Murderer System) and Functional Requirements FR-039, FR-040, FR-040-1, FR-041, FR-042, FR-043, FR-076
    • Updated docs/index.html: Corrected Murderer system description for both Japanese and English versions
    • Updated summary.md: Fixed Murderer System section and tips
    • Updated QUICKSTART.md: Corrected Murderer System description
    • All documentation now accurately describes the Murderer system as a PvP deterrent rather than a reward
  • Treasure Chest System Documentation: Corrected chest type descriptions to match implementation

    • 11 chest types: CHEST, BARREL, BREWING_STAND, FURNACE, BLAST_FURNACE, SMOKER, DROPPER, DISPENSER, HOPPER, TRAPPED_CHEST (ChestType enum)
    • Category-based loot: Each chest type provides items from specific categories (ChestLootCategory enum)
      • CHEST/BARREL → Food items
      • BREWING_STAND → Potions
      • FURNACE types → Materials
      • DROPPER/DISPENSER → Equipment
      • HOPPER → Utility items
      • TRAPPED_CHEST → High-tier equipment + 18.0 damage (9 hearts, near-death!)
    • Updated docs/index.html, summary.md, QUICKSTART.md to accurately describe all 11 chest types
    • Previous documentation incorrectly described only "regular chests" and "trapped chests"
  • CRITICAL DOCUMENTATION FIXES: Removed incorrect references to abolished /convert command

    • /convert command was abolished: ConvertCommand class does not exist in codebase
    • Food conversion reality: Clicking food in treasure chests converts to personal points ONLY (no team points)
    • Removed all /convert command references from docs/index.html, summary.md, QUICKSTART.md
    • Updated all tips and recommendations to reflect accurate point conversion behavior
    • Previous documentation incorrectly suggested /convert gives both personal and team points
  • Spawn System Documentation Fix: Corrected player teleportation behavior at game start

    • Actual implementation: Players teleport to random locations within 50-block radius of map center (GameManager.java:600-622)
    • Previous (incorrect) documentation: Stated players teleport to team-specific bases in map corners
    • Updated docs/index.html, summary.md, QUICKSTART.md to accurately describe random center spawn
    • Removed incorrect references to "Northwestern", "Southwestern", "Southeastern" team bases

Technical Details

  • Modified TeamColor.java:

    • Updated comments to clarify RED is Murderer-only team
    • Regular game teams: BLUE, GREEN, YELLOW (3 teams)
  • Modified ScoreboardManager.java:

    • setupMainScoreboardTeams(): Creates 4 scoreboard teams (blue, green, yellow, red) instead of 2 (murderer, normal)
    • copyTeamsFromMainScoreboard(): Copies all 4 team colors to player scoreboards
    • Each team has distinct color prefix for name tag display
  • Modified PlayerManager.java:

    • updatePlayerTeamColor(): Assigns scoreboard team based on Murderer status and game team
    • getScoreboardTeamName(): Returns "red" for Murderers, otherwise returns actual team color (blue/green/yellow)
    • updateTeamInScoreboard(): Removes player from all 4 teams before adding to target team
  • Modified TeamManager.java:

    • distributePlayersEvenly(): Distributes players across 3 game teams (BLUE, GREEN, YELLOW) only
    • getSmallestTeam(): Excludes RED team from balance calculations
    • Team distribution logs updated to reflect 3 teams
  • Modified config.yml:

    • teams.colors: Lists only BLUE, GREEN, YELLOW (removed RED from game teams)
    • Added comments explaining RED is reserved for Murderers
  • Modified PvpListener.java:

    • Updated team protection logic to exclude Murderers
    • Both attacker and victim must not be Murderers for team protection to apply
    • Murderers can attack and be attacked by their original teammates
  • Modified PvpListener.java:

    • Changed handlePvpKill() method to check if victim is a Murderer
    • If victim is Murderer: no penalty for killer (self-defense)
    • If victim is not Murderer: killer becomes Murderer (PK behavior)
    • Updated messages from "team kill" to "PK behavior"
    • Removed team-based distinction for Murderer triggering
  • Food conversion implementation (no code changes - documentation only):

    • TreasureChestListener.java already implements auto-conversion correctly (lines 108-129)
    • ConvertCommand.java provides backup bulk conversion functionality
    • Documentation updated to match existing implementation

Notes

  • The Murderer system is designed as a PvP deterrent, not a PvP reward system
  • This game encourages cooperative gameplay over player-versus-player combat
  • Specification documents (spec.md) have been updated to match the current implementation
  • All player-facing documentation now consistently describes the correct behavior

Candy Rush v1.0.2

release2 ноября 2025 г.

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

Changed

  • Team System Redesign: Changed from 4-team to 3-team system with RED as Murderer-only team
    • Game Teams: BLUE, GREEN, YELLOW (3 teams for normal gameplay)
    • Murderer Team: RED (exclusive for Murderer状態 players)
    • Players are now distributed across 3 teams instead of 4
    • When a player becomes a Murderer, they temporarily move to the RED team
    • Murderers are excluded from their original team during Murderer状態
    • Murderers can attack and be attacked by their former teammates
    • Murderer points still contribute to their original team (not RED team)
    • Updated all team-related logic in ScoreboardManager, PlayerManager, TeamManager
    • Updated config.yml to list only 3 game teams (BLUE, GREEN, YELLOW)
    • Updated PvpListener to exclude Murderers from team protection

Fixed

  • GitHub Actions Build: Fixed build failure in CI/CD pipeline

    • Removed hardcoded Java path from gradle.properties that was specific to local development environment
    • Made build.gradle runServer task use JAVA_HOME environment variable instead of hardcoded path
    • Added Gradle cache to GitHub Actions workflow for faster builds
    • Added --no-daemon flag to prevent Gradle daemon issues in CI environment
    • Added permissions: contents: write to workflow to allow creating GitHub releases
  • Murderer System Implementation: Corrected the Murderer trigger condition

    • Previous (incorrect): Players became Murderers when reaching first place or team-killing
    • Current (correct): Players become Murderers when attacking non-Murderer players (PK behavior)
    • Attacking a Murderer is now penalty-free (treated as self-defense)
    • Duration system: 3 minutes initially, +3 minutes per attack, maximum 60 minutes
    • Penalties include: red name tag, armor removal, cannot re-equip armor, drops all items on death

Changed

  • Documentation Updates: Updated all documentation to reflect correct implementation

    • Updated spec.md: Fixed User Story 6 (PvP and Murderer System) and Functional Requirements FR-039, FR-040, FR-040-1, FR-041, FR-042, FR-043, FR-076
    • Updated docs/index.html: Corrected Murderer system description for both Japanese and English versions
    • Updated summary.md: Fixed Murderer System section and tips
    • Updated QUICKSTART.md: Corrected Murderer System description
    • All documentation now accurately describes the Murderer system as a PvP deterrent rather than a reward
  • Treasure Chest System Documentation: Corrected chest type descriptions to match implementation

    • 11 chest types: CHEST, BARREL, BREWING_STAND, FURNACE, BLAST_FURNACE, SMOKER, DROPPER, DISPENSER, HOPPER, TRAPPED_CHEST (ChestType enum)
    • Category-based loot: Each chest type provides items from specific categories (ChestLootCategory enum)
      • CHEST/BARREL → Food items
      • BREWING_STAND → Potions
      • FURNACE types → Materials
      • DROPPER/DISPENSER → Equipment
      • HOPPER → Utility items
      • TRAPPED_CHEST → High-tier equipment + 18.0 damage (9 hearts, near-death!)
    • Updated docs/index.html, summary.md, QUICKSTART.md to accurately describe all 11 chest types
    • Previous documentation incorrectly described only "regular chests" and "trapped chests"
  • CRITICAL DOCUMENTATION FIXES: Removed incorrect references to abolished /convert command

    • /convert command was abolished: ConvertCommand class does not exist in codebase
    • Food conversion reality: Clicking food in treasure chests converts to personal points ONLY (no team points)
    • Removed all /convert command references from docs/index.html, summary.md, QUICKSTART.md
    • Updated all tips and recommendations to reflect accurate point conversion behavior
    • Previous documentation incorrectly suggested /convert gives both personal and team points
  • Spawn System Documentation Fix: Corrected player teleportation behavior at game start

    • Actual implementation: Players teleport to random locations within 50-block radius of map center (GameManager.java:600-622)
    • Previous (incorrect) documentation: Stated players teleport to team-specific bases in map corners
    • Updated docs/index.html, summary.md, QUICKSTART.md to accurately describe random center spawn
    • Removed incorrect references to "Northwestern", "Southwestern", "Southeastern" team bases

Technical Details

  • Modified TeamColor.java:

    • Updated comments to clarify RED is Murderer-only team
    • Regular game teams: BLUE, GREEN, YELLOW (3 teams)
  • Modified ScoreboardManager.java:

    • setupMainScoreboardTeams(): Creates 4 scoreboard teams (blue, green, yellow, red) instead of 2 (murderer, normal)
    • copyTeamsFromMainScoreboard(): Copies all 4 team colors to player scoreboards
    • Each team has distinct color prefix for name tag display
  • Modified PlayerManager.java:

    • updatePlayerTeamColor(): Assigns scoreboard team based on Murderer status and game team
    • getScoreboardTeamName(): Returns "red" for Murderers, otherwise returns actual team color (blue/green/yellow)
    • updateTeamInScoreboard(): Removes player from all 4 teams before adding to target team
  • Modified TeamManager.java:

    • distributePlayersEvenly(): Distributes players across 3 game teams (BLUE, GREEN, YELLOW) only
    • getSmallestTeam(): Excludes RED team from balance calculations
    • Team distribution logs updated to reflect 3 teams
  • Modified config.yml:

    • teams.colors: Lists only BLUE, GREEN, YELLOW (removed RED from game teams)
    • Added comments explaining RED is reserved for Murderers
  • Modified PvpListener.java:

    • Updated team protection logic to exclude Murderers
    • Both attacker and victim must not be Murderers for team protection to apply
    • Murderers can attack and be attacked by their original teammates
  • Modified PvpListener.java:

    • Changed handlePvpKill() method to check if victim is a Murderer
    • If victim is Murderer: no penalty for killer (self-defense)
    • If victim is not Murderer: killer becomes Murderer (PK behavior)
    • Updated messages from "team kill" to "PK behavior"
    • Removed team-based distinction for Murderer triggering
  • Food conversion implementation (no code changes - documentation only):

    • TreasureChestListener.java already implements auto-conversion correctly (lines 108-129)
    • ConvertCommand.java provides backup bulk conversion functionality
    • Documentation updated to match existing implementation

Notes

  • The Murderer system is designed as a PvP deterrent, not a PvP reward system
  • This game encourages cooperative gameplay over player-versus-player combat
  • Specification documents (spec.md) have been updated to match the current implementation
  • All player-facing documentation now consistently describes the correct behavior

Candy Rush v1.0.1

release25 октября 2025 г.

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

Changed

  • Team System Redesign: Changed from 4-team to 3-team system with RED as Murderer-only team
    • Game Teams: BLUE, GREEN, YELLOW (3 teams for normal gameplay)
    • Murderer Team: RED (exclusive for Murderer状態 players)
    • Players are now distributed across 3 teams instead of 4
    • When a player becomes a Murderer, they temporarily move to the RED team
    • Murderers are excluded from their original team during Murderer状態
    • Murderers can attack and be attacked by their former teammates
    • Murderer points still contribute to their original team (not RED team)
    • Updated all team-related logic in ScoreboardManager, PlayerManager, TeamManager
    • Updated config.yml to list only 3 game teams (BLUE, GREEN, YELLOW)
    • Updated PvpListener to exclude Murderers from team protection

Fixed

  • GitHub Actions Build: Fixed build failure in CI/CD pipeline

    • Removed hardcoded Java path from gradle.properties that was specific to local development environment
    • Made build.gradle runServer task use JAVA_HOME environment variable instead of hardcoded path
    • Added Gradle cache to GitHub Actions workflow for faster builds
    • Added --no-daemon flag to prevent Gradle daemon issues in CI environment
    • Added permissions: contents: write to workflow to allow creating GitHub releases
  • Murderer System Implementation: Corrected the Murderer trigger condition

    • Previous (incorrect): Players became Murderers when reaching first place or team-killing
    • Current (correct): Players become Murderers when attacking non-Murderer players (PK behavior)
    • Attacking a Murderer is now penalty-free (treated as self-defense)
    • Duration system: 3 minutes initially, +3 minutes per attack, maximum 60 minutes
    • Penalties include: red name tag, armor removal, cannot re-equip armor, drops all items on death

Changed

  • Documentation Updates: Updated all documentation to reflect correct implementation

    • Updated spec.md: Fixed User Story 6 (PvP and Murderer System) and Functional Requirements FR-039, FR-040, FR-040-1, FR-041, FR-042, FR-043, FR-076
    • Updated docs/index.html: Corrected Murderer system description for both Japanese and English versions
    • Updated summary.md: Fixed Murderer System section and tips
    • Updated QUICKSTART.md: Corrected Murderer System description
    • All documentation now accurately describes the Murderer system as a PvP deterrent rather than a reward
  • Treasure Chest System Documentation: Corrected chest type descriptions to match implementation

    • 11 chest types: CHEST, BARREL, BREWING_STAND, FURNACE, BLAST_FURNACE, SMOKER, DROPPER, DISPENSER, HOPPER, TRAPPED_CHEST (ChestType enum)
    • Category-based loot: Each chest type provides items from specific categories (ChestLootCategory enum)
      • CHEST/BARREL → Food items
      • BREWING_STAND → Potions
      • FURNACE types → Materials
      • DROPPER/DISPENSER → Equipment
      • HOPPER → Utility items
      • TRAPPED_CHEST → High-tier equipment + 18.0 damage (9 hearts, near-death!)
    • Updated docs/index.html, summary.md, QUICKSTART.md to accurately describe all 11 chest types
    • Previous documentation incorrectly described only "regular chests" and "trapped chests"
  • CRITICAL DOCUMENTATION FIXES: Removed incorrect references to abolished /convert command

    • /convert command was abolished: ConvertCommand class does not exist in codebase
    • Food conversion reality: Clicking food in treasure chests converts to personal points ONLY (no team points)
    • Removed all /convert command references from docs/index.html, summary.md, QUICKSTART.md
    • Updated all tips and recommendations to reflect accurate point conversion behavior
    • Previous documentation incorrectly suggested /convert gives both personal and team points
  • Spawn System Documentation Fix: Corrected player teleportation behavior at game start

    • Actual implementation: Players teleport to random locations within 50-block radius of map center (GameManager.java:600-622)
    • Previous (incorrect) documentation: Stated players teleport to team-specific bases in map corners
    • Updated docs/index.html, summary.md, QUICKSTART.md to accurately describe random center spawn
    • Removed incorrect references to "Northwestern", "Southwestern", "Southeastern" team bases

Technical Details

  • Modified TeamColor.java:

    • Updated comments to clarify RED is Murderer-only team
    • Regular game teams: BLUE, GREEN, YELLOW (3 teams)
  • Modified ScoreboardManager.java:

    • setupMainScoreboardTeams(): Creates 4 scoreboard teams (blue, green, yellow, red) instead of 2 (murderer, normal)
    • copyTeamsFromMainScoreboard(): Copies all 4 team colors to player scoreboards
    • Each team has distinct color prefix for name tag display
  • Modified PlayerManager.java:

    • updatePlayerTeamColor(): Assigns scoreboard team based on Murderer status and game team
    • getScoreboardTeamName(): Returns "red" for Murderers, otherwise returns actual team color (blue/green/yellow)
    • updateTeamInScoreboard(): Removes player from all 4 teams before adding to target team
  • Modified TeamManager.java:

    • distributePlayersEvenly(): Distributes players across 3 game teams (BLUE, GREEN, YELLOW) only
    • getSmallestTeam(): Excludes RED team from balance calculations
    • Team distribution logs updated to reflect 3 teams
  • Modified config.yml:

    • teams.colors: Lists only BLUE, GREEN, YELLOW (removed RED from game teams)
    • Added comments explaining RED is reserved for Murderers
  • Modified PvpListener.java:

    • Updated team protection logic to exclude Murderers
    • Both attacker and victim must not be Murderers for team protection to apply
    • Murderers can attack and be attacked by their original teammates
  • Modified PvpListener.java:

    • Changed handlePvpKill() method to check if victim is a Murderer
    • If victim is Murderer: no penalty for killer (self-defense)
    • If victim is not Murderer: killer becomes Murderer (PK behavior)
    • Updated messages from "team kill" to "PK behavior"
    • Removed team-based distinction for Murderer triggering
  • Food conversion implementation (no code changes - documentation only):

    • TreasureChestListener.java already implements auto-conversion correctly (lines 108-129)
    • ConvertCommand.java provides backup bulk conversion functionality
    • Documentation updated to match existing implementation

Notes

  • The Murderer system is designed as a PvP deterrent, not a PvP reward system
  • This game encourages cooperative gameplay over player-versus-player combat
  • Specification documents (spec.md) have been updated to match the current implementation
  • All player-facing documentation now consistently describes the correct behavior

Candy Rush v1.0.0

release24 октября 2025 г.

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

Fixed

  • GitHub Actions Build: Fixed build failure in CI/CD pipeline

    • Removed hardcoded Java path from gradle.properties that was specific to local development environment
    • Made build.gradle runServer task use JAVA_HOME environment variable instead of hardcoded path
    • Added Gradle cache to GitHub Actions workflow for faster builds
    • Added --no-daemon flag to prevent Gradle daemon issues in CI environment
    • Added permissions: contents: write to workflow to allow creating GitHub releases
  • Murderer System Implementation: Corrected the Murderer trigger condition

    • Previous (incorrect): Players became Murderers when reaching first place or team-killing
    • Current (correct): Players become Murderers when attacking non-Murderer players (PK behavior)
    • Attacking a Murderer is now penalty-free (treated as self-defense)
    • Duration system: 3 minutes initially, +3 minutes per attack, maximum 60 minutes
    • Penalties include: red name tag, armor removal, cannot re-equip armor, drops all items on death

Changed

  • Documentation Updates: Updated all documentation to reflect correct implementation

    • Updated spec.md: Fixed User Story 6 (PvP and Murderer System) and Functional Requirements FR-039, FR-040, FR-040-1, FR-041, FR-042, FR-043, FR-076
    • Updated docs/index.html: Corrected Murderer system description for both Japanese and English versions
    • Updated summary.md: Fixed Murderer System section and tips
    • Updated QUICKSTART.md: Corrected Murderer System description
    • All documentation now accurately describes the Murderer system as a PvP deterrent rather than a reward
  • Food Conversion Documentation: Clarified food-to-points conversion mechanism

    • Primary method: Food items auto-convert to points when clicked in treasure chests
    • Backup method: /convert command for bulk conversion of food already in inventory
    • Updated all documentation to emphasize auto-conversion as the main feature
    • Clarified point values: 1-20 points per food item (previously documented as 1-10)
    • Updated tips to reflect automatic conversion behavior

Technical Details

  • Modified PvpListener.java:

    • Changed handlePvpKill() method to check if victim is a Murderer
    • If victim is Murderer: no penalty for killer (self-defense)
    • If victim is not Murderer: killer becomes Murderer (PK behavior)
    • Updated messages from "team kill" to "PK behavior"
    • Removed team-based distinction for Murderer triggering
  • Food conversion implementation (no code changes - documentation only):

    • TreasureChestListener.java already implements auto-conversion correctly (lines 108-129)
    • ConvertCommand.java provides backup bulk conversion functionality
    • Documentation updated to match existing implementation

Notes

  • The Murderer system is designed as a PvP deterrent, not a PvP reward system
  • This game encourages cooperative gameplay over player-versus-player combat
  • Specification documents (spec.md) have been updated to match the current implementation
  • All player-facing documentation now consistently describes the correct behavior

Совместимость

Minecraft: Java Edition

1.21.x

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Лицензия:MIT
Опубликован:4 месяца назад
Обновлён:4 месяца назад
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