Implements several configuration options #15

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2023-04-11 13:25:45 +02:00
parent 3bbf41206c
commit 50978d8baf
20 changed files with 419 additions and 63 deletions

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# Configuration values for droppers
dropper:
# Whether the vertical velocity should be overridden, and thus changeable. If not enabled, all horizontalVelocity
# settings, both the global one and per-arena, will be ignored.
overrideVerticalVelocity: true
# The vertical velocity used as default for all arenas. Must be greater than 0. 3.92 is the max speed of a falling
# player.
verticalVelocity: 1.0
# The horizontal velocity used as default for all arenas (technically fly-speed). Must be between 0 (exclusive) and 1
# (inclusive).
horizontalVelocity: 1.0
# The number of seconds before the randomly inverted game-mode switches between normal and inverted movement
randomlyInvertedTimer: 7
# Whether grouped dropper arenas must be played in the correct sequence
mustDoGroupedInSequence: true
# Whether records won't be registered unless the player has already beaten all arenas in a group. That means players
# are required to do a second play-through to register a record for a grouped arena.
ignoreRecordsUntilGroupBeatenOnce: false
# Whether a player must do the normal/default game-mode before playing any other game-modes
mustDoNormalModeFirst: true
# Whether players should be made invisible while playing in a dropper arena
makePlayersInvisible: false
# Whether players should have their entity hit collision disabled while in an arena. This prevents players from
# pushing each-other if in the same arena.
disableHitCollision: true
# This decides how far inside a non-solid block the player must go before detection triggers. The closer to -1
# it is, the more accurate it will seem to the player, but the likelihood of not detecting the hit increases.
liquidHitBoxDepth: -0.8
# This decides the distance the player must be from a block below them before a hit triggers. If too low, the
# likelihood of detecting the hit decreases, but it won't look like the player hit the block without being near.
solidHitBoxDistance: 0.2
# A whitelist for which blocks won't trigger a loss when hit/passed through. The win block check happens before the
# loss check, so even blocks on the whitelist can be used as the win-block. "+" denotes a material tag.
blockWhitelist:
- WATER
- LAVA
- +WALL_SIGNS
- +STANDING_SIGNS
- STRUCTURE_VOID