Commit Graph

6 Commits

Author SHA1 Message Date
cc18066c17 fix(lobby,easter-egg): update portal coordinates and egg-check ring
Lobby portal zones and signs moved to the rebuilt portal area at
~(436..488, 65..74, -322..-281), including a second Lyla's-World
"Super Kitties" portal. Signs now use per-portal facing_direction
so they face the hub walkway correctly.

Easter-egg placeAllEggs validation now samples the far-ring eggs
(indices 45-49) before falling back to the near ring — avoids false
"blocks missing" reports when only close-ring eggs have been picked up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-20 14:19:33 +01:00
616395de88 revert(easter-egg): single-block eggs — 2-block block-state syntax broke placement
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Block state syntax ["facing_direction":N] in setblock silently failed, so no
egg blocks were placed and nothing could be collected. Revert to plain single
block setblock with no states.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-05 03:02:13 +01:00
5befc216d3 fix(easter-egg): remove false tag rebuild that inflated scores; console reset
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rebuildTagsAndBasket was wrongly treating any missing egg block as "collected"
— but blocks were missing because setblock silently failed on unloaded chunks,
not because the player found them. This caused StinkyRoger's score to jump to
21+ when only 3 eggs had been found.

Fix: remove rebuildTagsAndBasket entirely. The block-existence check inside
collectEgg() already prevents re-collection of a gone block. Tags remain as
a per-session fast-path only; the basket is the cross-server truth.

Also allow /scriptevent eggs:cmd reseteggsworld to work without a player
source so MCP/console can trigger a world egg reset remotely.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-05 02:54:23 +01:00
e5568fe1f3 fix(easter-egg): persistent cross-server counts via inventory basket; 2-block tall eggs
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Player tags are server-local and wiped on transfer, breaking lobby scores.
Switch to an Egg Basket (nether_star, custom nameTag "[j:N,l:N,m:N]") that
travels with the player's inventory so the lobby can always read accurate counts.

Child worlds rebuild lost tags from block-state on each player join (missing
egg block = previously collected), keeping within-world deduplication intact.
Basket is updated on every collection and after every tag rebuild.

Lobby reads basket counts directly instead of tags.

Also make eggs visually egg-shaped: 2 glazed-terracotta blocks tall with
opposing facing_direction (2 bottom, 3 top) to create an oval silhouette.
collectEgg() now clears both Y and Y+1; detection dy extended to 3.0.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-05 02:46:26 +01:00
793c1f5f3d fix(easter-eggs): place eggs around player location, validate before skipping
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- Use joining player's position as egg centre instead of world default
  spawn, so eggs appear where players actually play
- Store centre in dynamic property so all players find the same eggs
- Validate that egg blocks actually exist before trusting eggs_placed flag,
  auto-recovering if setblock commands silently failed (e.g. unloaded chunks)
- Trigger placement on first playerSpawn not server startup timeout

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-05 02:29:10 +01:00
90a0b96634 feat(easter-eggs): add easter egg hunt addon across all worlds
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50 eggs hidden per child world (Jamie/Lyla/Mya) in 8 creative hiding
scenes (barrels, hay bales, flower patches, logs, fences, crafting
tables, mossy ledges, leaf clusters). Each world uses a distinct glazed
terracotta colour. Found eggs are tracked via player tags which persist
across server transfers; lobby reads tags and maintains a scoreboard
leaderboard (egg_count objective). Gitea deploy workflow updated to
include easter-egg-addon/ and docker-compose.yml in checkout.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-05 02:00:11 +01:00