Files
canalhandia/README.md
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marcos be6d34f456 feat: show who reacted, and stop curiosities flooding chat
Reactions only ever showed counts, so with several reactors nobody could
tell who had reacted. Naming everyone on its own line does not scale, so
names now appear in three progressively larger places: a hover tooltip per
button (Java only), a one-line closing summary naming the first
resumo-nomes (3) and collapsing the rest to "+N", and /reacoes for the full
breakdown sent privately.

Reactors' names are captured at react time so the summary survives them
logging off.

Two separate causes of chat flooding:
- every join fired its own curiosity, so a wave of joins produced one each.
  Automatic triggers are now rate-limited by intervalo-minimo-segundos
  (120); a typed /curiosidade still bypasses it.
- a curiosity cost two messages. The button row is now appended to the
  headline instead of being broadcast separately.

Also fixes "1 horas" — CuriosityFactory had its own duration formatting
that missed the earlier plural fix; it now uses Msg.duration.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ActvLGJApdxEAd2yfKPwqv
2026-08-04 21:38:28 +00:00

251 lines
10 KiB
Markdown

# Canalhandia
Chat-only social features for the Canalhandia Minecraft server (Paper 26.2).
**Nothing here touches gameplay.** No items, no world edits, no attributes, no
economy. Everything is chat messages, boss bars and clickable buttons, and every
module can be switched off independently.
All player-facing text is Portuguese (pt-BR).
---
## Modules
| Module | What it does |
|---|---|
| `curiosidades` | *"Sabia que o Fulano já minerou 5.966 blocos de Pedra?"* — a fact about a player, with reaction buttons. Fires on join by default. |
| `adivinha` | The same fact with the name hidden, plus clickable player names. Reveals after 45s and names who guessed right. |
| `luto` | A clickable `[F]` under each death message, with a count when the window closes. |
| `enquete` | `/enquete Pergunta \| A \| B` — clickable voting with a live tally on the boss bar. |
| `ranking` | `/ranking mineracao` and friends. Covers **offline players too**. |
| `marcos` | Announces round milestones — 100 km walked, 24 hours played — the first time someone crosses one. |
Toggle any of them: `/canalhandia modulo <nome> <on|off>`
---
## Where the data comes from
Everything is derived from **vanilla statistics**. No database, no tracking code,
no extra writes — the server was already recording all of it.
- **Online players** use the Bukkit API (`Player#getStatistic`).
- **Rankings** read `<world>/players/stats/<uuid>.json` directly, because Bukkit
only exposes statistics for players who are online. `usercache.json` maps those
UUIDs back to names, including Floodgate/Bedrock players whose UUIDs start with
`00000000-0000-0000-0009`.
Note the path: Paper writes to `<world>/players/stats`, **not** `<world>/stats`.
`OfflineStats` checks both.
---
## Two constraints worth knowing
These shaped the design, and anyone changing the code should know them before
"fixing" what looks odd.
### 1. Chat messages cannot be edited after sending
There is no vanilla way to update a message that is already in the chat log. So
the counts baked into the reaction buttons are **frozen at send time** and never
change. The live numbers appear on three other surfaces instead:
- a **boss bar** while the window is open (`janela-reacao-segundos`, default 90)
- an **action bar** shown to whoever just reacted
- a **final tally line** broadcast when the window closes
An earlier version only had the boss bar, and it read as broken — the buttons
showed no number at all.
### 2. Who reacted, without filling the screen
Naming every reactor on its own chat line does not scale — five people
reacting to five reactions is a wall of text. So the names live in three
progressively larger places:
- **hover tooltip** on each button (Java only — Bedrock cannot hover)
- **one-line closing summary** naming the first `resumo-nomes` (default 3) and
collapsing the rest into `+N`
- **`/reacoes`** for the full breakdown, sent privately so chat stays clean
The same cap applies to the mourning line, so a popular death is still one line.
Relatedly, a curiosity costs **one** chat message, not two — the button row is
appended to the headline rather than broadcast separately.
And automatic curiosities are rate-limited by `intervalo-minimo-segundos`
(default 120). Without it, five people joining together produced five
curiosities back to back. A typed `/curiosidade` bypasses the limit.
### 3. Clicks arrive late
People scroll back and click minutes after a message. Reactions therefore keep
counting for `reacao-validade-minutos` (default 15) even after the boss bar is
gone, and the last 8 reaction sets stay in memory for that reason. Silently
dropping a late click looks like a bug to the player.
### 4. Bedrock cannot click, and cannot show emoji
Geyser cannot deliver a chat `clickEvent` to a Bedrock client, and most emoji
render as tofu boxes there. So every clickable interaction has a typed
equivalent, and every reaction carries two labels:
```yaml
reacoes:
uau:
java: "[😮]" # Java clients
texto: "[UAU]" # Bedrock clients — ASCII only
comando: "wow" # what a Bedrock player types
```
Messages with buttons are therefore built twice and sent per player
(`broadcastPerPlatform`), not via `Bukkit.broadcast`. Typed fallbacks:
`/reagir <chave>`, `/legal`, `/wow`, `/top`, `/f`, `/palpite <nome>`,
`/votar <número>` — all of which act on the most recent message, so the player
never needs a message id.
Changing a `comando` to a new name also requires adding that command to
`plugin.yml` and restarting; Bukkit commands are static.
**Detecting Bedrock**: Floodgate mints UUIDs whose high 64 bits are zero
(`00000000-0000-0000-0009-…`), so `Platform.isBedrock` checks
`getUniqueId().getMostSignificantBits() == 0`. That keeps Floodgate an optional
runtime dependency rather than a compile-time one. `/canalhandia plataformas`
lists who is online and on which platform.
### 5. Names are translated by the client, not by us
Block, item and mob names are emitted as **translatable components**
(`Component.translatable(material.translationKey())`), so a pt-BR client renders
"Pedra" and an en-US client renders "Stone" from the same broadcast. There is no
translation table to maintain.
The consequence: the client only supplies the **singular** form. Every sentence
is therefore phrased so the number never has to agree with the noun —
*"5.966 blocos de Pedra"*, never *"5.966 Pedras"*. Keep that rule when adding
sentences to `CuriosityFactory`.
Note that the **server console** renders translatable components in English, so
`[Curiosidade] ... 16 unidades de Copper Pickaxe` in `latest.log` does not mean
players saw English.
---
## Commands
Player-facing:
```
/curiosidade anuncia uma curiosidade agora
/curiosidade <jogador> anuncia sobre alguém específico
/curiosidade ver [jogador] mostra só para você
/curiosidade listar [jogador] lista todas as curiosidades disponíveis
/curiosidade toggle entra/sai do sorteio
/adivinha inicia uma rodada de "adivinhe de quem é"
/enquete Pergunta | A | B abre uma enquete
/enquete encerrar encerra a enquete aberta
/ranking [categoria] placares do servidor
/canalhandia status mostra toda a configuração
/canalhandia modulos lista os módulos e seu estado
```
Admin (`canalhandia.admin`):
```
/canalhandia modulo <nome> <on|off> liga/desliga um módulo
/canalhandia marcos força uma verificação de marcos
/canalhandia limpar [cooldown|historico|tudo]
/canalhandia reload
/curiosidade modo <entrada|intervalo|ambos|manual>
/curiosidade intervalo <min> intervalo do modo temporizado
/curiosidade atraso <seg> espera após o jogador entrar
/curiosidade cooldown <min> mínimo entre citar o mesmo jogador
/curiosidade repetir <n> quantas recentes evitar repetir
/curiosidade janela <seg> duração da barra de reações
/curiosidade validade <min> por quanto tempo cliques ainda contam
/curiosidade reacoes <on|off>
/curiosidade reacao add <chave> <rótulo>
/curiosidade reacao remover <chave>
/curiosidade categoria <nome> <on|off>
```
Every setter **writes through to `config.yml` immediately**, so in-game changes
survive a restart.
### Permissions
| Permission | Default | Grants |
|---|---|---|
| `canalhandia.reagir` | everyone | react, press F |
| `canalhandia.ver` | everyone | `ver`, `listar`, `/ranking` |
| `canalhandia.enquete` | everyone | open polls |
| `canalhandia.forcar` | op | trigger curiosities and guess rounds |
| `canalhandia.admin` | op | change modules and all settings |
| `canalhandia.isento` | nobody | never be the subject |
Permissions are **declared explicitly** in `plugin.yml`. An undeclared Bukkit
permission falls back to op-only, which would silently stop normal players from
reacting.
---
## Building
Requires **JDK 25**. Paper 26.2's API ships Java 25 class files, and JDK 21 fails
with a misleading `cannot access org.bukkit.Bukkit` — that phrasing means the
class-file version is too new, not that the dependency is missing.
```bash
docker run --rm -v "$PWD":/work -v "$HOME/.m2":/root/.m2 -w /work \
maven:3.9-eclipse-temurin-25 mvn -B package
```
Output: `target/Canalhandia-1.0.0.jar`
The dependency uses Paper's newer coordinate scheme:
`io.papermc.paper:paper-api:26.2.build.92-stable`.
### Deploying
Copy the jar into the server's `plugins/` and restart. There is no hot-reload
path for a new jar — `/canalhandia reload` only re-reads `config.yml`.
```bash
POD=$(microk8s kubectl get pod -n minecraft -l app=crafty-controller -o name | head -1)
SRV=/crafty/servers/6e39a8b2-300b-42d6-8139-f397c23e461b
microk8s kubectl cp target/Canalhandia-1.0.0.jar minecraft/${POD#pod/}:$SRV/plugins/Canalhandia-1.0.0.jar
```
---
## Source layout
| File | Role |
|---|---|
| `Canalhandia.java` | Plugin entry point, scheduling, broadcasting, listeners |
| `CanalhandiaCommand.java` | Every command and all click callbacks |
| `Settings.java` | Typed config access; all setters persist immediately |
| `Module.java` / `Category.java` / `Mode.java` | Toggleable feature, fact group, trigger mode |
| `CuriosityFactory.java` | Builds the Portuguese sentences from statistics |
| `Stats.java` | Defensive Bukkit statistics access |
| `Fact.java` | One sentence plus its category |
| `Reactions.java` | Reaction state, buttons, boss bar, tally |
| `GuessRound.java` | "Adivinhe de quem é" round state |
| `Poll.java` | Poll state, voting, results |
| `Milestones.java` | Threshold tracking, persisted to `marcos.yml` |
| `OfflineStats.java` | Reads stats JSON for offline players |
| `RankingMetric.java` | Leaderboard columns and their formatting |
| `Msg.java` | Shared chat formatting and pt-BR number/duration formatting |
### Adding a curiosity
Add one line to `CuriosityFactory.facts(...)` using the existing helpers
(`material`, `entities`, `distance`, `time`, `count`), pick a `Category`, and
phrase it so the count never has to agree with a translated noun.
Statistic constants get renamed between Minecraft releases, so resolve them via
`Stats.resolve("NEW_NAME", "OLD_NAME")` — a rename then degrades one curiosity
instead of breaking the whole announcement.