The map is where you play the game on.
There is currently only one map available, but it is possible to create new maps (if we would have people who can build it).
Maps have special features, like Keycard keycard doors. cameras and so on.
You can view a list of all features below.
Note: It depends on the specific map and the gamemode which features the map has. Gamemodes can disable certain map features, and not all maps have to implement all features.
There are some more items, but the listed items would work on every map if the depending system is available and the item is accessible there.
The map has some default behavior:
All of this can be overridden for specific cases.
For example, players can destroy blocks in the castle walls with the correct tools. Players can also interact with item shops.
Usage: /cc2 map (config (get <key>|list [section]|remove <key>|set <key> <type> <value>)|doorkeys (get (system|custom) <player> <slot> (<door key 1>|null) [door key 2]|remove <player> <slot>|set)|link (link|unlink)|pause (true|false)|start <map id>|status|stop|tasks <task id> [pause (true|false)|remove|run]|teleport [player]|value (aqueduct|block-structures|blocklamps|cameras|doors|power-manager|upgrades|weather-timer|world) [...])
(Good luck reading that)
Each map is an object of the class CastleMap
. All maps have their specific map implementation which extends CastleMap
. for the default map, it is DefaultCastleMap
. The specific map implemenations are there for configuring the base map and adding map-specific features. The map contains all its systems, event listeners and tasks, which are only active if the map is registered to the plugin (map variable in CastleConquest2
plugin). Read the (private) readme of the plugin for more information.