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Enhance Minefield gameplay flow - #43

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feature/minefield-minigame
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Enhance Minefield gameplay flow#43
nomadjimbob wants to merge 1 commit into
version/26.2.xfrom
feature/minefield-minigame

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What changed

  • fixed Minefield start spawning so players do not get placed into the ground
  • replaced ratio-based mine generation with a fixed mine count
  • added configurable lives, with 0 meaning unlimited retries
  • changed round scoring to fastest completion time per arena and persisted best-time tracking
  • added right-click marker blocks with configurable material
  • changed reveal behavior to single-cell progression instead of Minesweeper-style flood reveal
  • made the field gap-aware so only solid playable cells are used for pathing, resets, and mine placement
  • updated Minefield HUD defaults to match the icon and colour conventions used by the other minigames
  • kept players at the finish during the ending phase instead of immediately returning them to the start

Why

Minefield still had a few rough edges from the first implementation:

  • structural arena changes were awkward to reason about
  • the start region spawn could place players inside blocks
  • reveal behavior was too generous for the intended game
  • the field model assumed a fully solid board
  • scoring and HUD behavior were not aligned with the rest of the minigame set

Impact

Arena authors can now:

  • configure an exact mine count
  • configure player lives
  • use marker blocks
  • build boards with deliberate gaps and voids
  • rely on a safer start spawn and clearer HUD defaults

Players now get a stricter block-by-block Minefield round with time-based competition and configurable retries.

Validation

  • ./gradlew :plugin:compileJava :plugin:test --tests dev.stemcraft.minigame.minefield.MinefieldArenaHandlerTest

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