8. Events for other scripts
The arena should not have to know about the server’s economy, Discord or quests. Instead it announces what
happened, and other scripts decide what to do about it. This chapter adds an arena:win event and a second
script that rewards the winner.
Firing a custom event
Section titled “Firing a custom event”mc.emit(name, ...) calls every handler of the event with the arguments you pass. Custom event names
contain a :; a prefix like arena: keeps them apart from other scripts’ events.
The event fires at the end of the celebration, when the winner is back in the lobby:
-- Tell other scripts, now that the winner has their own items back. if winner and game.players[winner.uuid] then mc.emit("arena:win", winner, game.kills[winner.uuid] or 0) endWhy not right away in finish? At that moment the winner still carries the kit, and restore clears the
inventory before giving their own items back: a reward handed out earlier would vanish with the kit.
game.players[winner.uuid] skips the event if the winner left the server during the celebration.
A rewards script
Section titled “A rewards script”Create a second file, config/ignis/arena_rewards.lua. Scripts in config/ignis/ share the event bus, so
it can listen to the arena’s event. Handlers of custom events get the emitted arguments as they are:
mc.on("arena:win", function(winner, kills) winner:give("minecraft:diamond", 1 + kills) mc.broadcast("§6" .. winner.name .. " §ewon an arena round with " .. kills .. " kills!")The arena works without this file, and this file can be replaced by another one (coins, a quest step, a title) without touching the arena.
Posting to Discord
Section titled “Posting to Discord”Event handlers run as coroutines, so they can wait for an HTTP request with async.fetch without
stopping the server. With a Discord webhook URL in WEBHOOK, winners are announced on Discord too:
-- A Discord webhook URL to announce winners there, or nil to skip it.local WEBHOOK = nil if WEBHOOK then local response = async.fetch({ url = WEBHOOK, method = "POST", json = { content = winner.name .. " won an arena round with " .. kills .. " kills" }, }) if not response.ok then print("arena webhook failed: " .. tostring(response.error or response.status)) end endmc.emit returns as soon as the handler starts waiting, so the arena does not wait for Discord.
print writes to the server console. See the Async API for more.
Try it
Section titled “Try it”Win a round: diamonds (one plus one per kill) land in your inventory next to your own items, and everyone reads the announcement.
Checkpoint
Section titled “Checkpoint”config/ignis/arena.lua after chapter 8
-- config/ignis/arena.lua: a last-player-standing PvP arena.local async = require "async"local chestgui = require "core:chestgui"
local ADMIN = "arena.admin"local MIN_PLAYERS = 2local COUNTDOWN = 10 -- seconds before a round startslocal ROUND_TIME = 300 -- seconds before a round ends in a draw
-- Corners, spawn points and lobby, kept across restarts by mc.data.mc.data.arena = mc.data.arena or {}local config = mc.data.arenaconfig.spawns = config.spawns or {}
-- Where a player stands, as a plain table that can be saved.local function here(player) local p = player.pos return { x = p.x, y = p.y, z = p.z, world = player.world.name }end
local function teleport(player, point) player:teleport(point.x, point.y, point.z, point.world)end
local region -- Region|nil, created by buildRegion() below
local function isReady() return region ~= nil and config.lobby ~= nil and #config.spawns > 0end
local function count(t) local n = 0 for _ in pairs(t) do n = n + 1 end return nend
-- Game state. It lives only in memory: a reload starts from scratch.local game = { phase = "waiting", -- waiting -> countdown -> playing -> ending players = {}, -- uuid -> Player: everyone who joined alive = {}, -- uuid -> true: still fighting (playing phase only) kills = {}, -- uuid -> kills this round timer = 0, -- seconds left in the current phase}
local function tell(text) for _, player in pairs(game.players) do player:sendMessage(text) endend
-- ── Statistics ─────────────────────────────────────────────────────────────
local function stats(player) if not player.data.arenaStats then player.data.arenaStats = { wins = 0, kills = 0, deaths = 0, games = 0 } end return player.data.arenaStatsend
-- Wins of every player who ever won, for the leaderboard (offline players too).mc.data.arenaWins = mc.data.arenaWins or {}local wins = mc.data.arenaWins
local leaderboard -- Hologram|nil
local function updateLeaderboard() if not leaderboard then return end local rows = {} for _, entry in pairs(wins) do rows[#rows + 1] = entry end table.sort(rows, function(a, b) return a.wins > b.wins end)
local lines = { "§6§lArena: top players" } for i = 1, math.min(5, #rows) do lines[#lines + 1] = string.format("§e%d. §f%s §7- %d", i, rows[i].name, rows[i].wins) end if #rows == 0 then lines[#lines + 1] = "§7no winners yet" end leaderboard.lines = linesend
local function spawnLeaderboard() if leaderboard then leaderboard:destroy() end leaderboard = nil local point = config.leaderboard if not point then return end leaderboard = mc.world(point.world):spawnHologram(vec(point.x, point.y, point.z), "Arena") updateLeaderboard()end
-- ── Inventory ──────────────────────────────────────────────────────────────
-- Player inventory slots: 0-35 main, 36-39 armor, 40 offhand.local LAST_SLOT = 40
-- Saves the player's items in player.data and empties the inventory.local function stash(player) local saved = {} for slot = 0, LAST_SLOT do local item = player:getItem(slot) if item then saved[tostring(slot)] = item:serialise() end end player.data.arenaStash = saved player:clear()end
local function restore(player) local saved = player.data.arenaStash if not saved then return end player:clear() for slot, json in pairs(saved) do player:setItem(tonumber(slot), mc.deserialise("item", json)) end player.data.arenaStash = nilend
-- ── Kits ───────────────────────────────────────────────────────────────────
local KITS = { { id = "warrior", name = "§cWarrior", icon = "minecraft:iron_sword", items = { { "minecraft:iron_sword", 1 }, { "minecraft:shield", 1 }, { "minecraft:cooked_beef", 8 }, }, chest = "minecraft:iron_chestplate", }, { id = "archer", name = "§aArcher", icon = "minecraft:bow", items = { { "minecraft:bow", 1 }, { "minecraft:arrow", 32 }, { "minecraft:stone_sword", 1 }, { "minecraft:cooked_beef", 8 }, }, chest = "minecraft:leather_chestplate", }, { id = "tank", name = "§9Tank", icon = "minecraft:diamond_chestplate", items = { { "minecraft:wooden_sword", 1 }, { "minecraft:golden_apple", 2 }, }, chest = "minecraft:diamond_chestplate", },}
local function findKit(id) for _, kit in ipairs(KITS) do if kit.id == id then return kit end end return KITS[1]end
local function giveKit(player) local kit = findKit(player.data.arenaKit) for _, entry in ipairs(kit.items) do player:give(entry[1], entry[2]) end player.chest = mc.createItem(kit.chest)end
local kitMenu = chestgui.create(1, "Choose a kit")for i, kit in ipairs(KITS) do local icon = mc.createItem(kit.icon, { name = kit.name, lore = { "§7Click to choose" } }) kitMenu:set(1, i * 2 + 1, icon, function(player) player.data.arenaKit = kit.id player:sendMessage("Kit: " .. kit.name) player:playSound("minecraft:ui.button.click") return false end)end
-- ── Scoreboard and boss bar ────────────────────────────────────────────────
local bar = mc.createBossBar("Arena", "yellow", "progress")
local function updateUI() local status if game.phase == "waiting" then status = string.format("Waiting for players: %d/%d", count(game.players), MIN_PLAYERS) bar.progress = math.min(1, count(game.players) / MIN_PLAYERS) elseif game.phase == "countdown" then status = string.format("Starting in %d s", game.timer) bar.progress = game.timer / COUNTDOWN elseif game.phase == "playing" then local minutes, seconds = math.floor(game.timer / 60), game.timer % 60 status = string.format("Alive: %d · %d:%02d", count(game.alive), minutes, seconds) bar.progress = game.timer / ROUND_TIME else status = "Round over" bar.progress = 1 end bar.title = status
for uuid, player in pairs(game.players) do local s = stats(player) player.sidebar = { title = "§6§lArena", lines = { game.alive[uuid] and "§aYou are fighting" or "§7You are watching", "Players: §e" .. count(game.players), "", "Kills this round: §e" .. (game.kills[uuid] or 0), "Wins: §e" .. s.wins, "Kit: " .. findKit(player.data.arenaKit).name, }, } endend
local function hideUI(player) bar:removePlayer(player) player.sidebar = nilend
-- ── Rounds ─────────────────────────────────────────────────────────────────
local function finish(winner) game.phase = "ending"
if winner then stats(winner).wins = stats(winner).wins + 1 wins[winner.uuid] = { name = winner.name, wins = stats(winner).wins } updateLeaderboard() for _, player in pairs(game.players) do player:sendTitle("§6" .. winner.name, "wins the round!") end else tell("§eThe round ended in a draw.") end
-- Celebrate for five seconds, then send everyone back to the lobby. mc.schedule(0, function() for _ = 1, 5 do if winner and game.alive[winner.uuid] then local pos = winner.pos + vec(0, 1, 0) winner.world:particle("minecraft:totem_of_undying", pos, { count = 40, spread = 0.5 }) winner.world:playSound("minecraft:entity.firework_rocket.launch", winner.pos) end async.sleep(20) end for uuid in pairs(game.alive) do local player = game.players[uuid] restore(player) teleport(player, config.lobby) end game.alive = {} game.phase = "waiting"
-- Tell other scripts, now that the winner has their own items back. if winner and game.players[winner.uuid] then mc.emit("arena:win", winner, game.kills[winner.uuid] or 0) end end)end
local function checkWinner() if game.phase ~= "playing" then return end local left = count(game.alive) if left == 1 then finish(game.players[next(game.alive)]) elseif left == 0 then finish(nil) endend
local function eliminate(player, killer) game.alive[player.uuid] = nil stats(player).deaths = stats(player).deaths + 1 restore(player) teleport(player, config.lobby)
if killer and game.alive[killer.uuid] then game.kills[killer.uuid] = (game.kills[killer.uuid] or 0) + 1 stats(killer).kills = stats(killer).kills + 1 tell("§c" .. player.name .. " §7was eliminated by §a" .. killer.name) else tell("§c" .. player.name .. " §7was eliminated") end checkWinner()end
local function startRound() game.phase = "playing" game.timer = ROUND_TIME game.alive = {} game.kills = {}
local i = 0 for uuid, player in pairs(game.players) do i = i + 1 local spawn = config.spawns[(i - 1) % #config.spawns + 1] game.alive[uuid] = true stash(player) giveKit(player) player.health = player.maxHealth player.food = 20 teleport(player, spawn) stats(player).games = stats(player).games + 1 end tell("§aFight!")end
-- Runs once per second and moves the game from phase to phase.local function tick() if game.phase == "waiting" then if count(game.players) >= MIN_PLAYERS then game.phase = "countdown" game.timer = COUNTDOWN end elseif game.phase == "countdown" then if count(game.players) < MIN_PLAYERS then game.phase = "waiting" tell("§eNot enough players, the countdown stopped.") else game.timer = game.timer - 1 if game.timer <= 0 then startRound() elseif game.timer <= 3 then tell("§e" .. game.timer .. "...") end end elseif game.phase == "playing" then game.timer = game.timer - 1 if game.timer <= 0 then finish(nil) end end updateUI()end
mc.scheduleRepeating(20, 20, tick)
-- ── Joining and leaving ────────────────────────────────────────────────────
local function join(player) if not isReady() then player:sendMessage("§cThe arena is not set up yet.") elseif game.players[player.uuid] then player:sendMessage("§eYou have already joined.") elseif game.phase == "playing" or game.phase == "ending" then player:sendMessage("§eA round is in progress, try again in a moment.") else game.players[player.uuid] = player bar:addPlayer(player) teleport(player, config.lobby) tell("§a" .. player.name .. " §7joined the arena (" .. count(game.players) .. ")") updateUI() endend
local function leave(player) local uuid = player.uuid if not game.players[uuid] then return end if game.alive[uuid] then eliminate(player, nil) end game.players[uuid] = nil game.kills[uuid] = nil hideUI(player) player:sendMessage("§7You left the arena.")end
mc.on("player.leave", function(e) leave(e.player)end)
-- ── Fights ─────────────────────────────────────────────────────────────────
-- A fatal hit knocks the player out of the round instead of killing them.mc.on("entity.death", function(e) local player = e.player if not player or not game.alive[player.uuid] then return end e:cancel() player.health = player.maxHealth player.fireTicks = 0 if game.phase == "playing" then eliminate(player, e.attacker and game.players[e.attacker.uuid]) endend, { priority = "high" })
-- No friendly hits before the round starts.mc.on("player.attack", function(e) if game.players[e.player.uuid] and not game.alive[e.player.uuid] then e:cancel() endend)
-- ── The arena region ───────────────────────────────────────────────────────
local function isProtected(player, pos) return region ~= nil and region:contains(pos) and not player:hasPermission(ADMIN)end
mc.on("block.break", function(e) if isProtected(e.player, e.pos) then e:cancel() endend, { priority = "high" })
mc.on("block.place", function(e) if isProtected(e.player, e.pos) then e:cancel() endend, { priority = "high" })
local function buildRegion() if region then region:destroy() end region = nil local a, b = config.pos1, config.pos2 if not (a and b) then return end
-- A region is a box from its min corner up to (but not including) its max -- corner, so +1 makes the max block part of it. region = mc.world(a.world):createRegion( vec(math.min(a.x, b.x), math.min(a.y, b.y), math.min(a.z, b.z)), vec(math.max(a.x, b.x) + 1, math.max(a.y, b.y) + 1, math.max(a.z, b.z) + 1) )
-- Walking (or being knocked) out of the arena counts as losing. region:on("leave", function(e) if e.player and game.phase == "playing" and game.alive[e.player.uuid] then e.player:sendMessage("§cYou left the arena!") eliminate(e.player, nil) end end)
-- Nobody else walks in during a round. region:on("enter", function(e) local player = e.player if player and game.phase == "playing" and not game.alive[player.uuid] and not player:hasPermission(ADMIN) then teleport(player, config.lobby) player:sendMessage("§eA round is in progress.") end end)end
buildRegion()spawnLeaderboard()
-- ── Commands ───────────────────────────────────────────────────────────────
local function corner(ctx, key) local pos = ctx.player.pos config[key] = { x = math.floor(pos.x), y = math.floor(pos.y), z = math.floor(pos.z), world = ctx.player.world.name, } buildRegion() local ready = region and ", the arena region is ready." or "." ctx.player:sendMessage("Corner " .. key .. " set" .. ready)end
register("arena pos1", function(ctx) corner(ctx, "pos1") end, ADMIN)register("arena pos2", function(ctx) corner(ctx, "pos2") end, ADMIN)
register("arena addspawn", function(ctx) local spawns = config.spawns spawns[#spawns + 1] = here(ctx.player) ctx.player:sendMessage("Spawn point #" .. #spawns .. " added.")end, ADMIN)
register("arena clearspawns", function(ctx) config.spawns = {} ctx.player:sendMessage("All spawn points removed.")end, ADMIN)
register("arena setlobby", function(ctx) config.lobby = here(ctx.player) ctx.player:sendMessage("Lobby set.")end, ADMIN)
register("arena setleaderboard", function(ctx) config.leaderboard = here(ctx.player) spawnLeaderboard() ctx.player:sendMessage("Leaderboard placed.")end, ADMIN)
register("arena join", function(ctx) join(ctx.player) end)register("arena leave", function(ctx) leave(ctx.player) end)register("arena kit", function(ctx) kitMenu:open(ctx.player) end)
register("arena stats [<target:player>]", function(ctx, target) local player = target or ctx.player local s = stats(player) ctx.player:sendMessage(string.format( "§6%s§7: %d wins, %d kills, %d deaths in %d games", player.name, s.wins, s.kills, s.deaths, s.games))end)config/ignis/arena_rewards.lua
-- config/ignis/arena_rewards.lua: rewards for arena winners.local async = require "async"
-- A Discord webhook URL to announce winners there, or nil to skip it.local WEBHOOK = nil
mc.on("arena:win", function(winner, kills) winner:give("minecraft:diamond", 1 + kills) mc.broadcast("§6" .. winner.name .. " §ewon an arena round with " .. kills .. " kills!")
if WEBHOOK then local response = async.fetch({ url = WEBHOOK, method = "POST", json = { content = winner.name .. " won an arena round with " .. kills .. " kills" }, }) if not response.ok then print("arena webhook failed: " .. tostring(response.error or response.status)) end endend)Exercise: add an arena:eliminated event, fired in eliminate with the player and the killer, and use
it in arena_rewards.lua to give the killer an arrow for every knockout.