22 KiB
BlockParty
BlockParty is a colored-floor elimination minigame for PaperMC servers. Players stand on a floor of colored blocks; each round a target color is announced and players must move onto it before time runs out. All other blocks vanish, anyone not standing on the target color (or standing on nothing) falls and is eliminated, and the floor is restored for the next, slightly faster round. Last player standing wins.
Requirements
- PaperMC 1.21.x (API version
1.21) - Java 21
- No other plugins required. Optional soft-dependencies: PlaceholderAPI, Vault, WorldEdit.
Installation
- Download
BlockParty-<version>.jar(see Building from source) or grab it from the CI build artifacts. - Drop it into your server's
plugins/folder. - Start/restart the server.
config.yml,messages.ymland thearenas/folder are created automatically underplugins/BlockParty/.
Commands
All admin/config commands live under /blockparty (alias /bp) and work from console
where it makes sense (create, delete, enable, disable, info, list, reload).
Commands that require a physical location (setlobby, setspawn, setspectator,
setbillboard, pos1, pos2) require a player sender. delbillboard, billboards, info
work fine from console.
Admin
| Command | Description |
|---|---|
/blockparty help |
Show command help |
/blockparty create <arena> |
Create a new, disabled arena |
/blockparty delete <arena> |
Delete an arena and its config file |
/blockparty enable <arena> |
Validate and enable an arena |
/blockparty disable <arena> |
Disable an arena, kicking anyone inside |
/blockparty setlobby <arena> |
Set the waiting-room location |
/blockparty setspawn <arena> |
Set the in-game spawn location |
/blockparty setspectator <arena> |
Set the spectator/eliminated location |
/blockparty setbillboard <arena> [name] |
(Optional) place a named display block here that mirrors the current target color; name defaults to default, so you can have any number by giving each a unique name |
/blockparty delbillboard <arena> [name] |
Remove a named billboard (defaults to default) |
/blockparty billboards <arena> |
List an arena's billboards and whether each is enabled |
/blockparty pos1 <arena> |
Set floor region corner 1 |
/blockparty pos2 <arena> |
Set floor region corner 2 |
/blockparty setfloor <arena> <mat1,mat2,...> |
Set the allowed floor materials |
/blockparty generate <arena> |
Randomly generate and persist the floor layout |
/blockparty info <arena> |
Show arena configuration/status and validation errors |
/blockparty list |
List all arenas |
/blockparty reload |
Reload config.yml, messages.yml and arena definitions |
Player
| Command | Description |
|---|---|
/blockparty join <arena> |
Join an arena's waiting lobby |
/blockparty leave |
Leave your current arena |
/blockparty arenas |
List arenas (alias of list) |
/blockparty stats [player] |
View your or another player's stats |
/blockparty musicvote |
(Only if the jukebox is enabled) get a one-time code to vote for the next track on the jukebox web page |
Permissions
| Permission | Default | Description |
|---|---|---|
blockparty.play |
true | Baseline permission to use player commands |
blockparty.join |
true | Allows joining arenas |
blockparty.spectate |
true | Allows spectating |
blockparty.admin |
op | Parent permission, grants all blockparty.admin.* |
blockparty.admin.create |
op | Create arenas |
blockparty.admin.delete |
op | Delete arenas |
blockparty.admin.setup |
op | Configure lobby/spawn/floor/etc, enable/disable |
blockparty.admin.reload |
op | Reload the plugin |
Creating an arena — full walkthrough
/bp create lobby1— createsplugins/BlockParty/arenas/lobby1.yml.- Stand where players should wait and run
/bp setlobby lobby1. - Stand where players should spawn on the floor and run
/bp setspawn lobby1. - Stand where eliminated players/spectators should go and run
/bp setspectator lobby1. - Stand at one corner of the floor area and run
/bp pos1 lobby1. - Stand at the opposite corner and run
/bp pos2 lobby1. - Either:
- Run
/bp setfloor lobby1 RED_CONCRETE,BLUE_CONCRETE,GREEN_CONCRETE,YELLOW_CONCRETEto choose the color palette (defaults to the full concrete rainbow if you skip this and just generate), then/bp generate lobby1to lay out and persist a random floor, or - Build the floor by hand out of allowed materials, then run
/bp generate lobby1is still required once so BlockParty captures/serializes the exact layout it should restore each round (BlockParty does not scan the world every round — it restores from the saved layout for performance and determinism).
- Run
- Optionally, stand somewhere visible near/above the floor and run
/bp setbillboard lobby1(or/bp setbillboard lobby1 <name>to add more than one, e.g. one per side of the arena) to place a big display block that mirrors the round's target color — purely cosmetic and entirely optional (see "Billboards" below). /bp info lobby1to confirm there are no validation errors./bp enable lobby1.- Players run
/bp join lobby1. Oncemin-playersis reached the countdown starts automatically; joining an arena mid-countdown is allowed by default (allow-join-while-waiting: true).
Floor selection details
pos1/pos2define the two opposite corners of the rectangular floor region (any Y). If WorldEdit is installed and you have an active WorldEdit selection (made with the wand — left-click for position 1, right-click for position 2, or//pos1///pos2), running/bp pos1 <arena>//bp pos2 <arena>adopts that selection's corners directly instead of your standing location — no need to physically stand at each corner. This is entirely optional: without a WorldEdit selection (or without WorldEdit installed at all), the commands fall back to your current location exactly as before. Disable it withintegrations.worldedit: falseinconfig.ymlif you'd rather always use your location even when WorldEdit is present.setflooronly changes which materials are allowed to be used/regenerated — it does not touch blocks in the world.generateis the step that actually writes a random layout (biased evenly across the configured palette) across the whole region and serializes it into the arena's yml file (generated-layout) so it can be restored exactly, every round, without re-scanning or re-randomizing the world.- By default the positions from that saved layout are reused every round, but which color
sits at which position is reshuffled (
floor.shuffle-each-round: trueinconfig.yml) at the start of the match and before every round's restore — so the board isn't a static, memorizable pattern for the whole game. The shuffle only permutes materials in memory; the savedgenerated-layoutitself is never modified, so a restart or another/bp generatestill starts from the original. Setshuffle-each-round: falseto always restore the exact saved layout unchanged instead.
Billboards
An arena billboard is a BlockDisplay entity that visually shows the currently selected
target color/block each round, in addition to the title/actionbar/hotbar-item cues. An arena
may have any number of them (e.g. one visible from each side of the floor), each independently
named, positioned and toggled. Entirely optional:
- Per-billboard:
/bp setbillboard <arena> [name]places/updates one at your current location;namedefaults todefaultif omitted, so the simple single-billboard flow needs no name at all. Give each a distinctnameto have several at once (e.g./bp setbillboard lobby1 north,/bp setbillboard lobby1 south)./bp delbillboard <arena> [name]removes one./bp billboards <arena>lists an arena's billboards and whether each is enabled. - Per-billboard toggle: stored per name in the arena's yml (
billboards.<name>.enabled, defaulttrue) — set tofalseto keep the location saved but temporarily stop displaying it, without runningdelbillboard. - Global toggle:
ui.billboardinconfig.yml(defaulttrue) disables every billboard on every arena at once, e.g. for performance-constrained servers.
Every billboard shows the same current target color in sync — they're just multiple vantage points on the same information. Entities are non-persistent (not saved to the world, so they never survive a server restart on their own — BlockParty re-creates them on demand) and are all despawned automatically when the arena is disabled, deleted, or the plugin shuts down, so nothing leaks.
Player usage
/bp join <arena>to enter the waiting lobby. Your inventory, armor, offhand, health, food, XP, game mode, flight state, location and potion effects are all captured and will be restored exactly when you leave, get eliminated-and-the-match-ends, or the match ends./bp leaveat any time to exit and be restored.- During a round, a title/subtitle/action bar/sound announce the target color, and the target block is placed in your hotbar (slot 9) as a visual reminder. A boss bar (if enabled) shows the remaining time as a shrinking progress bar.
- Get eliminated by not standing on the target color when the floor clears, or by falling off entirely. Eliminated players are teleported to the configured spectator location and marked as spectators for gameplay purposes (no damage, can't interfere), but stay in adventure mode rather than true spectator mode — no noclip/flight, just watching from where they landed.
- Last player standing wins; rewards, stats and celebration effects (fireworks, titles, sounds) fire automatically.
- Solo play: if a match starts with only one player (e.g.
min-players: 1for testing), "one player remaining" is the expected steady state, not a win — the match keeps running rounds, each shorter than the last, until that player is actually eliminated or leaves. With two or more players, the match ends the moment only one remains.
Configuration overview
config.yml— global settings:ui.*toggles for scoreboard/bossbar/titles/actionbar,sounds.*(BukkitSoundenum names, played directly to each participating player rather than at one world location, so distance never mutes them; invalid names are logged and skipped, never crash the plugin),performance.floor-blocks-per-tick(reserved for future/optional batched floor operations — round-end removal and each round's floor reset are always instantaneous, all blocks at once, by design),defaults.*(used only when/bp createseeds a new arena),default-floor-materials(the full 16-color concrete palette by default),floor.shuffle-each-round,music.*(see "Music" below),rewards.winner.commands, andintegrations.placeholderapi.messages.yml— every user-facing string, in MiniMessage format (Adventure, bundled with Paper). Placeholders like%player%,%arena%,%round%,%time%,%color%are substituted per-message.arenas/<name>.yml— one file per arena; a broken file only disables that one arena (the rest still load) and the error is logged.
Music
Optional background music for the duration of a match, off by default:
music:
enabled: true
track: MUSIC_DISC_PIGSTEP
volume: 1.0
track is any Bukkit Sound enum name that's actually a track (one of the MUSIC_DISC_*
sounds, or a MUSIC_* ambient track) — invalid names are logged and skipped, never crash the
plugin. It plays on the client's dedicated Music volume slider (via SoundCategory.MUSIC),
separately from sound effects, starting when a match begins. It's paused the instant the floor
wipes each round and resumed once the floor has fully reset for the next round. Note this is a
stop/replay-from-the-start rather than a true mid-track pause/resume — vanilla Minecraft's sound
API has no seek/resume-from-position, so each "resume" restarts the track from the beginning.
It's stopped entirely at match end, arena disable, or plugin shutdown.
Jukebox (web-based track voting)
Optional: let players vote for an arena's music track from a web page, live, instead of (or as
a live override to) the fixed music.track. Off by default — enabling it opens a real HTTP
port on your server. Config:
jukebox:
enabled: true
bind-address: 127.0.0.1
port: 8642
allowed-origin: "*"
vote-code-minutes: 10
tracks:
- "MUSIC_DISC_PIGSTEP|Pigstep"
- "MUSIC_DISC_CAT|Cat"
# ... id|label pairs; "id" must be a valid Bukkit Sound enum name
The voting page: web/jukebox.html in this repo is a ready-to-use,
dependency-free static page implementing all of this — self-host it anywhere (same reverse
proxy as the API, GitHub Pages, S3, or just open the file locally for testing). It asks the
player for your server's HTTPS address once (saved in their browser), then for their vote
code, then shows arenas as tabs and tracks as clickable "discs" with a live vote tally that
polls every few seconds. A live preview of the same page: https://claude.ai/code/artifact/bfed1aa7-8040-47bc-a55b-970c07f83c4f
(hosted for previewing the UI only — point it at your own server's address to actually vote;
it won't work against a plain-HTTP address for the mixed-content reason above).
How it works:
- A player runs
/blockparty musicvotein-game and gets a short numeric code (valid forvote-code-minutes). This is the only way to get a code — it proves you're a real player on the server, without needing any separate account/password system on the web page. - On the voting page, they enter the code plus their arena and pick a track. Each vote is a
simple HTTP
POST /api/vote?arena=<arena>&code=<code>&track=<id>— the plugin resolves the code back to their player UUID, so re-voting just changes their pick rather than adding a duplicate. - The plugin re-checks the current vote leader every time music resumes after a floor-wipe
pause, so the crowd can change the track between rounds within a match, not just before it
starts. Votes for an arena are cleared when it returns to
WAITING. GET /api/trackslists the configured, valid tracks;GET /api/arenaslists each arena's state, current track, and live vote tally, for the page to render.
Security model and requirements — read before enabling:
- This is a plain, unauthenticated-by-default HTTP API on your server.
bind-address: 127.0.0.1(the default) means it's only reachable from the same machine — you must put a reverse proxy (Caddy, nginx, Cloudflare Tunnel, etc.) with a real TLS certificate in front of it to expose it to the internet safely. Do not setbind-addressto0.0.0.0and forward the raw port directly without TLS in front of it. - A web voting page is normally served over HTTPS (e.g. a published page); browsers block an
HTTPS page from calling a plain
http://address ("mixed content"), so the API being behind HTTPS isn't optional if you want a hosted page to reach it — it's required. - The only "auth" is the short-lived numeric code from
/blockparty musicvote; anyone who obtains a valid code (e.g. a player shares it) can vote as that player until it expires. There's no rate-limiting on the HTTP endpoints — treat this as a fun, low-stakes feature, not a hardened public API. allowed-originsets theAccess-Control-Allow-Originresponse header; tighten it from*to your actual voting page's origin if you want to restrict which sites can call it.- Changes to any
jukebox.*setting require a full server restart to take effect — the HTTP server isn't restarted by/blockparty reload.
Reload behavior
/blockparty reload re-reads config.yml, messages.yml, and every arena file. Arenas
currently in the RUNNING or ENDING state are skipped during arena reload (their
config keeps running unmodified) to avoid corrupting an active match; a warning is logged
per skipped arena. Arenas that are WAITING, STARTING or DISABLED are reloaded fully
from disk. This is a deliberate design choice: rather than queuing a reload for when the
arena goes idle, in-progress matches simply finish on their old configuration and pick up
the new configuration the next time they return to WAITING.
Rewards
rewards:
winner:
money: 100
commands:
- "give %player% diamond 3"
- "say %player% won BlockParty in %arena% after %round% rounds!"
integrations:
vault: true
Two independent reward mechanisms fire on a win, both optional:
moneyis deposited straight into the winner's balance through the Vault Economy API — no console command string parsing involved. This requires Vault and an economy plugin that registers a VaultEconomyprovider (e.g. EssentialsX, CMI). If Vault or an economy provider isn't present, BlockParty logs one warning and simply skips the money portion — it never crashes and console-command rewards still run normally. Setmoney: 0to disable this entirely, orintegrations.vault: falseto force-disable it even with Vault installed.commandsrun as the console with%player%,%arena%and%round%substituted, for anything beyond currency (items, permissions, external plugin hooks, announcements, etc.).
Vault is declared as a softdepend in plugin.yml, so BlockParty starts up fine whether or
not it's installed; the Economy service lookup happens fresh each time a reward is dispatched
(not cached at startup), so plugin load order relative to your economy plugin doesn't matter.
Statistics storage
By default player statistics are stored in a local SQLite file (plugins/BlockParty/blockparty.db) —
zero setup required. To use a shared MySQL database instead (useful across a network of servers),
set storage.type: mysql in config.yml:
storage:
type: mysql
mysql:
host: localhost
port: 3306
database: blockparty
username: blockparty
password: password
table-prefix: "bp_"
connection-parameters: "sslMode=PREFERRED&verifyServerCertificate=false"
connection-parameters is appended verbatim to the JDBC URL, so TLS behavior is
controlled with real MySQL Connector/J flags rather than a single use-ssl toggle.
Common values:
sslMode=DISABLED— no TLS.sslMode=PREFERRED&verifyServerCertificate=false(default) — TLS if the server offers it, without validating the certificate; good for a private/internal database host.sslMode=REQUIRED&verifyServerCertificate=false— TLS mandatory, certificate not validated.sslMode=VERIFY_IDENTITY— TLS mandatory and the server certificate is validated against a trust store (production-grade; requires a properly signed/trusted cert).
MySQL and MariaDB are both supported through the same mysql driver/config. If a stats
query ever fails (bad credentials, dropped connection, etc.), BlockParty logs the full error
once for diagnosis and then throttles repeats of that same failure to once every 5 minutes —
it never spams a stack trace on every round, and gameplay is unaffected either way since all
stats I/O is async and best-effort.
The MySQL JDBC driver (mysql-connector-j) is bundled in the plugin jar, so no extra
download is required. The stats table is created automatically on startup if it doesn't
exist. All queries run asynchronously off the main thread regardless of storage type.
Changing storage.type requires a server restart (it's read once at startup, not on
/blockparty reload).
PlaceholderAPI support
If PlaceholderAPI is installed, BlockParty registers a %blockparty_...% expansion
automatically (soft-dependency — startup never fails if PAPI is absent):
%blockparty_wins%%blockparty_games_played%%blockparty_best_round%%blockparty_arena%%blockparty_players_<arena>%%blockparty_state_<arena>%
Building from source
./gradlew clean build
The shaded plugin jar (with sqlite-jdbc and mysql-connector-j bundled) is produced at
build/libs/BlockParty-<version>.jar.
Run unit tests only:
./gradlew test
Unit tests cover the pure-logic package (us.tss3.blockparty.logic) with no Bukkit
dependency: arena state transitions, countdown start/cancel logic, round-time
progression/clamping math, target-color selection (deterministic via an injectable RNG),
elimination/winner determination, arena config validation, and player-count/join logic.
Troubleshooting
- "Arena failed validation" on enable — run
/bp info <arena>to see exactly which fields are missing (lobby/spawn/spectator/region/materials/etc). - World unloaded warning — if an arena's world is unloaded while the plugin is running, BlockParty detects it, safely disables that arena and restores any players inside it.
- Invalid sound/material in config — logged as a warning at startup/use and skipped; it will not crash the plugin.
- Nothing happens on
/bp join— check the arena is enabled (/bp info <arena>), not full, and that you are not already in another arena (/bp leavefirst). - Floor doesn't look right — remember
setflooronly changes the allowed palette; you must run/bp generate <arena>to actually (re)generate and persist a layout.
Architecture
logic/— pure, Bukkit-free game logic (unit tested).arena/—Arena(per-arena runtime state machine + round loop) andArenaManager.config/—ArenaConfig,ArenaConfigLoader,ConfigManager,MessagesManager.floor/—FloorManager, tick-batched floor generation/removal/restoration.session/—PlayerSession,SessionManager(single-arena-membership enforcement).model/—PlayerStatesnapshot/restore.command/—BlockPartyCommand(single entry point, dispatches to handlers).listener/— connection/quit handling and gameplay restrictions.scoreboard/— interval-based sidebar scoreboard.reward/— console-command reward dispatch.persistence/— async stats storage over SQLite or MySQL (StatsDatabase,StatsManager).placeholder/— optional PlaceholderAPI expansion, loaded only when PAPI is present.util/— sound/location helpers.