OneLiteFeatherNET / OneLiteFeatherNET/Voyager

Player chat during lobby phase

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beta gameplay P2
Dominant language
Java
Stars
0
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Avg merge
2d 21h
Merged PRs (30d)
12

Description

Description

Players in the lobby waiting for a race to start should be able to chat with each other. Currently there is no chat wiring in the Minestom server, so players are silent.

Acceptance Criteria

  • Chat messages sent during LobbyPhase are broadcast to all players in the same game instance
  • Chat is disabled (or routed to spectator channel only) during the active GamePhase to avoid distraction
  • Chat is re-enabled during EndPhase for post-race banter
  • Messages are prefixed with player name in the default Minestom format
  • Profanity filter is out of scope for beta (noted as future work)

Technical Details

  • Hook into Minestom PlayerChatEvent
  • Scope chat broadcast to the current GameInstance (not server-wide, for parallel lobby support)
  • Phase-aware chat gating lives in the event handler, reading the current PhaseComponent

Dependencies

  • None

Estimate

S

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by locating the Minestom PlayerChatEvent handler and reading how GameInstance and PhaseComponent expose the current phase. Trace LobbyPhase, GamePhase, and EndPhase behavior, then verify that messages stay within the game instance, use the default player-name prefix, and are gated correctly for each phase.

Written by the indexing model from the issue text.

Assessment

Tech stack
java
Domain
backend, game-dev
Issue type
Feature
Difficulty
3/5
Estimated time
1-2 days
Activity status
Quiet
Clarity
Mostly clear
Newbie friendliness
68/100

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