AdvancedCombatModule

public final class AdvancedCombatModule implements Listener, ClassAbilityInput, AutoCloseable

Deep module boundary for [Alpha] Advanced Combat System classes.

Bukkit adapters submit player intent here; this object alone coordinates progression, run locks, resources, passives, threat, contribution and presentation. Active abilities have no cooldowns: resource costs are the only pacing.

Types

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public final class AbilityResourceSnapshot extends Record

Functions

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public static List<AbilityRuntimeObservation> abilityEvidence(UUID playerId)
Stable observation seam for the external every-class behavior probe.
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public String abilityName(Player player, AbilitySlot slot)
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Read-only presentation of the same cost and affordability check used when casting.
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public static Optional<ClassLineage> activeClassLineageSnapshot(UUID playerId)
The same effective lineage used for activation, including an instance's locked class.
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public Set<SkillType> activeClassWeaponAffinities(Player player)
Weapon affinities of the active form; empty without an active class.
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public InputProfile activeInputProfile(Player player)
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public AwardResult awardClassXp(Player player, long rawReward)
Same raw reward for every contributor; damage share never enters this method.
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public boolean canChallenge(Player player, String formId)
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public static Optional<FormProgressSnapshot> classProgressSnapshot(UUID playerId)
Active form, including the selection locked for an instance run.
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public SelectionResult clearSelectedForm(Player player)
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public void close()
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public boolean completeChallenge(Player player, String formId)
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public boolean controlsAlwaysAvailable(Player player)
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public static List<AbilityRuntimeObservation> drainAbilityEvidence(UUID playerId)
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public boolean fLayerSupported(Player player)
Whether this client can express the F-key layer at all (Bedrock clients cannot).
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public ClassProgressionForgetResult forgetClassForAdministration(Player player, String formId)
Resets one subtree and immediately releases any affected active class mechanics.
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public static AdvancedCombatModule get()
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public boolean hasActiveClass(Player player)
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public static boolean isAbilityGestureOpen(UUID playerId)
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public static boolean isInitialized()
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public Set<Player> meaningfulParticipants(EliteEntity elite)
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public boolean mechanicsActive(Player player)
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public void onClassTrialEnded(Player player)
Refreshes the awarded selection after the trial has removed its participant.
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public void onControlModeChanged(Player player)
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public void onEliteDeath(EliteMobDeathEvent event)
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public void onJoinControlToggleNotice(PlayerJoinEvent event)
Announces the outside-content control toggle to players with an unlocked class.
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public void onMatchLeave(MatchLeaveEvent event)
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public void onMatchStart(MatchStartEvent event)
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public void onPlayerChangedWorld(PlayerChangedWorldEvent event)
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public void onPlayerDamagesNonElite(EntityDamageByEntityEvent event)
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public void onPlayerDeath(PlayerDeathEvent event)
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public void onPlayerQuit(PlayerQuitEvent event)
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public void onPlayerTakesDamage(EntityDamageEvent event)
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public boolean outsideControlsAllowed()
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public Optional<ProfileSnapshot> profile(UUID playerId)
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public static Optional<ClassResourceController.Snapshot> resourceSnapshot(UUID playerId)
Read-only presentation snapshot; callers never receive the mutable resource controller.
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public int scaleAllClassesForAdministration(Player player, int effectiveLevel)
Loot-debug fixture: scales every class tree to the requested effective level.
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public SelectionResult selectForm(Player player, String formId)
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public ClassProgressionSetResult setClassLevelForAdministration(Player player, String formId, int effectiveLevel)
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public static void shutdownIfInitialized()
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public AbilityResult useAbility(Player player, AbilitySlot slot)