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bug: Elytra flight never activated — all physics and collision systems are dead #93

@TheMeinerLP

Description

@TheMeinerLP

Description

`ElytraFlightComponent.setFlying(true)` is never called anywhere in the codebase. Every ECS physics and ring-collision system checks `ElytraFlightComponent.isFlying()` as a guard and returns early if it is false. As a result, no movement physics, no ring detection, and no scoring occur — the game is completely inert after the countdown.

Acceptance Criteria

  • When the Game phase starts, each player entity's `ElytraFlightComponent` is set to `flying = true`
  • Players are placed into elytra-glide mode on the Minestom side (game mode, equipment, velocity kick)
  • `ElytraPhysicsSystem` and `RingCollisionSystem` process player entities during the game phase
  • When the Game phase ends (or a player leaves), `flying` is set back to `false`

Technical Details

  • `ElytraFlightComponent` lives in `server/src/main/java/.../components/`
  • The activation point should be inside `GamePhase.onStart()` (or a dedicated `FlightActivationSystem`)
  • Minestom: set player game mode to Adventure, equip elytra in chest slot, apply initial forward velocity
  • Guard check in `ElytraPhysicsSystem` and `RingCollisionSystem` will then pass

Dependencies

  • Phase wiring issue must be resolved first (phases must actually start)

Estimate

S

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