This is a simple implementation allowing for custom permissions to be assigned to players via Discord-like "roles". Roles and their permissions are defined within a JSON file, which can be easily modified and reloaded at runtime for rapid iteration.
The roles.json file is located in the config directory (<root>/config/roles.json
). An example configuration may look like:
{
"admin": {
"level": 100,
"overrides": {
"name_decoration": {
"style": ["red", "bold"],
"suffix": {"text": "*"}
},
"permission_level": 4,
"command_feedback": true,
"commands": {
".*": "allow"
}
}
},
"spectator": {
"level": 10,
"overrides": {
"commands": {
"gamemode (spectator|adventure)": "allow"
}
}
},
"mute": {
"level": 1,
"overrides": {
"mute": true
}
},
"everyone": {
"overrides": {
"commands": {
"help": "allow",
".*": "deny"
}
}
}
}
But what's going on here? This JSON file is declaring three roles: admin
, spectator
and everyone
.
everyone
is the default role: every player will have this role, and it cannot be removed.
The other roles that are specified function as overrides on top of the everyone
role.
Within each role declaration, we list a set of overrides. Overrides are the generic system that this mod uses to change game behavior based on roles.
Currently, the supported override types are commands
, name_decoration
, chat_type
, mute
, command_feedback
, permission_level
and entity_selectors
.
It is important to consider how overrides are applied when multiple roles target the same things. Conflicts like this are resolved by always choosing the role with the highest level.
So, in the case of the example: although everyone
declares every command except help
to be disallowed, because admin
and spectator
have higher levels, they will override this behaviour.
The commands
override is used to manipulate the commands that a player is able to use.
Each override entry specifies a regular expression pattern to match, and then a strategy for how to respond when the mod encounters that pattern.
For example, the pattern .*
matches every possible command, while gamemode (spectator|adventure)
would match the gamemode command only with spectator and adventure mode.
The strategies that can then be used alongside these patterns are allow
and deny
:
allow
will make sure that the player is allowed to use this command, while deny
will prevent the player from using this command.
For example:
"commands": {
"gamemode (spectator|adventure)": "allow"
}
The commands override can additionally make use of the hidden
rule result, which will allow the command to be used,
while hiding it from command suggestions.
The name_decoration
override modifies how the names of players with a role are displayed. This can be used to override name colors as well as prepend or append text.
This has lower priority than scoreboard team colors.
Name decoration might be declared like:
"name_decoration": {
"prefix": {"text": "[Prefix] ", "color": "green"},
"suffix": {"text": "-Suffix"},
"style": ["#ff0000", "bold", "underline"],
"hover": {"action": "show_text", "contents": "hello!"},
"contexts": ["chat", "tab_list"]
}
Three fields can be optionally declared:
style
: accepts a list of text formatting types or hex colorsprefix
: accepts a text component that is prepended before the namesuffix
: accepts a text component that is appended after the namehover
: accepts an object withaction
andcontents
. Acceptable values forcontents
depends onaction
:action
isshow_text
:contents
accepts a text component shown as a tooltip when the name is hoveredaction
isshow_item
:contents
accepts an ItemStack as JSON, shown as a tooltip when the name is hoveredaction
isshow_entity
:contents
accepts an object with the following properties, to show an entity as a tooltip when the name is hovered:type
: an entity typeid
: the UUID of an entityname
: an optional text component name for the entity
contexts
: accepts a set of possible contexts defining where this decoration should be applied- Accepts:
chat
andtab_list
- Default: applies to all possible contexts
- Accepts:
The chat_type
override allows the chat message decorations to be replaced for all players with a role.
This integrates with the Vanilla minecraft:chat_type
registry, which can be altered with a datapack.
The chat_type
override declares simply the chat_type
that should be used:
"chat_type": "minecraft:say_command"
This example will replace all messages for players with a given role to apply the say_command
style.
It is important to note that Vanilla chat type registry is loaded from the datapack on server start, and cannot be hot-reloaded like the player roles config.
Custom chat types can be declared with a custom datapack in data/<namespace>/chat_type/<name>
.
For example, we might declare a data/mydatapack/chat_type/admin.json
:
{
"chat": {
"decoration": {
"parameters": ["sender", "content"],
"style": {},
"translation_key": "%s: %s <- an admin said this!"
}
},
"narration": {
"decoration": {
"parameters": ["sender", "content"],
"style": {},
"translation_key": "chat.type.text.narrate"
},
"priority": "chat"
}
}
Which can be then referenced in an override like:
"chat_type": "mydatapack:admin"
The permission_level
override sets the vanilla permission level for assigned players.
This is useful for interacting with other mods, as well as with vanilla features that aren't supported by this mod.
Permission level is declared like:
"permission_level": 4
The mute
override functions very simply by preventing assigned players from typing in chat.
Mute is declared like:
"mute": true
By default, all operators receive global feedback when another player runs a command.
The command_feedback
override allows specific roles to receive this same kind of feedback.
Command feedback is declared like:
"command_feedback": true
Normally, only command sources with a permission level of two or higher can use entity selectors.
The entity_selectors
override allows specific roles to use entity selectors.
Entity selectors can be allowed like:
"entity_selectors": true
Roles can additionally be applied to command blocks or function executors through the configuration file. For example:
{
"commands": {
"apply": {
"command_block": true,
"function": true
},
"overrides": {
}
}
}
It may also be useful for a role to inherit the overrides from another role.
This can be done with the includes
declaration by referencing other roles with a lower level.
For example:
{
"foo": {
"includes": ["bar"],
"overrides": {
"commands": {
".*": "allow"
}
}
},
"bar": {
"overrides": {
"name_decoration": {
"style": "red"
}
}
}
}
With this configuration, the foo
role will inherit the red name_decoration
.
Once you've made modifications to the roles.json
file, you can reload it by using the /role reload
.
All role management goes through this role
command via various subcommands. For example:
role assign Gegy admin
: assigns theadmin
role toGegy
role remove Gegy admin
: removes theadmin
role fromGegy
role list Gegy
: lists all the roles that have been applied toGegy
role reload
: reloads theroles.json
configuration file