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feat: pickpocket ring minigame before a pocket opens - #34
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Right-clicking a mark now floats a gauge ring in front of the thief, modelled on level 2 of the NoPixel lockpick: two phases that drain while the thief mashes jump to fill them, the first at half length. Filling both within pickpocket.minigame.time-limit-seconds opens the pocket. Failing alerts the mark and puts them on the lockpick fail cooldown; the mark leaving reach ends it quietly. PickpocketGame shares LockMinigameManager's hold-still and interrupt handling with the chest minigames. Staff can try it alone with /thievery testpick pocket. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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📝 SummarySummary by CodeRabbit
WalkthroughThe pickpocket flow now starts a two-phase jump-mashing minigame before opening a pocket. The change adds a configurable timer, a floating gauge, failure alerts and cooldown handling, plus a command option for testing the minigame without a mark. ChangesPickpocket ring minigame
Priority: ➖ Normal Estimated code review effort: 4 (Complex) | ~45 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant Player
participant PickpocketManager
participant LockMinigameManager
participant PickpocketGame
participant RingView
PickpocketManager->>LockMinigameManager: startPickpocket with victim and completion callback
LockMinigameManager->>PickpocketGame: start game
PickpocketGame->>RingView: open gauge and update phase progress
Player->>PickpocketGame: press jump during mash phases
PickpocketGame->>PickpocketManager: invoke completion callback after both phases
Merge Risk: 🔵 Low · up to A thief who teleports just after completing the ring can lose the successful attempt without opening the pocket. Fix this narrow interruption case before merging, or accept the retry risk.
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Actionable comments posted: 1
- 🪄 Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at
@src/main/java/net/tfminecraft/thievery/door/LockMinigameManager.java:
- Around line 300-316: Update onTeleport to retrieve the game with
playing(player) instead of games.get, so solved games remain registered for
their completion callback while unfinished games still enter the interruption
path. Remove the now-redundant outcome check before penalise, preserving the
existing command/self-teleport condition.
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📒 Files selected for processing (17)
README.mdsrc/main/java/net/tfminecraft/thievery/Thievery.javasrc/main/java/net/tfminecraft/thievery/command/CommandManager.javasrc/main/java/net/tfminecraft/thievery/door/LockMinigame.javasrc/main/java/net/tfminecraft/thievery/door/LockMinigameManager.javasrc/main/java/net/tfminecraft/thievery/door/PickpocketGame.javasrc/main/java/net/tfminecraft/thievery/door/RingView.javasrc/main/java/net/tfminecraft/thievery/loader/PickpocketLoader.javasrc/main/java/net/tfminecraft/thievery/player/PickpocketManager.javasrc/main/java/net/tfminecraft/thievery/player/PickpocketVictimAlerter.javasrc/main/resources/config.ymlsrc/test/java/net/tfminecraft/thievery/command/CommandManagerTest.javasrc/test/java/net/tfminecraft/thievery/door/PickpocketGameTest.javasrc/test/java/net/tfminecraft/thievery/door/RingViewTest.javasrc/test/java/net/tfminecraft/thievery/loader/ActivityLoadersTest.javasrc/test/java/net/tfminecraft/thievery/player/PickpocketManagerTest.javasrc/test/java/net/tfminecraft/thievery/player/PickpocketVictimAlerterTest.java
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A mark standing closer than the ring's 2.4 blocks hid it behind their body. Placement now treats the mark's bounding box like a block, so the ring comes in front of them and shrinks to look the same size. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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✅ Action performedComments resolved and changes approved. |
Summary
/pickpocket startnow floats a gauge ring in front of the thief before the pocket opens, modelled on level 2 of the NoPixel lockpick (hotwire): two phases (cyan, then orange) that drain while the thief mashes jump; the first phase is half length. It is the only pickpocket minigame.pickpocket.minigame.time-limit-seconds(30) while the mark stays withinmax-distance. Failing (time, sneak, damage, logout, self-teleport) alerts the mark and puts them onlockpicking.fail-cooldown-msfor the thief. The mark leaving reach ends it without a penalty. The guild access cooldown is recorded only when the pocket opens.PickpocketGameis aLockMinigamewith no chest, so it shares the chest ring's hold-still, blocked hands and interrupt handling.RingView.openGaugebuilds the gauge (40 touching dots, phase pips, percentage, keycap) and sends only the dots that change./thievery testpick pocketplays it for staff with no mark.pickpocket.minigame.enabled: falseopens pockets straight away.Testing
mvn clean verify: 842 tests, 100% coverage.Docs: TF-Minecraft/Docs PR to follow.
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