A modular gameplay engine built for advanced Minecraft Paper servers.
Designed and developed by Alexander (Stozeks)
Combat • Custom Items • Rules • Regions • Administration
Architecture • Modules • Philosophy • Roadmap
This repository is the public showcase and documentation hub for AnarchyRuleEngine.
The complete source code and internal development repository remain private. This repository presents the project's public architecture, gameplay capabilities, development progress and design direction.
AnarchyRuleEngine is a private server engine, not a publicly distributed plugin.
AnarchyRuleEngine is being developed as the technical foundation of a complete Minecraft anarchy server.
Instead of separating every gameplay mechanic into unrelated plugins, the engine provides a unified modular foundation where combat systems, custom items, configurable rules, region mechanics and administrative tools can operate as parts of one project.
The engine is designed to grow together with the server while preserving a clean and maintainable structure.
- Modular gameplay architecture
- Independent gameplay systems
- Combat infrastructure
- Custom item framework
- Configurable rule system
- Region-aware mechanics
- Administration utilities
- Runtime diagnostics
- External integrations
- Safe temporary world modification
- Long-term maintainability
- Performance-conscious development
Provides the foundation for PvP state management, combat restrictions, player feedback and combat-logging protection.
Supports unique gameplay items with independent behaviour, cooldowns, effects, validation and region-aware activation.
Current examples include:
- Plast
- Trap
- Beacon Pulse
Provides configurable gameplay conditions and actions that can be extended by different engine modules.
Controls protection-aware gameplay behaviour and integration with external region systems.
Provides server-side tools for engine management, diagnostics, validation and staff workflows.
Public documentation is stored in the docs directory.
| Document | Description |
|---|---|
| Architecture | High-level project architecture |
| Modules | Public overview of gameplay modules |
| Philosophy | Project vision and design principles |
| Roadmap | Current progress and future direction |
The documentation describes the project at a public level without exposing internal source code, private APIs, algorithms or implementation details.
Current stage: Active Development
- Modular engine foundation
- Module system
- Combat system
- Combat-logging protection
- Custom item framework
- Shared cooldown handling
- Plast
- Trap
- Beacon Pulse
- Rule engine
- Reload support
- Temporary block restoration
- Region integration
- Administration commands
- Diagnostics and statistics
- PlaceholderAPI integration
- Vault integration
- WorldGuard integration
- WorldEdit integration
Development is currently focused on:
- Improving existing gameplay systems
- Expanding custom item support
- Strengthening module boundaries
- Improving configuration validation
- Expanding administrative controls
- Preparing the engine for native private regions
- Conducting multiplayer gameplay testing
See the complete development plan in the Roadmap.
- Build reusable systems instead of isolated mechanics.
- Keep gameplay modules independent.
- Prefer configuration over unnecessary hardcoding.
- Validate actions before modifying the world.
- Restore temporary world changes safely.
- Avoid duplicated logic between modules.
- Keep optional integrations isolated.
- Preserve compatibility with Paper
1.16.5. - Design every system with future expansion in mind.
Build systems, not plugins.
Java 17
Paper API 1.16.5
Maven
WorldGuard
WorldEdit
PlaceholderAPI
Vault
Git
IntelliJ IDEA
The complete AnarchyRuleEngine source code is maintained in a private repository.
This public showcase does not include:
- Engine source code
- Internal APIs
- Production JAR files
- Private configuration
- Internal algorithms
- Deployment credentials
- Proprietary gameplay implementation
- Private server logic
This repository exists to demonstrate:
- Project architecture
- Gameplay systems
- Development progress
- Design philosophy
- Public documentation
AnarchyRuleEngine is not intended to become another collection of unrelated Minecraft plugins.
The long-term goal is to create a unified gameplay foundation capable of powering a complete anarchy server through modular, maintainable and extensible systems.
Every new feature should strengthen the engine as a whole rather than increase unnecessary complexity.
Designed and developed by Stozeks
Building modular gameplay systems with long-term architecture in mind.
