# KSpigot

## Dependency

Latest version: <br>
[ ![Download](https://api.bintray.com/packages/bluefireoly/KSpigot/KSpigot/images/download.svg) ](https://bintray.com/bluefireoly/KSpigot/KSpigot/_latestVersion)

<details>
<summary><b>Gradle (Kotlin-Script)</b></summary>
<p>

**The repository:**
```kotlin
jcenter()
```

**The dependency:**

```kotlin
implementation("net.axay", "KSpigot", "VERSION_HERE")
```

</p>
</details>

<details>
<summary><b>Gradle (Groovy)</b></summary>
<p>

**The repository:**
```groovy
jcenter()
```

**The dependency:**

```groovy
implementation 'net.axay:KSpigot:VERSION_HERE'
```

</p>
</details>

<details>
<summary><b>Maven</b></summary>
<p>

**The repository:**
```xml
<repository>
    <id>jcenter</id>
    <name>jcenter</name>
    <url>https://jcenter.bintray.com</url>
</repository>
```

**The dependency:**
```xml
<dependency>
	<groupId>net.axay</groupId>
	<artifactId>KSpigot</artifactId>
	<version>VERSION_HERE</version>
</dependency>
```

</p>
</details>

If you work with KSpigot, you also need Spigot as a dependency.

## Building your project

<details>
<summary><b>Read before building your project!</b></summary>
<p>

You **must** use a shade / shadow plugin with your build system. KSpigot needs to be relocated.

#### GRADLE

The plugin:
```kotlin
id("com.github.johnrengelman.shadow") version "6.0.0"
```

Now KSpigot needs to be relocated by using one of the following methods:

<details>
<summary><b>Relocate only KSpigot</b></summary>
<p>

Add the following to your buildscript:
```kotlin
tasks {
    shadowJar {
        relocate("net.axay.kspigot", "${project.group}.shadow.net.axay.kspigot")
    }
}
```

</p>
</details>

<details>
<summary><b>Relocate all of your dependencies</b></summary>
<p>

Add the following to your buildscript:
```kotlin
val relocateShadowJar by tasks.creating(ConfigureShadowRelocation::class) {
    target = tasks.shadowJar.get()
    prefix = "${project.group}.shadow"
}

tasks.shadowJar.get().dependsOn(relocateShadowJar)
```

</p>
</details>

Now use the `shadowJar` task to build your project.

#### MAVEN

For example, you could use the [Apache Maven Shade Plugin](https://maven.apache.org/plugins/maven-shade-plugin/examples/class-relocation.html).

</p>
</details>

## About

KSpigot is a kotlin extension for the popular [spigot server software](https://spigotmc.org/) for minecraft.

KSpigot adds functionality missing in spigot and makes it possible to do things the kotlin way.

<details>
<summary><b>Notice</b></summary>
<p>

Extensions marked with the annotation `@NMS_GENERAL` are unstable. 

Extensions marked with the `@UnsafeImplementaion` annotation do not promise to always give the correct result, but are still useful and therefore included in the project. This readme does not contain any unsafe parts of KSpigot.

Please keep in mind that this extensions is still in a more early stage of development - some parts of the API may change in future versions.

</p>
</details>

## Contact

Discord: `BLUE#6649`

## First of all

**Inherit from `KSpigot` instead of `JavaPlugin` in your main class** <br>
```kotlin
class MyPluginMain : KSpigot()
```

**Replaced methods:**
(override these instead)
```kotlin
onLoad() with load()
onEnable() with startup()
onDisable() with shutdown()
```

## Examples

### Simple runnables and schedulers:

```kotlin
async { /* short form for async tasks */ }
```
```kotlin
sync { /* sync some code to bukkits main thread */ }
```

```kotlin
task(
    sync = false,
    delay = 25,
    period = 20,
    howOften = 5
) { 
    // runnable code...

    // you can access the following counter variables in here
    println(counterUp) // starting from zero
    println(counterDownToOne) // starting from howOften
    println(counterDownToZero) // starting from howOften - 1
}
```
NOTE: The counters are nullable, because howOften is (when null) infinite.

#### Safe runnables

With the `kSpigot.task()` method you have the possibility to set the parameter `safe = true`. When doing this, the defined `endCallback` will be executed under any circumstances (except a major server crash). If you define `endCallback`, but do not set `safe = true` the `endCallback` will only be executed when the task ends, because the limit of `howOften` was reached.

#### Chainable runnables

This makes it possible to do resource intensive tasks asynchronous and then doing something with the result synchronous (e.g. because Spigot forces you) in a simple way.

```kotlin
firstAsync { 
    // do a resource intensive task
    ArrayList<Block>() // -> this will be forwarded to the next part of the chain as "it"
}.thenSync {
    // do something with the result
    it.forEach { }
}.thenAsync {
    // and so on...
}.execute()
```

### Inventory GUI API

Inventories are great for viewing GUI information. However, they are not designed for developing GUIs. The KSpigot Inventory GUI API provides an easy way to build inventory GUIs the way you would expect such an API to be. In addition, it offers full type safety for slots.

```kotlin
val gui = kSpigotGUI(InventoryGUIType.FIVE_BY_NINE) {

    title = "Example Inventory"

    page(0) {
        // slot ranges like rectTo or linTo reduce the amount of code
        placeholder(Slots.RowOneSlotOne rectTo Slots.RowFiveSlotNine, ItemStack(Material.RED_STAINED_GLASS))
        nextPage(Slots.RowOneSlotNine, ItemStack(Material.PAPER))
    }

    page(1) {

        // define fancy transitions
        transitionFrom = InventoryGUIPageChangeEffect.SLIDE_HORIZONTALLY
        transitionTo = InventoryGUIPageChangeEffect.SLIDE_HORIZONTALLY

        // get special slot compounds easily with constants like Slots.Border
        placeholder(Slots.Border, ItemStack(Material.GLASS_PANE))

        // page change buttons
        previousPage(Slots.RowTwoSlotTwo, ItemStack(Material.PAPER))
        nextPage(Slots.RowTwoSlotEight, ItemStack(Material.PAPER))

        // a button with a custom callback
        button(Slots.RowThreeSlotFive, ItemStack(Material.REPEATER)) {
            it.gui[Slots.RowTwoSlotFive] = ItemStack(Material.values().random(), (1..64).random()
        }

        // a slot where player interaction is permitted
        freeSlot(Slots.RowTwoSlotFive)

    }

    page(2) {
        // placeholders are there to block any player action while displaying a specific item
        placeholder(Slots.RowOneSlotOne rectTo Slots.RowFiveSlotNine, ItemStack(Material.PINK_GLAZED_TERRACOTTA))
        previousPage(Slots.RowThreeSlotFive, ItemStack(Material.DIAMOND))
    }

}
```
This example: _This inventory has three pages. On page 1, there is a button for generating random ItemStacks. The player can take out this ItemStack and move it to his own inventory._

Then you can open the GUI for any player.
```kotlin
player.openGUI(gui)
```

### Item Builder

```kotlin
val wand = itemStack(Material.GOLD_BLOCK) {
           
    amount = 3
    
    addEnchantment(Enchantment.KNOCKBACK, 2)
    
    meta {
    
       name = "${ChatColor.GOLD}Magic wand"
       isUnbreakable = true
    
       addLore {
           + "This wand is truly special."
           + "Try it!"
       }
    
       customModel = 1001
    
       flag(ItemFlag.HIDE_UNBREAKABLE)
    
    }
           
}
```

### Complex chat components

Creating chat components can get very messy quickly. However, creating a component with KSpigot is much more developer-friendly.

```kotlin
val component = chatComponent {

    text("You got a friend request! ") {
        color = col("#4FEA40")
        isBold = true
    }
    
    text("[Accept]") { 
        color = ChatColor.WHITE
        clickEvent(ClickEvent.Action.RUN_COMMAND, "friend accept Foo")
        hoverEventText { 
            text("Click here to accept the friend request!") { color = ChatColor.RED }
        }
    }

}
```

You can also access the builder and immediately send the message.
```kotlin
commandSender.sendMessage { /* same in here as above */ }
```

### Firework API

Tutorial coming soon... (after Firework API overhaul)

### NBTData support
Typesafe and consistent

```kotlin
// load nbt
val nbt = entity.nbtData

// retrieve data via keys
val health = nbt["hearts", NBTDataType.INT]

// set data for a given key
nbt["custom", NBTDataType.DOUBLE] = 3.3

// delete data for a given key
nbt -= "keyToDelete"

// save data to the entity
entity.nbtData = nbt

// serialization support
val serializedString = nbt.serialize()
val deserializeMethod1 = NBTData(serializedString)
val deserializeMethod2 = NBTData.deserialize(serializedString)
```

### Simple extension methods / values (with kotlin getters)

```kotlin
livingEntity.isInWater // checks if both feet and head are in water
livingEntity.isHeadInWater // checks if the head (eye location) is in water
entity.isFeetInWater // checks if the feet are in water
entity.isGroundSolid // checks if the entity stands on solid material
damageable.kill() // instantly kills the damageable
livingEntity.heal() // sets the health to the maximum health (if given - else throws Exception)
player.feed() // sets the players food level to 20
player.saturate() // sets the players saturation level to the current max value
player.feedSaturate() // sets the players food and saturation level to 20
player.disappear(plugin) // all other players won't be able to see the player anymore
player.appear(plugin) // show the player to every other player
vector.isFinite // checks if x, y and z of the vector are all finite
playerInteractEntityEvent.interactItem // gets the item the player interacted with
prepareItemCraftEvent.isCancelled // checks if the event isCancelled
prepareItemCraftEvent.cancel() // cancels the PrepareItemCraftEvent
```

### Direction API
Handles the hassle of struggling with direction angles for you.

```kotlin
val cardinal = CardinalDirection.fromLocation(loc) // NORTH, EAST, SOUTH, WEST
val vertical = VerticalDirection.fromLocation(loc) // UP, DOWN, STRAIGHT

// convert to BlockFace
val blockFace = cardinal.facing
```

### CustomItemIdentifiers
You want to mess with resourcepacks and extend your possibilities? <br>
Spigot is lacking a representation of custom items (via custom model data). This is what the data class `CustomItemIdentifier` is for.

```kotlin
val identifier = CustomItemIdentifier(itemStack)
// or
val identifier = CustomItemIdentifier(1001, Material.IRON_NUGGET)

// get an itemstack with the custom model data applied
val stack = identifier.itemStack
```

### Flexible and chainable geometry syntax
Makes complex modification of locations and vectors more intuitive. Also, you can use any type of number (`Short`, `Int`, `Long`, `Float`, `Double`) you want. You do not have to mess with different data types.

```kotlin
loc increaseX 3 reduce vec(3.0, 1.5f, 3) increaseYZ 5.7
loc + vecXY(3, 7f) - vecZ(3)
loc - vec(x = 3, z = 5.6f) * 3 * vecXZ(7, 3.1)
```

### Listeners made easy
Kotlins' language design allows you to create listeners in a very short way.

```kotlin
listen<PlayerMoveEvent> {
    it.player.kick("Do not move!")
}
```
NOTE:
 - This method automatically registers the listener.
 - The `listen<Event>` method returns the listener instance.

The following extension methods can be used on any listener:
```kotlin
listener.register()
listener.unregister()
```

### Structures

A structure is a set of data defining what is inside of a specific area.

#### LocationArea

A LocationArea is an area between to given Locations. The max and min locations will be calculated automatically.

```kotlin
val area = LocationArea(loc1, loc2) // loc1 and loc2 do not have to be min and max
area.minLoc
area.maxLoc
area.touchedChunks // get all chunks the LocationArea "lays" in
area.isInArea(loc3, check3d = true, tolerance = 0)

area.fillBlocks.forEach { /* execute task for each block in the area*/ }
area.entities.forEach { /* execute task for each entity in the area*/ }
```

#### Loading a structure

A structure can be loaded from any given LocationArea:
```kotlin
val structure = area.loadStructure(includeBlocks = true, includeEntities = false)
```

#### Using a structure

Structures can be transformed and placed in the world.

```kotlin
// rotate the structure (angle in degrees)
structure.rotateAroundX(angle)
structure.rotateAroundY(angle)
structure.rotateAroundZ(angle)

// place the structure at the given location
structure.buildAt(loc)
```

#### Default structures

##### Circle

There are different circle types, all inheriting from `Circle`.

```kotlin
val circle = MaterialCircle(radius, Material.GRASS_BLOCK)
val circle = ParticleCircle(radius, particle(Particle.HEART) { amount = 5 })
val circle = EntityCircle(radius, EntityType.COW)
```

A circle can be filled or it can only consist of its border (edge).

```kotlin
// get all circle locations
circle.fillLocations
circle.edgeLocations

// get a structure from the circle
circle.filledStructure
circle.edgeStructure
```

### IP Address API

This API allows you to easily get some data from the IP address of a player. Please note that it is not promised that this always returns data: _After exceeding a certain amount of request per minute, the request will return null._

```kotlin
player.ipAddressData
// or (for results in another language)
player.ipAddressData(IPAddressDataLanguage.GERMAN)
```

What kind of data is available?
```kotlin
ipData ?: return

ipData.district
ipData.city
ipData.continent
ipData.country
// and more...
```

### Particles

This part of the API makes it more intuitive to deal with particles.

```kotlin
// define the particle
val particle = particle(Particle.BLOCK_CRACK) {
    amount = 10
    offset = vec(3, 3, 3)
    extra = 0.1
    force = true
}

// spawn the particle
particle.spawnAt(loc)
particle.spawnFor(player)
```

You can also access the builder as follows (and instantly spawn the particle).
```kotlin
loc.particle(Particle.HEART) { }
player.particle(Particle.HEART) { }
```

### GamePhase API

Game phases are commonly used with minigames. This is why KSpigot provides a general way to create such a game phase system quickly.

```kotlin
val game = buildGame {

    phase(length) {

        counterMessage("The game will start in", "seconds", "second", ">>", ".")

        end {
            broadcast("The game has started.")
        }
    }

    phase(length) {

        // alternative counterMessage implementation
        counterMessage {
            ">> The special event will start in $it seconds."
        }

        start { /* do something in the beginning of the gamephase */ }
        end { /* e.g. start the event */ }

    }

}

game.begin()
```
Idle phases are still in development.

<br>

> Any questions? Feel free to contact me!