Update readme.md

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bluefireoly
2020-09-28 19:12:08 +02:00
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@@ -65,6 +65,9 @@ implementation 'net.axay:KSpigot:VERSION_HERE'
</p>
</details>
<br>
If you work with KSpigot, you also need Spigot as a dependency.
## About
@@ -121,7 +124,7 @@ 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.
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
@@ -215,6 +218,9 @@ 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
@@ -297,19 +303,146 @@ listener.unregister()
### Structures
Tutorial coming soon...
A structure is a set of data defining what data is in 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 inherting 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
Tutorial coming soon...
This API allows you to easily get some data about the IP address of a player. Please note that it is not promised that this api always returns some 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
Tutorial coming soon...
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
Tutorial coming soon...
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(kSpigot)
```
Idle phases are still in development.
<br>