# KSpigot [ ![Latest version](https://img.shields.io/maven-central/v/net.axay/kspigot?color=pink&label=latest%20version&style=for-the-badge) ](https://repo1.maven.org/maven2/net/axay/kspigot/) [ ![Guide](https://img.shields.io/badge/guide-read-%23c2ff73?style=for-the-badge) ](https://jakobkmar.github.io/KSpigot/) [ ![Discord](https://img.shields.io/discord/771140534118383626?color=cyan&label=DISCORD&style=for-the-badge) ](https://discord.gg/CJDUVuJ)
KSpigot is a Kotlin library for the popular [spigot server software](https://spigotmc.org/) for minecraft. It adds lots of useful features, builders and extensions for the Spigot API itself - but KSpigot also brings new things like an Inventory GUI API, or Brigardier support. ## Dependency KSpigot is available on Maven Central. Gradle: ```kt implementation("net.axay:kspigot:$kspigotVersion") ``` Read the [setup guide](https://jakobkmar.github.io/KSpigot/setup/gradle) to get started! ## Guide You will find the best information about KSpigot in the [guide](https://jakobkmar.github.io/KSpigot/). ## Contact Join our Discord Server (click on the badge above) ## Old tutorials The following content consist of some features which haven't already been migrated to the new [guide](https://jakobkmar.github.io/KSpigot/). ### 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() // -> 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. Attention, the Slots is designed from bottom to top, so the Slots.RowOneSlotOne is the slot at bottom left. ```kotlin val gui = kSpigotGUI(GUIType.FIVE_BY_NINE) { title = literalText("Example Inventory") page(1) { // 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(2) { // define fancy transitions transitionFrom = PageChangeEffect.SLIDE_HORIZONTALLY transitionTo = PageChangeEffect.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)) { // change content of the current view it.guiInstance[Slots.RowTwoSlotFive] = ItemStack(Material.values().random(), (1..64).random()) } // a slot where player interaction is permitted freeSlot(Slots.RowTwoSlotFive) } page(3) { // placeholders are there to block any player action while displaying a specific item placeholder(Slots.RowOneSlotOne rectTo Slots.RowFiveSlotNine, ItemStack(Material.PINK_GLAZED_TERRACOTTA)) // change to a specific page pageChanger(Slots.RowThreeSlotFive, ItemStack(Material.DIAMOND), 1) } } ``` 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) ``` ### Complex chat components **DEPRECATED** Use `literalText` instead. More info will be available in the guide soon. 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 still missing, both here and in the guide ### 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 functions and values ```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?
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) ``` ### Structures A structure is a set of data defining what is inside 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.