578 lines
15 KiB
Markdown
578 lines
15 KiB
Markdown
# KSpigot
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## Dependency
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[  ](https://bintray.com/bluefireoly/KSpigot/KSpigot/_latestVersion) <br>
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[  ](https://bintray.com/beta/#/bluefireoly/KSpigot/KSpigot)
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<details>
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<summary><b>Gradle (Kotlin-Script)</b></summary>
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<p>
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**The repositories:**
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```kotlin
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jcenter()
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mavenCentral()
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maven("https://jitpack.io")
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```
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**The dependency:**
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```kotlin
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implementation("net.axay", "KSpigot", "VERSION_HERE")
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```
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</p>
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</details>
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<details>
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<summary><b>Gradle (Groovy)</b></summary>
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<p>
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**The repositories:**
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```groovy
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jcenter()
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mavenCentral()
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maven { url 'https://jitpack.io' }
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```
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**The dependency:**
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```groovy
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implementation 'net.axay:KSpigot:VERSION_HERE'
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```
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</p>
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</details>
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<details>
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<summary><b>Maven</b></summary>
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<p>
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**The repositories:**
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```xml
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<repository>
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<id>jcenter</id>
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<name>jcenter</name>
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<url>https://jcenter.bintray.com</url>
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</repository>
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<repository>
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<id>jitpack.io</id>
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<url>https://jitpack.io</url>
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</repository>
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```
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**The dependency:**
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```xml
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<dependency>
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<groupId>net.axay</groupId>
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<artifactId>KSpigot</artifactId>
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<version>VERSION_HERE</version>
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</dependency>
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```
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</p>
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</details>
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If you work with KSpigot, you also need Spigot as a dependency.
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## Building your project
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<details>
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<summary><b>Read before building your project!</b></summary>
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<p>
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You **must** use a shade / shadow plugin with your build system. KSpigot needs to be relocated.
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#### GRADLE
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The plugin:
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```kotlin
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id("com.github.johnrengelman.shadow") version "6.0.0"
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```
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Now KSpigot needs to be relocated by using one of the following methods:
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<details>
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<summary><b>Relocate only KSpigot</b></summary>
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<p>
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Add the following to your buildscript:
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```kotlin
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tasks {
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shadowJar {
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relocate("net.axay.kspigot", "${project.group}.shadow.net.axay.kspigot")
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}
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}
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```
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</p>
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</details>
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<details>
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<summary><b>Relocate all of your dependencies</b></summary>
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<p>
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Add the following to your buildscript:
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```kotlin
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val relocateShadowJar by tasks.creating(ConfigureShadowRelocation::class) {
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target = tasks.shadowJar.get()
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prefix = "${project.group}.shadow"
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}
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tasks.shadowJar.get().dependsOn(relocateShadowJar)
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```
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</p>
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</details>
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Now use the `shadowJar` task to build your project.
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#### MAVEN
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For example, you could use the [Apache Maven Shade Plugin](https://maven.apache.org/plugins/maven-shade-plugin/examples/class-relocation.html).
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</p>
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</details>
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## About
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KSpigot is a kotlin extension for the popular [spigot server software](https://spigotmc.org/) for minecraft.
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KSpigot adds functionality missing in spigot and makes it possible to do things the kotlin way.
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<details>
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<summary><b>Notice</b></summary>
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<p>
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Extensions marked with the annotation `@NMS_GENERAL` are unstable.
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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.
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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.
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</p>
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</details>
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## Contact
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[Join our DISCORD](https://discord.gg/6jcx5ev)
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## First of all
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**Inherit from `KSpigot` instead of `JavaPlugin` in your main class** <br>
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```kotlin
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class MyPluginMain : KSpigot()
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```
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**Replaced methods:**
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(override these instead)
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```kotlin
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onLoad() with load()
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onEnable() with startup()
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onDisable() with shutdown()
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```
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## Examples
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### Simple runnables and schedulers:
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```kotlin
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async { /* short form for async tasks */ }
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```
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```kotlin
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sync { /* sync some code to bukkits main thread */ }
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```
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```kotlin
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task(
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sync = false,
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delay = 25,
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period = 20,
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howOften = 5
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) {
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// runnable code...
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// you can access the following counter variables in here
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println(counterUp) // starting from zero
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println(counterDownToOne) // starting from howOften
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println(counterDownToZero) // starting from howOften - 1
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}
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```
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NOTE: The counters are nullable, because howOften is (when null) infinite.
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#### Safe runnables
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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.
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#### Chainable runnables
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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.
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```kotlin
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firstAsync {
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// do a resource intensive task
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ArrayList<Block>() // -> this will be forwarded to the next part of the chain as "it"
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}.thenSync {
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// do something with the result
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it.forEach { }
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}.thenAsync {
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// and so on...
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}.execute()
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```
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### Inventory GUI API
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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.
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```kotlin
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val gui = kSpigotGUI(GUIType.FIVE_BY_NINE) {
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title = "Example Inventory"
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page(0) {
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// slot ranges like rectTo or linTo reduce the amount of code
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placeholder(Slots.RowOneSlotOne rectTo Slots.RowFiveSlotNine, ItemStack(Material.RED_STAINED_GLASS))
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nextPage(Slots.RowOneSlotNine, ItemStack(Material.PAPER))
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}
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page(1) {
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// define fancy transitions
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transitionFrom = PageChangeEffect.SLIDE_HORIZONTALLY
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transitionTo = PageChangeEffect.SLIDE_HORIZONTALLY
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// get special slot compounds easily with constants like Slots.Border
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placeholder(Slots.Border, ItemStack(Material.GLASS_PANE))
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// page change buttons
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previousPage(Slots.RowTwoSlotTwo, ItemStack(Material.PAPER))
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nextPage(Slots.RowTwoSlotEight, ItemStack(Material.PAPER))
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// a button with a custom callback
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button(Slots.RowThreeSlotFive, ItemStack(Material.REPEATER)) {
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it.gui[Slots.RowTwoSlotFive] = ItemStack(Material.values().random(), (1..64).random()
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}
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// a slot where player interaction is permitted
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freeSlot(Slots.RowTwoSlotFive)
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}
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page(2) {
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// placeholders are there to block any player action while displaying a specific item
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placeholder(Slots.RowOneSlotOne rectTo Slots.RowFiveSlotNine, ItemStack(Material.PINK_GLAZED_TERRACOTTA))
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previousPage(Slots.RowThreeSlotFive, ItemStack(Material.DIAMOND))
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}
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}
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```
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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._
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Then you can open the GUI for any player.
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```kotlin
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player.openGUI(gui)
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```
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### Item Builder
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```kotlin
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val wand = itemStack(Material.GOLD_BLOCK) {
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amount = 3
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addEnchantment(Enchantment.KNOCKBACK, 2)
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meta {
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name = "${ChatColor.GOLD}Magic wand"
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isUnbreakable = true
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addLore {
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+ "This wand is truly special."
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+ "Try it!"
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}
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customModel = 1001
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flag(ItemFlag.HIDE_UNBREAKABLE)
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}
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}
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```
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### Complex chat components
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Creating chat components can get very messy quickly. However, creating a component with KSpigot is much more developer-friendly.
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```kotlin
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val component = chatComponent {
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text("You got a friend request! ") {
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color = col("#4FEA40")
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isBold = true
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}
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text("[Accept]") {
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color = ChatColor.WHITE
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clickEvent(ClickEvent.Action.RUN_COMMAND, "friend accept Foo")
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hoverEventText {
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text("Click here to accept the friend request!") { color = ChatColor.RED }
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}
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}
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}
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```
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You can also access the builder and immediately send the message.
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```kotlin
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commandSender.sendMessage { /* same in here as above */ }
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```
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### Firework API
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Tutorial coming soon... (after Firework API overhaul)
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### NBTData support
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Typesafe and consistent
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```kotlin
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// load nbt
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val nbt = entity.nbtData
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// retrieve data via keys
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val health = nbt["hearts", NBTDataType.INT]
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// set data for a given key
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nbt["custom", NBTDataType.DOUBLE] = 3.3
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// delete data for a given key
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nbt -= "keyToDelete"
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// save data to the entity
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entity.nbtData = nbt
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// serialization support
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val serializedString = nbt.serialize()
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val deserializeMethod1 = NBTData(serializedString)
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val deserializeMethod2 = NBTData.deserialize(serializedString)
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```
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### Simple extension methods / values (with kotlin getters)
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```kotlin
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livingEntity.isInWater // checks if both feet and head are in water
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livingEntity.isHeadInWater // checks if the head (eye location) is in water
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entity.isFeetInWater // checks if the feet are in water
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entity.isGroundSolid // checks if the entity stands on solid material
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damageable.kill() // instantly kills the damageable
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livingEntity.heal() // sets the health to the maximum health (if given - else throws Exception)
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player.feed() // sets the players food level to 20
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player.saturate() // sets the players saturation level to the current max value
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player.feedSaturate() // sets the players food and saturation level to 20
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player.disappear(plugin) // all other players won't be able to see the player anymore
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player.appear(plugin) // show the player to every other player
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vector.isFinite // checks if x, y and z of the vector are all finite
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playerInteractEntityEvent.interactItem // gets the item the player interacted with
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prepareItemCraftEvent.isCancelled // checks if the event isCancelled
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prepareItemCraftEvent.cancel() // cancels the PrepareItemCraftEvent
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```
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### Direction API
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Handles the hassle of struggling with direction angles for you.
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```kotlin
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val cardinal = CardinalDirection.fromLocation(loc) // NORTH, EAST, SOUTH, WEST
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val vertical = VerticalDirection.fromLocation(loc) // UP, DOWN, STRAIGHT
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// convert to BlockFace
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val blockFace = cardinal.facing
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```
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### CustomItemIdentifiers
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You want to mess with resourcepacks and extend your possibilities? <br>
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Spigot is lacking a representation of custom items (via custom model data). This is what the data class `CustomItemIdentifier` is for.
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```kotlin
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val identifier = CustomItemIdentifier(itemStack)
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// or
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val identifier = CustomItemIdentifier(1001, Material.IRON_NUGGET)
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// get an itemstack with the custom model data applied
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val stack = identifier.itemStack
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```
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### Flexible and chainable geometry syntax
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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.
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```kotlin
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loc increaseX 3 reduce vec(3.0, 1.5f, 3) increaseYZ 5.7
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loc + vecXY(3, 7f) - vecZ(3)
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loc - vec(x = 3, z = 5.6f) * 3 * vecXZ(7, 3.1)
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```
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### Listeners made easy
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Kotlins' language design allows you to create listeners in a very short way.
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```kotlin
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listen<PlayerMoveEvent> {
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it.player.kick("Do not move!")
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}
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```
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NOTE:
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- This method automatically registers the listener.
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- The `listen<Event>` method returns the listener instance.
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The following extension methods can be used on any listener:
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```kotlin
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listener.register()
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listener.unregister()
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```
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### Structures
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A structure is a set of data defining what is inside of a specific area.
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#### LocationArea
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A LocationArea is an area between to given Locations. The max and min locations will be calculated automatically.
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```kotlin
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val area = LocationArea(loc1, loc2) // loc1 and loc2 do not have to be min and max
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area.minLoc
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area.maxLoc
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area.touchedChunks // get all chunks the LocationArea "lays" in
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area.isInArea(loc3, check3d = true, tolerance = 0)
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area.fillBlocks.forEach { /* execute task for each block in the area*/ }
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area.entities.forEach { /* execute task for each entity in the area*/ }
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```
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#### Loading a structure
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A structure can be loaded from any given LocationArea:
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```kotlin
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val structure = area.loadStructure(includeBlocks = true, includeEntities = false)
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```
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#### Using a structure
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Structures can be transformed and placed in the world.
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```kotlin
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// rotate the structure (angle in degrees)
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structure.rotateAroundX(angle)
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structure.rotateAroundY(angle)
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structure.rotateAroundZ(angle)
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// place the structure at the given location
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structure.buildAt(loc)
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```
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#### Default structures
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##### Circle
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There are different circle types, all inheriting from `Circle`.
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```kotlin
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val circle = MaterialCircle(radius, Material.GRASS_BLOCK)
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val circle = ParticleCircle(radius, particle(Particle.HEART) { amount = 5 })
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val circle = EntityCircle(radius, EntityType.COW)
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```
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A circle can be filled or it can only consist of its border (edge).
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```kotlin
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// get all circle locations
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circle.fillLocations
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circle.edgeLocations
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// get a structure from the circle
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circle.filledStructure
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circle.edgeStructure
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```
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### IP Address API
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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._
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```kotlin
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player.ipAddressData
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// or (for results in another language)
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player.ipAddressData(IPAddressDataLanguage.GERMAN)
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```
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What kind of data is available?
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```kotlin
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ipData ?: return
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ipData.district
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ipData.city
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ipData.continent
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ipData.country
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// and more...
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```
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### Particles
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This part of the API makes it more intuitive to deal with particles.
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```kotlin
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// define the particle
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val particle = particle(Particle.BLOCK_CRACK) {
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amount = 10
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offset = vec(3, 3, 3)
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extra = 0.1
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force = true
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}
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// spawn the particle
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particle.spawnAt(loc)
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particle.spawnFor(player)
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```
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You can also access the builder as follows (and instantly spawn the particle).
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```kotlin
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loc.particle(Particle.HEART) { }
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player.particle(Particle.HEART) { }
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```
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### GamePhase API
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Game phases are commonly used with minigames. This is why KSpigot provides a general way to create such a game phase system quickly.
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```kotlin
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val game = buildGame {
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phase(length) {
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counterMessage("The game will start in", "seconds", "second", ">>", ".")
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end {
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broadcast("The game has started.")
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}
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}
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phase(length) {
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// alternative counterMessage implementation
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counterMessage {
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">> The special event will start in $it seconds."
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}
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start { /* do something in the beginning of the gamephase */ }
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end { /* e.g. start the event */ }
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}
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}
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game.begin()
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```
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Idle phases are still in development.
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<br>
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> Any questions? Feel free to contact me! |