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开源软件名称(OpenSource Name):jakobkmar/KSpigot开源软件地址(OpenSource Url):https://github.com/jakobkmar/KSpigot开源编程语言(OpenSource Language):Kotlin 87.0%开源软件介绍(OpenSource Introduction):KSpigotKSpigot is a Kotlin library for the popular spigot server software 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. DependencyKSpigot is available on Maven Central. Gradle: implementation("net.axay:kspigot:$kspigotVersion") Read the setup guide to get started! GuideYou will find the best information about KSpigot in the guide. ContactJoin our Discord Server (click on the badge above) Old tutorialsThe following content consist of some features which haven't already been migrated to the new guide. Chainable runnablesThis 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. 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 APIInventories 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. val gui = kSpigotGUI(GUIType.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 = 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(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))
// 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. player.openGUI(gui) Complex chat componentsDEPRECATED Use Creating chat components can get very messy quickly. However, creating a component with KSpigot is much more developer-friendly. 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. commandSender.sendMessage { /* same in here as above */ } Firework APITutorial still missing, both here and in the guide NBTData supportTypesafe and consistent // 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 valueslivingEntity.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 APIHandles the hassle of struggling with direction angles for you. val cardinal = CardinalDirection.fromLocation(loc) // NORTH, EAST, SOUTH, WEST
val vertical = VerticalDirection.fromLocation(loc) // UP, DOWN, STRAIGHT
// convert to BlockFace
val blockFace = cardinal.facing CustomItemIdentifiersYou want to mess with resourcepacks and extend your possibilities? 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 syntaxMakes complex modification of locations and vectors more intuitive. Also, you can use any type of number ( 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) StructuresA structure is a set of data defining what is inside a specific area. LocationAreaA LocationArea is an area between to given Locations. The max and min locations will be calculated automatically. 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 structureA structure can be loaded from any given LocationArea: val structure = area.loadStructure(includeBlocks = true, includeEntities = false) Using a structureStructures can be transformed and placed in the world. // 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 structuresCircleThere are different circle types, all inheriting from 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). // get all circle locations
circle.fillLocations
circle.edgeLocations
// get a structure from the circle
circle.filledStructure
circle.edgeStructure IP Address APIThis 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. player.ipAddressData
// or (for results in another language)
player.ipAddressData(IPAddressDataLanguage.GERMAN) What kind of data is available? ipData ?: return
ipData.district
ipData.city
ipData.continent
ipData.country
// and more... ParticlesThis part of the API makes it more intuitive to deal with particles. // 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). loc.particle(Particle.HEART) { }
player.particle(Particle.HEART) { } GamePhase APIGame phases are commonly used with minigames. This is why KSpigot provides a general way to create such a game phase system quickly. 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. |
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