KSpigot 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.
KSpigot is available on Maven Central.
Gradle:
implementation("net.axay:kspigot:$kspigotVersion")
Read the setup guide to get started!
You will find the best information about KSpigot in the guide.
Join our Discord Server (click on the badge above)
The following content consist of some features which haven't already been migrated to the new guide.
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.
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()
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.
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)
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.
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 */ }
Tutorial still missing, both here and in the guide
Typesafe 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)
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
Handles 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
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.
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
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.
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)
A structure is a set of data defining what is inside a specific area.
A 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*/ }
A structure can be loaded from any given LocationArea:
val structure = area.loadStructure(includeBlocks = true, includeEntities = false)
Structures 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)
There are different circle types, all inheriting from Circle
.
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
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.
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...
This 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) { }
Game 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.