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Redemptive Core

Make your plugins simpler.

Features

The following features are provided by the Redemptive library:

  • Full featured command library
  • Scoreboard system (WIP)
  • Inventory GUI
  • Controlled inventory (hotbar buttons)
  • Bean -> File serialization through annotated fields
  • Formats system (formats.yml)
  • ReactiveX event handling
  • Shorthands for common tasks (ItemShorthand, RunnableShorthand)
  • Extremely basic geometric data structures (Region, Point)
  • Timeline (for sequencing runnables)
  • Dependency downloading from maven repos and injection of dependencies at runtime
  • Injectable component libraries (redemptive-serialize providing GSON, redemptive-sql providing HikariCP, redemptive-persist providing Morphia)
  • Serializable player state encapsulation

An overview of a few of the key systems in Redemptive

Important differences

  • We use onModuleEnable, not onEnable
  • You may throw any exception from onModuleEnable, it will simply disable the plugin
  • You do not need to register commands in plugin.yml so long as they are redemptive commands registered by the plugin during runtime (using registerCommand)
  • Listeners are exceptionally rare, being replaced by the ReactiveX event handling system.

Commands

Below is an example command-

public final class CancelCommand extends RDCommand {
    public CancelCommand() {
        super("cancel");
    }

    @Override
    protected void handleCommand(Player player, String[] args, BlockRecorder recorder) throws CommandException {
        player.sendMessage(Animatic.getInstance().formatAt("recording.cancelled").get());
        Animatic.getInstance().clearRecorder(player);
    }
}

Registration:

registerCommand(new CancelCommand());

You can also use a RedemptiveCommand as a subcommand to another RedemptiveCommand

@CommandPermission("animatic.any")
public final class AnimaticCommand extends RDCommand {
    public AnimaticCommand() {
        super("animatic", new RecordCommand(), new PlayerCommand("player"), new ReloadCommand());
    }
}

Note, that this principal applies recursively. You can make a subcommand itself have a subcommand.

All subcommands are automatically tab-completable for those that have permission (checks for this are done through @CommandPermission, you have no obligation to use this, but for "vanilla redemptive" permission checks, like inbuilt tab complete, you must use this annotation)

All errors should be handled through the use of exceptions. You may handle exceptions thrown from a command in a general sense by overriding this method

protected void handleCommandException(CommandException ex, String[] args, CommandSender sender)

If there is an unhandled exception that does not subclass CommandException, then you will receive the hilariously named UnhandledCommandExceptionException

Here is a more complete example of a command which shows how to use exceptions and other features of redemptive commands

    @Override
    protected void handleCommand(Player player, String[] args) throws CommandException {
        if (args.length < 3) throw new ArgumentRequirementException("[mob type] [tutorial] [name...]");
        EntityType type;
        try {
            type = EntityType.valueOf(args[0]);
        } catch (Exception e) {
            throw new ArgumentRequirementException("The mob type is not valid!");
        }
        String[] nameParts = new String[args.length - 2];
        System.arraycopy(args, 2, nameParts, 0, nameParts.length);
        String name = Joiner.on(' ').join(nameParts), tutorial = args[1];
        TutorialManager tutorialManager = TutorialPlugin.getInstance().getTutorialManager();
        Optional<Tutorial> tut = tutorialManager.getTutorial(tutorial);
        if (!tut.isPresent())
            throw new ArgumentRequirementException("Could not find that tutorial!");
        tutorialManager.getMobsFile().addMob(new InteractableMob(player.getLocation().clone(), tutorial, name, type));
        player.sendMessage(formatAt("added-mob").get());
    }

Also note some interesting feature methods, including promptSender

   @Override
    protected void handleCommand(Player player, String[] args) throws CommandException {
        SetupContext contextFor = getContextFor(player);
        contextFor.setLock(true);
        SegmentContext segmentContext = contextFor.getSegmentContext();
        promptSender(player, "type a line to add into the chat").subscribe(line -> {
            segmentContext.addLine(line);
            messageSet(player, "lines #" + segmentContext.getLines().size(), line);
            contextFor.setLock(false);
        });
    }

This method will return to you, through rx event handling, a string which the player typed into the chat.

The implementation of this will be displayed in the ReactiveX event handling section.

ReactiveX event handling

ReactiveX is documented here https://www.spigotmc.org/threads/rxbukkit-a-new-event-philosphy.115344/

You may observe events using the methods on your plugin, all of which are named observeEvent.

Here's an example of a feature which is in our command system using this methodology

    protected void messagePrompt(CommandSender sender, String action) {
        sender.sendMessage(formatAt("setup.prompt").withModifier("action", action).get());
    }

    protected final Single<String> promptPlayer(Player player, String s) {
        return promptSender(player, s);
    }

    protected final Single<String> promptSender(final CommandSender sender, String s) {
        messagePrompt(sender, s);
        Observable<String> observable;
        if (sender instanceof Player) {
            observable = getPlugin()
                    .observeEvent(AsyncPlayerChatEvent.class)
                    .filter(new Func1<AsyncPlayerChatEvent, Boolean>() {
                        @Override
                        public Boolean call(AsyncPlayerChatEvent event) {
                            return event.getPlayer().equals(sender);
                        }
                    })
                    .map(new Func1<AsyncPlayerChatEvent, String>() {
                        @Override
                        public String call(AsyncPlayerChatEvent event) {
                            event.setCancelled(true);
                            return event.getMessage();
                        }
                    });
        } else if (sender instanceof ConsoleCommandSender) {
            observable = getPlugin().observeEvent(ServerCommandEvent.class)
                    .map(new Func1<ServerCommandEvent, String>() {
                        @Override
                        public String call(ServerCommandEvent event) {
                            event.setCancelled(true);
                            return event.getCommand();
                        }
                    });
        } else throw new IllegalArgumentException("You cannot perform this command!");

        return observable.take(1).toSingle();
    }

Formats System

You may specify a set of "formats" for a plugin as to not include any message strings in your source.

The following is an example of "getting" a format with variables

player.sendMessage(instance.formatAt("players.list-diffworld-line").withModifier("name", staticPlayer.getName()).get());

You must add

@UsesFormats

to your plugin type to enable this feature.

Note, there is a special key: prefix which can be added to your formats.yml and will always be prepended to formats. You can omit the prefix setting in a specific format (say, for an action bar message) by using withPrefix(false) while building your format.

Dependency Downloading and Loading

You may annotate your plugin with the following annotation:

@MavenLibraries({@MavenLibrary("io.reactivex:rxjava:1.0.16")})

Note This library (reactivex) is already downloaded for every plugin.

The only library you are required to shade into your final plugin jar is redemptive-core itself.

You may also specify a repository to download the dependency from through the property repo on the MavenLibrary annotation

If you wish to shade dependencies manually, add the @IgnoreLibraries annotation and all superclasses will be ignored.

Component Injection

This feature is designed as a fix for carrying around code you don't need in your jar. If you don't need gson, don't use it. Inject the component library if you do need it.

Your first step is to have the dependency for your component be present at runtime. This may either be accomplished via the dependency downloading system, or by simply shading the component in (far more common for the redemptive-* components).

Then, simply add a field to your plugin class that looks like this

@Inject private GsonBridge bridge

Where, in this case, we are injecting the GsonBridge from redemptive-serialize. The field will be non-null (assuming no exceptions) before your onModuleEnable is called.

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A minimalist, but feature packed, library for developing Bukkit plugins quickly.

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