Tutorial Kit tutorial

Discussion in 'Resources' started by Udit2303, Nov 11, 2017.

Thread Status:
Not open for further replies.
  1. Offline

    Udit2303

    Hello! While there are other kit tutorials out there, I feel none of them do justice to the complexity of what you can actually do with kits. Either other authors do not go in-depth or do not explain their code.

    Kits have a variety of uses in today's plugins - They are helpful for minigames, as a standalone plugin, or more!

    1) First we need to make a separate class for the Kits.

    Code:java
    Code:
    /**
    * @author Anand
    *
    */
    public class KitsManager
    {
    private /*Your Main Class*/ plugin;
    
    
    /**
      * Our constructor.
      * @param plugin
      */
    public KitsManager(/*Your Main Class*/ plugin) {
    this.plugin = plugin;
    }
    
    
    public /*Your Main Class*/ getPlugin() {
    return plugin;
    }
    }

    2) Now, I am going to make my method to create Kits. For this tutorial, I will be creating kits based on the items the player has in their inventory.

    Code:java
    Code:
    import java.util.ArrayList;
    import java.util.HashMap;
    import java.util.List;
    import java.util.Map;
    
    
    import org.bukkit.Material;
    import org.bukkit.configuration.file.FileConfiguration;
    import org.bukkit.enchantments.Enchantment;
    import org.bukkit.entity.Player;
    import org.bukkit.inventory.ItemStack;
    import org.bukkit.inventory.PlayerInventory;
    /**
    *
    * @author Anand
    *
    */
    public class KitsManager
    {
    private Main plugin;
    
    
    /**
      * Our constructor.
      * @param plugin
      */
    public KitsManager(Main plugin) {
    this.plugin = plugin;
    }
    
    
    /**
      * This is the method used to create kits.
      *
      * @param p
      * ~ The player who created the kit.
      * @param kitName
      * ~ The string which will from hereafter be the name of the kit.
      */
    public void createKit(Player p, String kitName) {
    FileConfiguration config = plugin.getConfig(); // Replace with the configuration file YOU want to use.
    PlayerInventory inv = p.getInventory();
    
    
    // Now, before creating a kit, we need to make sure that the kit does not already exist.
    if (config.getConfigurationSection("kits." + kitName) != null) {
    p.sendMessage(kitName + " already exists!");
    return;
    }
    
    
    // We'll be using this path a lot to set items and stuff for the kits.
    String path = "kits." + kitName + ".";
    // Create a new Configuration Section
    config.createSection("kits." + kitName);
    
    
    /*
      * This is our for loop. It iterates through all the main inventory slots (Slots 0 - 35).
      * If a player has an item there, it will set it in the config.
      */
    for (int i = 0; i < 36; i++) {
    ItemStack is = inv.getItem(i);
    
    
    // If null or air, continue, because we don't care anymore since that just wastes space in the config.
    if (is == null || is.getType() == Material.AIR)
    continue;
    
    
    // For each number, representing the inventory slot, we'll need to set several things such as the material.
    String slot = path + "items." + i;
    // Material.GOLD_INGOT ==> gold_ingot - This is unnecessary but looks better in the config and easier to read (in my opinion)
    config.set(slot + ".type", is.getType().toString().toLowerCase());
    config.set(slot + ".amount", is.getAmount());
    
    
    // Do not go any further if the item does not have any item meta.
    if (!is.hasItemMeta())
    continue;
    
    
    /*
      * Now, we are just going to be checking individually if there is a name, lore, etc..
      */
    if (is.getItemMeta().hasDisplayName())
    config.set(slot + ".name", is.getItemMeta().getDisplayName());
    
    
    if (is.getItemMeta().hasLore())
    config.set(slot + ".lore", is.getItemMeta().getLore());
    
    
    // We are going to be adding enchantments as a stringlist.
    if (is.getItemMeta().hasEnchants()) {
    Map<Enchantment, Integer> enchants = is.getEnchantments();
    List<String> enchantList = new ArrayList<String>();
    for (Enchantment e : is.getEnchantments().keySet()) {
    int level = enchants.get(e);
    enchantList.add(e.getName().toLowerCase() + ":" + level);
    }
    config.set(slot + ".enchants", enchantList);
    }
    // While 'continue;' isn't always necessary, I feel it's good practice to put it.
    continue;
    }
    
    
    /*
      * Since ternary operators can be confusing: If the armor piece is not
      * null, set it to the player's helmet. If it is null, set the config
      * key to air (representing the material air).
      *
      * Material.DIAMOND_HELMET => diamond_helmet
      */
    config.set(path + "armor.helmet", inv.getHelmet() != null ? inv
    .getHelmet().getType().toString().toLowerCase() : "air");
    
    
    config.set(path + "armor.chestplate", inv.getChestplate() != null ? inv
    .getChestplate().getType().toString().toLowerCase() : "air");
    
    
    config.set(path + "armor.leggings", inv.getLeggings() != null ? inv
    .getLeggings().getType().toString().toLowerCase() : "air");
    
    
    config.set(path + "armor.boots", inv.getBoots() != null ? inv
    .getBoots().getType().toString().toLowerCase() : "air");
    
    
    plugin.saveConfig();
    // Therefore, Operators have all kits by default.
    
    
    
    
    //NOTE: For the purpose of this tutorial, I will not be covering per-kit permissions unless I get many requests to add it.
    }
    
    
    public Main getPlugin() {
    return plugin;
    }
    }
    
    3) I will not be showing a method to remove Kits. It's a basic method - Just check if the kit exists, and then set the configuration section to null.
    But, we need a method to give players kits:


    Code:java
    Code:
    import java.util.ArrayList;
    import java.util.Arrays;
    import java.util.HashMap;
    import java.util.List;
    import java.util.Map;
    
    
    import org.bukkit.ChatColor;
    import org.bukkit.Material;
    import org.bukkit.configuration.ConfigurationSection;
    import org.bukkit.configuration.file.FileConfiguration;
    import org.bukkit.enchantments.Enchantment;
    import org.bukkit.entity.Player;
    import org.bukkit.inventory.ItemStack;
    import org.bukkit.inventory.PlayerInventory;
    import org.bukkit.inventory.meta.ItemMeta;
    /**
    *
    * @author Anand
    *
    */
    public class KitsManager
    {
    private Main plugin;
    
    
    /**
      * Our constructor.
      * @param plugin
      */
    public KitsManager(Main plugin) {
    this.plugin = plugin;
    }
    
    
    /**
      * This is the method used to create kits.
      *
      * @param p
      * ~ The player who created the kit.
      * @param kitName
      * ~ The string which will from hereafter be the name of the kit.
      */
    public void createKit(Player p, String kitName) {
    FileConfiguration config = plugin.getConfig(); // Replace with the configuration file YOU want to use.
    PlayerInventory inv = p.getInventory();
    
    
    // Now, before creating a kit, we need to make sure that the kit does not already exist.
    if (config.getConfigurationSection("kits." + kitName) != null) {
    p.sendMessage(kitName + " already exists!");
    return;
    }
    
    
    // We'll be using this path a lot to set items and stuff for the kits.
    String path = "kits." + kitName + ".";
    // Create a new Configuration Section
    config.createSection("kits." + kitName);
    
    
    /*
      * This is our for loop. It iterates through all the main inventory slots (Slots 0 - 35).
      * If a player has an item there, it will set it in the config.
      */
    for (int i = 0; i < 36; i++) {
    ItemStack is = inv.getItem(i);
    
    
    // If null or air, continue, because we don't care anymore since that just wastes space in the config.
    if (is == null || is.getType() == Material.AIR)
    continue;
    
    
    // For each number, representing the inventory slot, we'll need to set several things such as the material.
    String slot = path + "items." + i;
    // Material.GOLD_INGOT ==> gold_ingot - This is unnecessary but looks better in the config and easier to read (in my opinion)
    config.set(slot + ".type", is.getType().toString().toLowerCase());
    config.set(slot + ".amount", is.getAmount());
    
    
    // Do not go any further if the item does not have any item meta.
    if (!is.hasItemMeta())
    continue;
    
    
    /*
      * Now, we are just going to be checking individually if there is a name, lore, etc..
      */
    if (is.getItemMeta().hasDisplayName())
    config.set(slot + ".name", is.getItemMeta().getDisplayName());
    
    
    if (is.getItemMeta().hasLore())
    config.set(slot + ".lore", is.getItemMeta().getLore());
    
    
    // We are going to be adding enchantments as a stringlist.
    if (is.getItemMeta().hasEnchants()) {
    Map<Enchantment, Integer> enchants = is.getEnchantments();
    List<String> enchantList = new ArrayList<String>();
    for (Enchantment e : is.getEnchantments().keySet()) {
    int level = enchants.get(e);
    enchantList.add(e.getName().toLowerCase() + ":" + level);
    }
    config.set(slot + ".enchants", enchantList);
    }
    // While 'continue;' isn't always necessary, I feel it's good practice to put it.
    continue;
    }
    
    
    /*
      * Since ternary operators can be confusing: If the armor piece is not
      * null, set it to the player's helmet. If it is null, set the config
      * key to air (representing the material air).
      *
      * Material.DIAMOND_HELMET => diamond_helmet
      */
    config.set(path + "armor.helmet", inv.getHelmet() != null ? inv
    .getHelmet().getType().toString().toLowerCase() : "air");
    
    
    config.set(path + "armor.chestplate", inv.getChestplate() != null ? inv
    .getChestplate().getType().toString().toLowerCase() : "air");
    
    
    config.set(path + "armor.leggings", inv.getLeggings() != null ? inv
    .getLeggings().getType().toString().toLowerCase() : "air");
    
    
    config.set(path + "armor.boots", inv.getBoots() != null ? inv
    .getBoots().getType().toString().toLowerCase() : "air");
    
    
    plugin.saveConfig();
    // Therefore, Operators have all kits by default.
    
    
    
    
    //NOTE: For the purpose of this tutorial, I will not be covering per-kit permissions unless I get many requests to add it.
    }
    
    
    /*
      * This method has deprecation warnings: p.updateInventory() is the only deprecated method.
      */
    @SuppressWarnings("deprecation")
    public void giveKit(Player p, String kitName) {
    FileConfiguration config = plugin.getConfig();
    // Sanity-checks
    if (config.getConfigurationSection("kits." + kitName) == null) {
    p.sendMessage(kitName + " does not exist!");
    return;
    }
    
    
    // Clear the player's inventory so they don't have extra items
    p.getInventory().clear();
    // Again, we need this path.
    String path = "kits." + kitName + ".";
    // Because it exists, we can use the configuration section.
    ConfigurationSection s = config.getConfigurationSection(path + "items");
    // Loop through the different keys directly next in line, so to speak.
    for (String str : s.getKeys(false)) {
    int slot = Integer.parseInt(str);
    // Return (continue) if the slot is an invalid number.
    if (0 > slot && slot > 36)
    return;
    
    
    // Just cast some variables for easy use. Our null checks are later on.
    String string = path + "items." + slot + ".";
    String type = config.getString(string + "type");
    String name = config.getString(string + "name");
    List<String> lore = config.getStringList(string + "lore");
    List<String> enchants = config.getStringList(string + "enchants");
    int amount = config.getInt(string + "amount");
    
    
    // If you remember, we converted the name of the material to
    // lowercase. Because it's an enum we need to reconvert it.
    ItemStack is = new ItemStack(Material.matchMaterial(type.toUpperCase()), amount);
    ItemMeta im = is.getItemMeta();
    
    
    // Continue if there is no itemMeta.
    if (im == null)
    continue;
    
    
    if (name != null)
    im.setDisplayName(ChatColor.translateAlternateColorCodes('&', name));
    
    
    if (lore != null)
    im.setLore(Arrays.asList(ChatColor.translateAlternateColorCodes('&', lore.toString())));
    
    
    if (enchants != null) {
    // We attached enchantments to their levels - Now we need to
    // splice it. So we need to loop through each string list.
    for (String s1 : enchants) {
    String[] indiEnchants = s1.split(":");
    im.addEnchant(Enchantment.getByName(indiEnchants[0].toUppercase), Integer.parseInt(indiEnchants[1]), true);
    }
    }
    
    
    is.setItemMeta(im);
    p.getInventory().setItem(slot, is);
    }
    
    
    // We also need to give them armor.
    String helmet = config.getString(path + "armor.helmet").toUpperCase();
    String chestplate = config.getString(path + "armor.chestplate").toUpperCase();
    String leggings = config.getString(path + "armor.leggings").toUpperCase();
    String boots = config.getString(path + "armor.boots").toUpperCase();
    
    
    // If each is null, set their armor piece to air. Else, set it to the config key.
    p.getInventory().setHelmet(new ItemStack(helmet != null ? Material.matchMaterial(helmet) : Material.AIR));
    p.getInventory().setChestplate(new ItemStack(chestplate != null ? Material.matchMaterial(chestplate) : Material.AIR));
    p.getInventory().setLeggings(new ItemStack(leggings != null ? Material.matchMaterial(leggings) : Material.AIR));
    p.getInventory().setBoots(new ItemStack(boots != null ? Material.matchMaterial(boots) : Material.AIR));
    
    
    p.updateInventory();
    }
    
    
    public Main getPlugin() {
    return plugin;
    }
    }


    In conclusion, this tutorial shows you how to create kits, and give them based on the player's inventory. In your onCommand, (or wherever), you can give kits to the player and have them create it. As I said, a removeKit method would simply be just setting the ConfigurationSection to null.

    Please refrain from copying and pasting this code. It is crucial that you understand how this code works.

    This tutorial is not complete! I hope to add some more regarding Kit signs, and maybe other features.

    Tell me what you thought so far! I need feedback :)

    Reserved.
     
    Last edited by a moderator: Nov 11, 2017
  2. Online

    timtower Moderator Moderator

    @Udit2303
    if (config.getConfigurationSection("kits." + kitName) != null) should be replaced by config.contains
     
    0ct0berBkkitPlgins likes this.
Thread Status:
Not open for further replies.

Share This Page