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Adventure

Adventure is a library for server-controllable user interface elements in Minecraft. For a guide on how to use Adventure, check out the Adventure documentation.

Audiences

What is an Audience?

The following, taken from the Adventure documentation, describes the concept of an Audience:

As an API, Audience is designed to be a universal interface for any player, command sender, console, or otherwise who can receive text, titles, boss bars, and other Minecraft media. This allows extending audiences to cover more than one individual receiver - possible “audiences” could include a team, server, world, or all players that satisfy some predicate (such as having a certain permission). The universal interface also allows reducing boilerplate by gracefully degrading functionality if it is not applicable.

Put simply, every class that implements Audience, or one of the subtypes, provides access to the full Adventure API.

In Minestom, the following classes are audiences:

  • CommandSender,
  • Player,
  • Instance,
  • Scoreboard, and
  • Team.

This means that if you have an instance of any one of these classes, you can use the full Adventure API to, for example, show a title to every member of the audience. This allows for more powerful and direct control over how you communicate with players.

Obtaining Audiences

As mentioned in the previous section, some Minestom classes implement Audience directly. This means that if you have a reference to, for example, an Instance, you can simply use the Adventure API on that instance. As an example, the following code would be used to send a message to all players in an instance:

java
instance.sendMessage(Component.text("Hello, instance!"));

Minestom also provides a way to obtain audiences through the Audiences class. The following code provides an example of how this class would be used in your project:

java
Audiences.console().sendMessage(Component.text("Hello, console!"));
Audiences.players().sendMessage(Component.text("Hello, players!"));
Audiences.server().sendMessage(Component.text("Hello, console and players!"));

The Audiences class also provides a players(Predicate) function that allows you to collect an audience of players that match a specific predicate. For example, this could be used to check permissions before sending a broadcast. Additionally, if you would like access to each audience as an iterable, you can instead use the IterableAudienceProvider, an instance of which can be obtained using Audiences#iterable().

Custom audiences

The Audiences class also provides the ability to add custom audience members identified by a Key. This could be used to add an audience for file logging or a ForwardingAudience representing a custom collection of players. Audiences can be registered using the AudienceRegistry, an instance of which can be obtained using Audiences#registry(). For example, if you wanted to share a collection of staff members to send alerts to between plugins, this could be done using the following code:

java
// create the custom audience
Audiences.registry().register(Key.key("myplugin:staff"), staffMembers);

// later, anyone can access the audience using the key
Audiences.custom(Key.key("myplugin:staff")).sendMessage(Component.text("Hello, staff!"));

You can also create your own Audience, use the Adventure method Audience.audience(Iterable) or the Minestom PacketGroupingAudience.of() method to create an audience backed on an iterable object. This means that you could register a custom audience backed by a collection that you continue to update and the changes will be reflected when anyone uses the custom methods.

java
// create the custom audience
Audiences.registry().register(Key.key("myplugin:staff"), PacketGroupingAudience.of(staffMembers));

// at any time, you can update the audience by changing the collection
staffMembers.add(newStaffMember);

The all() and of(Predicate) methods will collect every custom audience using streams, and combine this with the server audience. Such an operation is relatively costly, so should be avoided where possible.

Packet grouping

Minestom also provides a new ForwardingAudience implementation called PacketGroupingAudience. This is implemented by every audience in Minestom that has multiple players. Instead of the normal ForwardingAudience implementation that iterates through the audience members, this implementation uses PacketUtils#sendGroupedPacket(Collection, ServerPacket) to attempt to send a grouped packet to all the players in this audience.

To create your own PacketGroupingAudience, you can use the static of(Collection) and of(Iterable) methods in the class which return an instance of PacketGroupingAudience when provided a group of players.

Viewable

In addition, the Viewable class includes two methods to obtain the viewers of the viewable object as an audience. This means that you can use the full Adventure API on the viewers of a viewable object. For example, to send a message to everyone who can view a player in the old API you would do:

java
for (Player player : viewable.getViewers()) {
    player.sendMessage(someMessage);
}

With the Adventure API you can simply do:

java
viewable.getViewersAsAudience().sendMessage(someMessage);

The added benefit of using the audience provided by the Viewable Class is that it implements PacketGroupingAudience which means the outgoing packets are grouped where possible, reducing networking overhead when compared to the looping method of sending messages.

Color

The base class is the Color class is a general purpose class for representing RGB colors, similar to java.awt.Color. As this class implements Adventure's RGBLike interface, it can be used anywhere in the Adventure API that requires coloring (e.g. component text). A new addition to this class is the mixWith method which mixes this color with a series of other RGBLike colors to create a new color using the same method that vanilla Minecraft uses to mix dyes and colors.

Building on top of Color, AlphaColor represents an RGBA color (with alpha channel). This class also implements RGBALike
for use with ShadowColor in text components.

There is also one additional color class; DyeColor. This enum represents the different colors of the dyes within Minecraft and provides values for each of the different vanilla dye types. This class includes a method to get the RGB color of the dye and the equivalent firework color. As with the Color class, this class also implements RGBLike so it can also be used throughout the Adventure API.

Translation

The Adventure update in Minestom adds the MinestomAdventure class, a powerful and feature-rich way to control the flow of component translation. Adventure provides the concept of a GlobalTranslator. By supplying sources, and a collection of key-value pairs, you can perform server-side translations without any additional code or complicated localization libraries.

To enable automatic component translation, you need to set the constant MinestomAdventure#AUTOMATIC_COMPONENT_TRANSLATION to true. With this set, any components that are being sent to players will be translated using their locale automatically.

Resource Packs

Adventure exposes methods on an Audience for pushing, popping, and clearing resource packs.

java
ResourcePackRequest request = ResourcePackRequest.resourcePackRequest()
        .packs(ResourcePackInfo.resourcePackInfo(myUuid, myUrl, myHash))
        .prompt(Component.text("Please accept the resource pack"))
        .required(true)
        .build();
audience.sendResourcePacks(request);

audience.removeResourcePacks(myUuid);

audience.clearResourcePacks();

It is also possible to listen for resource pack statuses when applying a resource pack via adventure:

java
ResourcePackRequest request = ResourcePackRequest.resourcePackRequest()
        .packs(ResourcePackInfo.resourcePackInfo(myUuid, myUrl, myHash))
        .callback((uuid, status, theAudience) -> {
            theAudience.sendMessage(Component.text("Resource pack " + uuid + " status: " + status));
        })
        .build();