objd 0.1.0
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objd is a Object Oriented framework for Building Minecraft Datapacks with ease

objD #

Objective Builder Just for Datapacks #

objD is a framework for developing Datapacks for Minecraft. It uses the Dart programming language.

Why a framework? #

A framework is a set of utilities to reduce the amount of repetitive work. I've tried many ways in the past to achieve a quick and easy way to generate Datapacks for Minecraft: A own programming language mcscript, several graphical online generators at stevertus.com or premade utilities.

Instead of developing a language, why not using the tools and parser an other language gives you? By building a custom frame around it you get the reliability and the extensive debugging tools in Editors.

The generation of Datapacks is easy,fast and aims to be less repetitive and modular by utilizing the concept of Widgets as one of the main features.

Installation #

[Temporary]

You need the Dart SDK for this framework. Download and install it from https://www.dartlang.org/tools/sdk

I would also recommend Visual Studio Code along with the dart plugin to edit dart files very conveniently.

Make a new folder that will house your project wherever you want(I would recommend datapacks folder).

And inside of that create a file named pubspec.yaml and another folder called lib.

Open the pubspec.yaml file and add

dependencies:  
   objd: ^0.1.0

And run

$  pub get

with the console in the new folder(VS code does this automatically)

Getting started #

Let's get started and create our first dart file with lib/main.dart file.

Then we import the framework with:

import 'package:objd/core.dart';

Then we need to create a new datapack project:

void main(){
	createProject(
		Project(
			name:"This is going to be the generated folder name",
			target:"./", // path for where to generate the project
			generate: CustomWidget() // The starting point of generation
		)
	);
}

Next of we need to build this custom Widget:

class CustomWidget extends Widget {
	@override
	Widget generate(Context context){
		
	}
}

To get more details on why we build it like that, check out the Widget documentation.

Like we can see the generate method, which is called on build, has to return another Widget, in our case an instance of the Pack class.

Widget generate(Context context){
	return Pack(
		name:"mypack",
		main: File( // optional
			path: 'main'
		)
	)
}

What we are doing right now is to generate a new subpack with a name(This will be the namespace of your functions later) and a main file(runs every tick) with the name "main.mcfunction".

You can run the project already and the result should be a pack with an empty main.mcfunction file.

So lets add some functionality to our project in our main file.

main: File(
	path: 'main',
	child: Log('Hello World')
)

But how to add a list of Actions then? Well there's also an Widget for that: For.of

child: For.of(List<Widget>[
	Log('Hello World'),
	Command('setblock 0 0 0 air')
])

So now we have a List of Widget, so we can use as many as we want

Widget #

A widget is the base element for basically everything in objD.

property
generate(Context)returns the underlying Widget Tree
toMap()Similar to toString, but returns a Map tree of the child in generate

Example: We can use an Widget to get or build functionality. e.g

// building our own widget:
class CustomCommand extends Widget {
	@override
	Widget generate(Context context){
		// using an existing widget
		return Command('custom')
	}
}

Context #

Maybe you already wondered what this context argument here is:

Widget generate(Context context){

The Context is a way to get certain important information from the parents.

properties
packIdString of the current pack's name
filethe current file name
loadFilethe filename of your load file
mainFilethe filename of your main file
prefixesa List of Strings that should be added in front of actions(mainly used by Groups)

You can use this context to build more modular Widgets and don't need to hardcode certain files and the pack id:

class LoadWidget extends Widget {
	@override
	Widget generate(Context context){
		return Command('function ' + context.packId + ":" + context.loadFile)
	}
}

Project #

The project is a special Widget which is just defined once. It contains some built options, like description or name, but also the entire underlying tree of packs, files and actions.

constructor
namethe name of the datapack folder
generatea widget that defines the projects content
[description]A description that will go in pack.mcmeta

Example:

main() {
// create Project takes in one project and compiles it
createProject(
	Project(
	name:  "tested",
	generate:  mainWidget(),
	));
}

Pack #

A pack is logically the next step. This defines a sub-pack with an name again that will be our namespace afterwards. Here we can also define included files as well as the main and load function:

constructor
namethe name of the sub-pack
[main]the main file that is ran every tick
[load]the load file that is ran on reload
[files]A List of type File witch includes other needed files

Example:

Pack(
	name:"tpcraft",
	main: File(...),
	load: File(...),
	files: List<File> [
		File(...)
	]
)

The Pack class can be used as often as you want and where you want, so you can also define a new pack in some file.

Notice: The namespace of the pack is accessible in these files by using the context variable. e.g: Command("function" + context.packId + ":run")

File #

The Pack class already required some files. The file class simply generates a new mcfunction file with content and a path.

The File constructor has two required arguments:

constructor
paththe desired file path going from /data/:packId:/functions/ on
childthe content of the file
[execute]Boolean if the function should be executed directly

The File class can be used as often as you want and where you want, so you can also define a new file in a For container for example. Example:

Pack(
	name:"tpcraft",
	main: File(
		path:"main",
		// and defining a new file inside of an widget
		child: File.execute( // same as execute: true
			path: 'new'
			child: Command(...)
		)
	),
)

Extend #

Extend is very similar to File, but instead of creating a new file it adds content to an existing file.

constructor
Stringthe desired file path going from /data/:packId:/functions/ on
childthe additional content
[first]Boolean if the content should be added in front of the original(def. false)

So lets say we already have some files in our pack, but want to add something to the main file somewhere entirely else in our project:

Extend(
	"main",
	child: Command("say okay"),
	first: true
)

This would add the command say okay in front of our main.mcfunction.

Command #

A Command is a raw action, that is executed by Minecraft directly.

constructor
Stringthe raw command in the format "/command" or "command"

Example:

// using a command in a file:
File(
	path:"command",
	child: Command('/say hey')
)
// uses the say command in command.mcfunction:
say hey

For #

The For class enables you to add multiple endpoints to one Widget.

There is always a List of Widgets involved.

constructor
tothe ending index including itself
createa function returning a Widget based on the index argument
[from]the starting index(default 0)
[step ]the value used in each iteration to increases the index(default 1)

So the basic for class utilizes a loop from a value to another value:

File(
	path:"for",
	child: For(
		from: 0,
		to: 5,
		create: (index){
			return Command('/say ' + index.toString())
		}
	)
)
// results in:
say 0
say 1
say 2
say 3
say 4
say 5

There is also an other Constructor for looping through a given list of widgets:

For.of
List of Widgetsloops through each of these Widgets

Example:

File(
	path:"for_of",
	child: For.of(List<Widget>[
		Command('say 1'),
		Command('say 2'),
		Command('say 3')
	]),
)
// results in:
say 1
say 2
say 3

CommandList #

But there is a more efficient way to list raw Minecraft commands. The CommandList Widget allows you to input a List of Commands, a List of Strings representing a command or a multiline string.

constructor
Lista list of commands or strings

This has basically the same function as For.of just for commands.

CommandList(List<Command>[
		Command('say 1'),
		Command('say 2'),
		Command('say 3')
]),

But there is also a subset which accepts one big multiline string:

CommandList.str
Stringlist of commands each on a seperate line
CommandList.str("""
	/say 1
	/say 2
	/say 3
"""),

The slashes are automatically filtered out.

Group #

The group groups actions similar to for but has an option to prefix each action and encapsulate the content in a new file.

constructor
prefixa prefix type of String
childrenthe underlying widgets
[suffix]a String that should be added at the end
[filename]the targeted filename(will be combined with an unique id)
[groupMin]the minimum amount of children to encapsulate(default = 3, set to -1 to disable)

If the children length is larger or equal groupMin a new file is created in /objD/(the working directory for objectiveD) and executed.

Group(
	prefix: "execute as @e run "
	children: List<Widget>[
		Command('say 1'),
		Command('say 2'),
		Command('say 3')
	],
	filename: "asgroup",
	groupMin: 2
),

Entity #

constructorarguments are optional
selectorthe entity selector(e.g p,s,e or r)
limitnumber of matched entities
tagsa List of Strings or Tags that the entity should have
scoresa List of Score matches that the entity should match
typeEntityType, id of the entity
areaA List of two Locations marking an area where the entity should be
distanceRange to the entity
levelRange of experience levels
gamemodeGamemode type(e.g Gamemode.creative, Gamemode.survival)
horizontalRotationRange of the horizontal facing direction
verticalRotationRange of the vertical facing direction
playerNamea String if you prefer to use a playername instead of arguments
Methods
sortadds a sort attribute of type Sort
storeResultCommand, path, useSuccess
addTagadds a new tag to the entity
addTagsadds multiple tags
removeTagremoves tag again

storeResult stores a result or success of a command in the nbt path of an entity. Example:

Entity.Selected().storeResult(
	Command('say hello'),
	path: "Invisisble",
	useSuccess:true
)

⇒ execute store success entity @s Invisisble run say hello
Sort
Sort.random
Sort.furthest
Sort.nearest
Sort.albitrary

The Range class defines a range of values(e.g 3..10 in vanilla)

Range
[to]Number for the maximum range
[from]Number for the minimal range
EntityType
StringString representation of the type

There is also an EntityType for every type_id in minecraft with EntityType.[type_id]

Say(
	entity: Entity(
		selector: "e",
		limit: 1,
		tags:["first","second"],
		scores:[Score(score1).matches(10)]
		type: EntityType.armor_stand,
		distance: Range(to:2),
		area: [
			// use null for a unlimited selection
			Location.glob(x: -10,y: null,z: -10), 
			Location.glob(x: 10, y: null, z: 10)
			// it also automatically calcs the distance between these
		]
		level: Range(from: 1),
		gamemode: Gamemode.creative,
		horizontalRotation: Range(from:1),
		verticalRotation: Range(from: 20, to: 80),
	).sort(Sort.random)
)

⇒ say @e[limit=1,tag=first,tag=second,scores:{test=10},type=armor_stand,distance=..2,x=-10,z=-10,dx=20,dz=20,level=1..,gamemode=creative,y_rotation=1..,x_rotation=20..80,sort=random]
specific constructors
Entity.Selected(...)creates an entity with @s
Entity.Player(...)creates an entity with @p
Entity.PlayerName(String)creates an entity with an implicit name
Entity.All(...)creates an entity with @a
Entity.Random(...)creates an entity with @r

Tag #

A tag saves a boolean value with an entity inside the game.

constructor
Stringthe name of the tag
entitythe entity you that want to assign a tag to
valuethe boolean value(default true)

Example:

Tag("firstTag",entity:Entity.Player(),value: true)
⇒ tag @p add firstTag

There is also the add or remove method for changing a variable:

Tag mytag = Tag("firstTag",entity:Entity.Player())
// in generate
mytag.add(),
mytag.remove()

⇒ tag @p add firstTag
⇒ tag @p remove firstTag

Also consider the addTag method on an entity.

Scoreboard #

A scoreboard objective holds values, kind a like a Variable inside Minecraft. The Scoreboard class just handles adding or removing objectives. The value assignment is handled by the Score class.

constructor
Stringname of the objective(required)
typethe objective type (default = dummy)
displayTextComponent that displays the name
addIntoLoadbool whether the scoreboard should be added into your load file(default = true)

objD automatically keeps a list of all scoreboards and inserts them into the given load file, ignoring doubled names. Example:

Scoreboard(
"death_count",
type: "deathCount",
display: TextComponent("This is how many deaths you have:"),
addIntoLoad: true
)
Scoreboard("death_count")

// load.mcfunction:
/scoreboard objectives add death_count deathCount [{"text":"This is how many deaths you have:"}]

So the second scoreboard was not added because one "death_count" already existed.

The Scoreboard.add constructor does exactly the same but puts the result without checking in the current file.

Scoreboard.remove removes an objective by its name again.

With Scoreboard.setdisplay you can display the values:

Scoreboard.setdisplay
Stringname of the objective(required)
displayString for display location (default = sidebar)

Score #

The score class is the basis for setting values, calculating with scores and checking the values. It implements one base class with no functionality and several methods to do actions:

constructor
Entitythe entity within the scoreboard
Stringthe name of the objective
addNewbool whether it should add the scoreboard itself if it does not exist(default = true)

With the addNew property it is not required to add a scoreboard before!

Calculations

These methods can be used to set or calculate the value:

namearguments
setint
reset
addint
subtractint
The following compare another Score
setEqualScore
swapWithScore
setToSmallestScore
setToBiggestScore
addScoreScore
subtractScoreScore
multiplyByScoreScore
divideByScoreScore
moduloScore
setToDataData
setToResultCommand,useSuccess(bool)

All of these methods return a new instance of Score with the calculations applied. So you can also chain single calculations or use multiple on one base Score.

Examples:

// defining scores variables inside the widget
Score base = Score(Entity.Selected(),"score",addNew: true)
Score another = Score(Entity.Selected(),"score2")
// ... in the generate method:
base.set(5).add(3).subtract(10).reset()
⇒ scoreboard players set @s score 5
⇒ scoreboard players add @s score 3
⇒ scoreboard players remove @s score 10
⇒ scoreboard players reset @s score

base.setEqual(another).swapWith(another).setToBiggest(another)
⇒ scoreboard players operation @s score = @s score2
⇒ scoreboard players operation @s score >< @s score2
⇒ scoreboard players operation @s score > @s score2

another.addScore(base).divideByScore(base).modulo(base)
⇒ scoreboard players operation @s score2 += @s score
⇒ scoreboard players operation @s score2 /= @s score
⇒ scoreboard players operation @s score2 %= @s score

// setToData must take in Data.get 
base.setToData(Data.get(Location("~ ~ ~"),"Items[0].Count"))
⇒ execute store result score @s score run data get block ~ ~ ~ Items[0].Count 1

// using success instead of result
base.setToResult(Command("say hi"),useSuccess:true) 
⇒ execute store success score @s score run say hi

Conditions

These methods can be used for example with if to match values:

nameargumentsexample Result
matchesint@s score matches 5
matchesRangeRange@s score matches 0..20
isEqualScore@s score = @s score2
isSmallerScore@s score < @s score2
isSmallerOrEqualScore@s score <= @s score2
isBiggerScore@s score > @s score2
isBiggerOrEqualScore@s score >= @s score2

Block #

There is also a util class called Block which provides a wrapper for all available blocks in Minecraft. Usage:

Block([minecraft_block_id]) // as string or
Block.[minecraft_block_id]

All ids can be found here. But you can also insert a block by its string:

constructor
Stringthe minecraft block id

Example:

SetBlock(
	Block.stone,
	location: Location.here()
)

Location #

In the block example we already used a class called Location. This translates into Minecraft Coordinates.

constructor
Stringthe minecraft coordinate string(e.g "~ ~ ~")
SetBlock(Block.stone,location: Location("~ 5 ~"))

There is also a shortcut for " ~ ~ ~ ":

Location.hereSelects the current Position
Location.here()
⇒ ~ ~ ~

But the Location class also provides a wrapper for global coordinates:

Location.glob
xa double defining the absolute x coordinate
ya double defining the absolute y coordinate
za double defining the absolute z coordinate
Location.glob(x: 5,y: 51.5,z: 784.20) 
⇒ 5 51.5 784.2

And also for relative coordinates:

Location.rel
xa double defining the relative x coordinate
ya double defining the relative y coordinate
za double defining the relative z coordinate
Location.rel(x: 5,y: 1.5,z: 0)
⇒ ~5 ~1.5 ~

And local coordinates(depends on the rotation of the head):

Location.local
xa double defining the local x coordinate
ya double defining the local y coordinate
za double defining the local z coordinate
Location.local(x: 0,y: 1,z: 2.5)
⇒ ^ ^1 ^2.5

There is also a method for a location:

methods
storeResultCommand, path, useSuccess
This stores a result or success of a command in the nbt path of a location.
Example:
Location.here().storeResult(Command('say hello'),path: "Items[0].tag.command",useSuccess:true)

⇒ execute store success block ~ ~ ~ Items[0].tag.command run say hello

Area #

The Area class provides a way to select a three dimensional space between some locations. Therefore it automatically builds the lowest and highest coordinates and calculates the distances.

constructordoubles
x1one x corner
y1one y corner
z1one z corner
x2second x corner
y2second x corner
z2second x corner
This is especially useful for if blocks, Fill and Clone.

Example:

Area(x1: 100, y1: -15.75, z1: 0, x2: 2, y1: 10, z2: -10)
⇒ 2 -15.75 -10 100 10 0

But if you would also like local or relative coordinates, you can always pass the locations directly:

Area.fromLocations
Locationlocation 1
Locationlocation 2

Rotation #

The Rotation class is very similar to Location but takes in just two directions for an entities rotation:

constructor
Stringthe minecraft coordinate string(e.g "~ ~")
Rotation.glob
xint representing global x orientation
yint representing global y orientation
Rotation.rel
xint representing rotation relative to the current x orientation
yint representing rotation relative to the current y orientation

Example:

Rotation.rel(x: 90,y: 180)
⇒ ~90 ~180

Execute.rotated(Rotation.glob(x:0,y:90),children:[
	Command("tp @s ^ ^ ^10")
])
⇒ execute rotated 0 90 run command tp @s ^ ^ ^10

Data #

The Data Widgets allows you to edit nbt data of Entities or Blocks.

constructor
dynamicThe target Entity OR Block which you want to modify
nbtA Dart Map containing new nbt data
typeA String defining the operation type(default=merge)

Example:

Data(
	Entity.Selected(),
	nbt: {
		"Invisible":1,
		"NoGravity":1
	}
)
⇒ data merge entity @s {"Invisible":1,"NoGravity":1}

There are also subconstructors for each operation type(Data.merge, Data.get, Data.remove)

And the modify operation is also available, yet a bit more complex:

Data.modify
dynamicThe target Entity OR Location which you want to modify
paththe nbt path you want to modify
modifyA DataModify object defining which parameters you want to modify

So this is split up into a seperate class: DataModify There are five sub operations again: set, merge, prepend, append and insert. All follow this constructor rules:

DataModify
dynamicThe source of the modification. Can be a Map, String, Number, Entity or Location
fromPathoptional path for the Entity or Location source from where to read the data

So we can for Example use

Data.modify(
	Entity.Selected(),
	path: "my_Custom_Path",
	modify: DataModify.set(
		"hey" // or {"nbt":"here"} or 56
	),
)
⇒ data modify @s my_Custom_Path set value "hey"

Or So we can for Example use

Data.modify(
	Entity.Selected(),
	path: "my_Custom_Path2",
	modify: DataModify.insert(
		Entity.Selected(), // or Location... to get data from a block
		index: 2, // insert also needs an additional index
		fromPath: "my_Custom_Path"
	),
)
// this just copies one property to another
⇒ data modify @s my_Custom_Path2 insert from entity @s my_Custom_Path

A handy shortcut for that is the Data.copy constructor, which just copies a property from one path to another:

Data.copy
dynamicThe target Entity OR Location which you want to modify
paththe nbt path you want to copy to
fromThe source Entity OR Block
fromPathThe source nbt path
Data.copy(
	Entity.Selected(),
	path: "my_Custom_Path2",
	from: Location("~ ~-1 ~"),
	fromPath: "Items[0].tag.display.name"
)
⇒ data modify @s my_Custom_Path2 set from block ~ ~-1 ~ Items[0].tag.display.name

Item #

The Item class represents an item in an inventory in Minecraft. It is used in the Give or Nbt Commands.

This Class is incomplete, more functionality soon...

constructor
ItemType | Block | Stringthe type of item(required, see example)
countInteger value for the amount of stacked items
slotThe current slot of the item(does not work for give)
damagethe used durability of the item
modelint describing which model varient should be used
nbtaddional NBT as Dart Map

Example:

Give(Entity.Selected(),
	item: Item(
		ItemType.iron_axe, // OR Block.stone OR "whatever id"
		count: 5,
		damage: 40,
		model: 3390001,
		nbt: {
			"customNBT":1
		}
	)
)

⇒ give @s minecraft:iron_axe{"customNBT":1,"Damage":40,"CustomModelData":3390001} 5

ItemType is like EntityType or Block a utility class to provide a list of all available items.

ItemType([minecraft_item_id])creates a ItemType from a String
ItemType.[minecraft_item_id]there is also an value for each item in Minecraft

Command Wrappers #

In this section are a few classes that build commands with inputs(Entities, Texts, Blocks, Locations).

Comment #

The Comment widget generates a simple line with some annotations(# ...). It also features a simple line break: Example:

Comment("hello world")
⇒ # hello world
Comment.LineBreak()
⇒ 

Execute #

One of the most used commands has a widget too. The execute command has multiple syntaxes that allow to manipulate the position, executer or condition.

constructor
childrena List of children that should be executed(required)
encapsulateweither the children should be in an extra file for a certain length
asan Entity that runs the commands
atan Entity from where the command should run
Ifa Condition that must be true to execute the commands
locationa Location or Entity from where to run the commands
alignString with align statements e.g: "xyz"
anchoreither Facing.eyes or Facing.feet
facingA Location or Entity to rotate to
rotationA rotation of type Rotation
dimensionDimension of overworld, the_end or the_nether
targetFilePathforce the group to use this path instead of /objd/
targetFileNameforce the group to use this name instead of automatic generated names

All Execute classes are also an Group, so they will group commands in seperate files and allow multiple children. Example:

Execute(
	as: Entity.player(),
	at: Entity.Selected(),
	If: Condition.entity(Entity())
	location: Location.here(),
	align: "yz",
	anchor: Facing.eyes,
	facing: Location().glob(x:0,y:0,z:0)
	rotation: Rotation.rel(x:10,y:20),
	dimension: Dimension.the_nether
	children: List<Widget> [
		Command("/say I get executed")
		Say(msg:"Me too")
	]
),

⇒ execute as @p at @s if entity @e positioned ~ ~ ~ align yz anchored eyes facing 0 0 0 rotated ~10 ~20 in the_nether run say I get executed
  execute as @p at @s if entity @e positioned ~ ~ ~ align yz anchored eyes facing 0 0 0 rotated ~10 ~20 in the_nether run say Me too
Execute. as
Entitythe entity from which the children should run
childrena List of children that should be executed
[encapsulate]same as base

This is just a different notation for Execute.

Execute.as(
	Entity.player(),
	children: List<Widget> [
		Command("/say I get executed")
	]
),

⇒ execute as @p run say I get executed
Execute. at
Entitythe entity from where the children should run
childrena List of children that should be executed
[encapsulate]same as base
Execute.at(
	Entity.player(),
	children: List<Widget> [
		Command("/say I get executed")
	]
),

⇒ execute at @p run say I get executed
Execute.asat
Entitythe entity from which and where the children should run
childrena List of children that should be executed
[encapsulate]same as base

Asat combines as and at to just one entity.

Execute.asat(
	Entity.player(),
	children: List<Widget> [
		Command("/say I get executed")
	]
),

⇒ execute as @p at @s run say I get executed
Execute.positioned
Entity|Locationthe new position
...

Positioned sets the execution point of the command to a new Location or Entity.

Execute.positioned(
	Entity.player(), // Location...
	children: List<Widget> [
		Command("/say I get executed")
	]
),

⇒ execute positioned as @p run say I get executed
Execute.align
Stringrepresentation of the alignment
...

Aligns the position to the corners of the block grid.

Execute.anchored
FacingFacing.eyes or Facing.feet
...

Sets the execution position(^ ^ ^) to the eyes or the feet.

Execute.facing
Entity or Locationthe target to face(required)
facingeither face the Facing.eyes(default) or Facing.feet
...

Sets the execution rotation so that it faces a location or an entity's feet or eyes. Example:

Execute.facing(
	Entity.player(), // or Location...
	facing: Facing.feet // optional
	children: List<Widget> [
		Command("/say I get executed")
	]
)
⇒ execute facing entity @p feet run say I get executed
Execute.rotated
Rotationthe rotation object
...

Sets the execution rotation to the given rotation.

Execute.dimension
Dimensionthe given dimension type
...

Sets the execution dimension(execute in) to either Dimension.overworld, Dimension.the_end or Dimension.the_nether.

Methods #

All of these constructors are also available as methods with some additional utils:

Methods
centercenteres the alignment(middle of the block)

That means you can chain the actions, like with score, and use multiple actions at once:

// declaring the base
Execute ex = Execute(
	children:[
		Say(msg:"Hello"),
		Command("say e")
	]
)
// in the generate method:
ex.asat(
Entity.All())
	.center()
	.positioned(Location.rel(x:0,y:20,z:0))
⇒ execute as @a at @s align xyz positioned ~0.5 ~0.5 ~0.5 positioned ~ ~20 ~ run say Hello
   execute as @a at @s align xyz positioned ~0.5 ~0.5 ~0.5 positioned ~ ~20 ~ run say e

If #

The if widget accepts a Condition and runs the children if the condition is true. If just gives you an execute wrapper with if and else statements. The conditions have their own class.

constructor
Conditionthe condition
Thena List of Wigets that runs on match
Elsea List of Widget that runs if it does not match(optional)
targetFilePathforce the group to use this path instead of /objd/
targetFileNameforce the group to use this name instead of automatic generated names

Example:

If(
	Condition(Entity.Player()),
	Then: [
		Say(msg:"true")
	],
	Else: [
		Say(msg:"false")
	]
)
⇒ execute if entity @p run say true
⇒ execute unless entity @p run say false

Not Final! Will be done with tags later on.

You can also negate the Condition with If.not:

If.not(
	Condition(Entity.Player()),
	Then: [
		Say(msg:"true")
	]
)
⇒ execute unless entity @p run say true

Condition #

The Condition class defines conditions for the if widget and more. It can also combines conditions and generates an argument list.

constructor
dynamicthe thing you want to test
Well it is not as easy as it looks. A condition can accept many values and this makes the Condition very complex.
The argument can be a...and generates e.g
Entityif entity @s
Scoreif score @s objective matches 5Attention! This needs a score condition method!
Tagif entity @s[tag=test]turns a tag into an entity
Locationunless block ~ ~2 ~ airJust checks whether a block is present
Conditionif entity @s if block ~ ~ ~ stoneYes, you can nest Conditions like Widgets and combine them.

Examples:

If(
	Condition(
		Entity.Selected()
	)
	,Then:[Say(msg:'entity')],
)
⇒ execute if entity @s run say entity
If(
	Condition(
		Location.here()
	),
	Then:[Say(msg:'block')],
)
⇒ execute unless block ~ ~ ~ minecraft:air run say block
If.not(
	Condition(
		Score(
			Entity.PlayerName("Stevertus"),
			"objective"
		).matches(10)
	),
	Then:[Say(msg:'score')],
)
⇒ execute unless score Stevertus objective matches 10 run say score

For Score, Block and Entity there is also a named constructor along with:

Condition.blocks
Areathe Area of blocks that you want to compare
comparethe lowest comparison Location of the area of the same size

Condition.block: also requires a block type:

If(
	Condition.block(
		Location.here(),
		block: Block.stone
	),
	Then:[Say(msg:'stone')],
)
⇒ execute if block ~ ~ ~ minecraft:stone run say stone

Condition.not: accepts same dynamic condition types as above but negates them (if ⇒ unless, unless ⇒ if)

Condition.and: accepts a list of dynamic condition types, that all have to be true to trigger:

If(
	Condition.and([
		Location.here(),
		Entity(),
		Condition(...)
	]),
	Then:[Say(msg:'true')],
)
⇒ execute unless block ~ ~ ~ minecraft:air if entity @e if ... run say true

Condition.or: accepts a list of dynamic condition types, but just one has to be true to trigger:

If(
	Condition.or([
		Location.here(),
		Entity(),
		Condition(...)
	]),
	Then:[Say(msg:'true')],
)
⇒ execute unless block ~ ~ ~ minecraft:air run tag @p add objd_isTrue1
⇒ execute if entity @e run tag @p add objd_isTrue1
⇒ execute if ... run tag @p add objd_isTrue1
⇒ execute as @p if entity @s[tag=objd_isTrue1] run say true
⇒ tag @p remove objd_isTrue1

Just temporary, will be done with tags later...

With this knowledge we can build pretty complex logical conditions:

If.not(
	Condition.and([
		Condition.not(Entity.Player()),
		Condition.or([
			Entity.Random(),
			Condition.blocks(
				Area(x1: 0, y1: 0, z1: 0, x2: 10, y2: 10, z2: 10),
				compare: Location('~ ~ ~'),
			),
			Condition.not(
				Condition.score(
					Score(Entity.Selected(),"test")
					  .matchesRange(Range(from:0,to:5))	
				),
			),
		]),
	]),
	Then: [Say(msg:"I'm done")]
)
⇒ 
execute if entity @p unless entity @r run tag @p add objd_isTrue1
execute if entity @p unless blocks 0 0 0 10 10 10 ~ ~ ~ run tag @p add objd_isTrue1
execute if entity @p if score @s test matches 0..5 run tag @p add objd_isTrue1
execute as @p if entity @s[tag=objd_isTrue1] run say I'm done
tag @p remove objd_isTrue1

SetBlock #

The SetBlock Command Class sets a Block at the specified location:

constructor
Blockthe Block type you want to set
locationwhere you want to set the block

Example:

SetBlock(
	Block.stone,
	location: Location.glob(
		x: 5,
		y: 0,
		z: 20
	)
)
⇒ setblock 5 0 20 minecraft:stone

Fill #

Fill acts similar to setblock, but fills a whole area instead.

constructor
Blockthe fill material
areathe Area to fill

Tip: There are also constructors for Fill.destroy, Fill.hollow, Fill.outline and Fill.keep

Example:

Fill(
	Block.dirt,
	area: Area.fromLocations(
		Location.glob(x: 0, y: 0, z: 0),
		Location.glob(x: 10, y: 20, z: 10)
	),
)
⇒ fill 0 0 0 10 20 10 minecraft:dirt

You can also just replace specific other blocks:

Fill.replace
...Everything the same
replacethe Block type you want to replace

Example:

Fill.replace(
	Block.dirt,
	area: Area.fromLocations(
		Location.glob(x: 0, y: 0, z: 0),
		Location.glob(x: 10, y: 20, z: 10)
	),
	replace: Block.stone,
)
⇒ fill 0 0 0 10 20 10 minecraft:dirt replace minecraft:stone

Say #

The Say Class writes a simple message or an entity in the chat.

constructor
msgMessage as String
entityenity of type Entity

You can't put both parameters in Say!

Example:

Say(
	msg: "Hello"
)
⇒ say Hello
Say(
	entity: Entity.Player()
)
⇒ say @p

Give #

Gives a item to a player.

constructor
EntityThe player
itemthe Item you want to give(required)

Example:

Give(Entity.Player(),
	item: Item(
		ItemType.apple,
		count: 5
	)
)

⇒ give @s minecraft:apple 5

Replaceitem #

Sets a specific container slot to a item.

  • for Entities:
constructor
EntityThe entity
itemthe Item you want to set(required)
slota String representation of the slot(required)

Example:

Replaceitem(Entity.Player(),
	slot: "hotbar.5"
	item: Item(
		ItemType.apple,
		count: 5,
		model: 339001
	)
)

⇒ replaceitem entity @p hotbar.5 minecraft:apple{"CustomModelData":339001} 5 

replaceitem block will follow

Summon #

The summon class creates a new entity at a given location.

constructor
EntityTypethe type of entity(required)
locationthe location as type Location(default Location.here())
namea TextComponent respresenting the name of the entity
nbtadditional nbt as Map(key-value pairs)

This version is not final, there will be more properties in the future!

Example:

Summon(
	EntityType.armor_stand,
	location: Location.rel(x: 0,y:1,z:0),
	name: TextComponent("this is my name",color: Color.DarkBlue),
	nbt: {"Invisible":1}
)
⇒ summon armor_stand ~ ~1 ~ {"Invisible":1,"CustomName":"{\"text\":\"this is my name\",\"color\":\"dark_blue\"}"}

Schedule #

Schedule schedules a file for the future. It delays its execution by the given ticks.

constructor
Stringname of a function(without namespace)
ticksthe delay

You can also use Schedule.file that requires a file instead to define both in one statement.

Example:

Schedule("timer",ticks:20)
⇒ schedule function example:timer 20t

Teleport #

Sets the location of an Entity to a new Location and Rotation(optional).

constructor
Entitythe entity you want to teleport(required)
tothe target Location(required)
facinga Location or Entity to face
rotationa Rotation object defining the new rotation

Example:

Teleport(
	Entity.Player(),
	to: Location.glob(x: 5, y: 10, z: 5),
	facing: Location.here()
)
⇒ tp @p 5 10 5 facing ~ ~ ~

And you can also teleport to another entity:

Teleport.entity
Entitythe entity you want to teleport(required)
tothe target entity(required)
facinga Location or Entity to face
Teleport(
	Entity.Player(),
	to: Entity(name: "target", limit: 1)
)
⇒ tp @p @e[name="target",limit=1]

Texts and Strings #

In Minecraft text in the chat or as title is defined with JSON-data. objD makes the JSON part of it easier by utilizing a few classes:

TextComponent
Stringthe text displayed (required)
colora the color of the type Color
boldbool whether it is bold
italicbool whether it is italic
underlinedbool whether it is underlined
strikethroughbool whether it is strikethrough
obfuscatedbool whether it is obfuscated
clickEventA TextClickEvent to handle left clicks
hoverEventA TextHoverEvent to handle mouse overs
insertiona String witch is inserted into the input if shift left clicked

Puuh, that are a lot of properties, we'll come to Color, TextClickEvent and TextHoverEvent in a bit.

Example

Title(
	Entity.Player(),
	show: [
		TextComponent("Hello",
			color: Color.White,
			bold: true,
			italic:true,
			underlined: true,
			strikethrough: false,
			obfuscated: false,
			clickEvent: TextClickEvent.open_url("https://stevertus.com"),
			hoverEvent: TextHoverEvent.text([TextComponent("hover me")]),
			insertion: "panic"
		)
	]
)
⇒ title @p title [{"text":"Hello","color":"white","bold":true,"italic":true,"underlined":true,"clickEvent":{"action":"open_url","value":"https://stevertus.com"},"hoverEvent":{"action":"text","value":[{text:"hover me"}]}}]

Now, its up to you to decide which is easier to read. There are also some other data sources: TODO: new 1.14 types!

TextComponent.translate
Stringthe translate key (required)
conversionFlagsa List of strings that replace placeholder values(e.g $s)
...same properties...from TextComponent
TextComponent.score
Entitythe entity with the score(required)
objectiveName of the Scoreboard Objective(required)
...same properties...from TextComponent
TextComponent.score(
	Entity.Selected(),
	objective: "myscores",
	color:Color.Black
)
⇒ {"score":{"name": "@s","objective":"myscores"},"color":"black"}
TextComponent.selector
Entitythe entity whose name you want to display(required)
...same properties...from TextComponent
TextComponent.selector(
	Entity(name:"hello"),
	color:Color.Black
)
⇒ {"selector":"@e[name=hello]","color":"black"}

Colors #

Color([color_name])or
Color.[color_name]Uppercase!

See all available colors: https://minecraft.gamepedia.com/Formatting_codes#Color_codes

Examples:

Color.Black,
Color.DarkPurple
Color("gold")
Color('dark_green')

TextClickEvent #

Fires on left click, Part of TextComponent.

constructors
TextClickEvent.open_url(String)Opens the specified web url
TextClickEvent.run_command(Command)runs the command
TextClickEvent.suggest(Command)puts the command in the chat input
TextClickEvent.change_page(int)turns a books page to the value(just Books!)

TextHoverEvent #

Fires on mouse over, Part of TextComponent.

constructors
TextClickEvent.text(List<TextComponent>)Accepts a new List of TextComponents to display
TextClickEvent.achievement(String)shows achievement
TextClickEvent.item(Item)shows item
TextClickEvent.entity(String,String,String)displays a dummy entity with name, type and UUID(in this order))

Title #

To display our TextComponent, we need the /title command and the Title class wrapper.

constructor
selectorthe Entity for the title to show
showA List of TextComponents to show

Example

Title(
	Entity.Player(),
	show: List<TextComponent>[
		TextComponent(
			"hey",
			color: Color.Black
		)
	]
)
⇒ title @p title [{"text":"hey","color":"black"}]

The same goes also for subtitle and actionbar:

Title.subtitle or Title.actionbar
selectorthe Entity for the title to show
showA List of TextComponents to show

Title.clear clears all titles again:

Title.clear
selectorclears title for the selector

Title.times sets the timings

Title.times
selectoredit the durations for this selector
fadeinthe fadein time in ticks(default 20)
displaythe time the title stays in ticks(default 60)
fadeoutthe fadeout time in ticks(default 20)

And also a resetter for that:

Title.resetTimes
selectorresets times for this selector

Examples:

Title.actionbar(
	Entity.All(),
	show: [
		TextComponent("hey")
	]
)
⇒ title @a actionbar [{"text":"hey"}]
Title.clear(Entity())
⇒ title @e clear

Title.times(Entity.All(),fadein:30,display:40,fadeout:20)
⇒ title @a times 30 40 20

Title.resetTimes(Entity.All())
⇒ title @a reset

Tellraw #

The Tellraw class is very similar to the Title class, but shows its texts in the chat:

constructor
selectorthe Entity for the text to show
showA List of TextComponents to show

Example

Tellraw(
	Entity.Player(),
	show: List<TextComponent>[
		TextComponent(
			"hey",
			color: Color.Black
		)
	]
)
⇒ tellraw @p [{"text":"hey","color":"black"}]

Utils #

Util Widgets provide a complete solution that Minecraft does not support that easily out of the box and make your workflow easier and faster. They are often generating packs, scoreboards and files themselves.

Timeout #

A Timeout is a simple delay in your code. It is done with the Schedule Command and generates a File under the hood.

constructor
Stringthe name of the timeout(used as filename)
childrenthe content that should be delayed
ticksthe delay as integer ticks
paththe folder path(optional, default = "timers")

Example:

Timeout(
	"timeout1",
	children: [Say(msg:"Timeout reached")],
	ticks: 100
)
⇒ schedule function example:timers/timeout1 100t
// timers/timeout1:
⇒ say Timeout reached

Timer #

A Timer is very similar to a Timeout, but instead of delaying the code it is run over and over again always delayed by the ticks. In the end it creates a loop with slower tick speed as 20t/s to perform some operations more performant.

constructor
Stringthe name of the timeout(used as filename)
childrenthe content that should be delayed
ticksthe delay as integer ticks
infiniteshould it run infinitely? (default = true)
paththe folder path(optional, default = "timers")

Example:

Timer(
	"timer1",
	children: [Say(msg:"Timer reached")],
	ticks: 100
)
⇒ function example:timers/timer1
// timers/timer1:
⇒ say Timer reached
⇒ schedule function example:timers/timer1 100t

It is recommended to start these timers in your load function.

With a finite timer, you can also stop the timer with Timer.stop:

Timer(
	"timer2",
	infinite:false,
	children: [Say(msg:"Timer reached")],
	ticks: 10
)
Timer.stop("timer2")

This uses a tag internally to stop scheduling the next timeout if the tag is existing.

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objd is a Object Oriented framework for Building Minecraft Datapacks with ease

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