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- @kradle/challenges-sdk
- @kradle/challenges-sdk/dist/index.js
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Readme
@kradle/challenges-sdk
A TypeScript framework for creating Minecraft datapack-based challenges with event-driven game logic, score tracking, and player role management. Built on top of Sandstone.
Getting started
We strongly recommend using Kradle's CLI to create challenges with the CLI. Make sure to read the CLI's README
If you still want to perform a manual installation, you also need to install the Sandstone peer-dependency:
npm install @kradle/challenges-sdk sandstone@0.14.0-alpha.13Add "type": "module" to your project's package.json. Challenge files use ES module syntax (import …) and Node otherwise reparses them as ES modules at every CI run with a MODULE_TYPELESS_PACKAGE_JSON warning + per-file overhead.
Quick Start
Like for installation, we strongly recommend using Kradle's CLI to bootstrap a challenge:
# Will create a challenge in challenges/my-challenge/
kradle challenge create my-challengeLocal Development
Working on the SDK locally and want to test against a real challenge project (e.g. team-kradle-challenges)?
Use npm pack + tarball install — not npm link.
# 1. In the SDK repo
npm run build
npm pack # produces kradle-challenges-sdk-<version>.tgz
# 2. In the consumer project
npm install /absolute/path/to/kradle-challenges-sdk-<version>.tgzAfter every SDK change, repeat both steps (a one-line script is fine).
Why not npm link?
sandstone is a peer dependency. npm link keeps the SDK's own node_modules in play, so the SDK ends up resolving sandstone from one location while the consumer resolves it from another. You end up with two sandstone instances loaded in the same process, which produces some confusing failure modes:
instanceof SelectorClassreturnsfalsefor selectors created by the consumer (they're instances of the otherSelectorClass).- The runtime
Flowregistry gets split, so_.if(...)calls insideforEveryPlayerthrowEntering child function without registering a root function.
npm pack + install gives the consumer a single flat sandstone install, which is what production users get. No duplication, no instanceof surprises, no flow-registry split.
API Overview
createChallenge(config)
Creates a new challenge with the specified configuration.
createChallenge({
name: string; // Challenge name (used for datapack)
kradle_challenge_path: string; // Output directory for generated datapack
roles: readonly string[]; // Player roles (e.g., ["attacker", "defender"])
GAME_DURATION?: number; // Duration in ticks (optional, no time limit if unset)
custom_variables: Record<string, VariableDefinition>;
spawnPoint?: { x, y, z } | SelectorClass; // World spawn point (coordinates or location marker)
})Fluent Builder Methods
The challenge builder uses a fluent API:
createChallenge(config)
.events(callback) // Lifecycle events; call Actions.setEndStates from on_tick
.custom_events(callback) // OPTIONAL — score-threshold side effects (announce, sound, etc.)
.end_condition(callback) // OPTIONAL — when the game should end (auto-includes GAME_DURATION timer)
.win_conditions(callback) // Per-role win conditionsFor the standard "win / loss / timeout" pattern, call
Actions.setEndStates({ ... })from insideevents.on_tickand feed its return value into.end_condition()so the game ends as soon as any end-state fires. See the API reference for the full signature.
Variables
Variables are the core mechanism for tracking game state. All variables are automatically updated each tick.
Built-in Variables
These variables are always available:
| Variable | Type | Description |
|---|---|---|
death_count |
individual | Number of times the player has died |
has_never_died |
individual | 1 if player hasn't died, 0 otherwise |
alive_players |
global | Count of living participants |
main_score |
individual | Primary score displayed on sidebar |
game_timer |
global | Ticks elapsed since game start |
game_state |
global | Current state (0=CREATED, 1=OFF, 2=ON) |
player_count |
global | Total number of participants |
player_number |
individual | Unique player ID (1 to N) |
Custom Variable Types
Individual Variables (per-player)
Track values for each player separately.
Objective-based (uses Minecraft statistics):
pigs_killed: {
type: "individual",
objective_type: "minecraft.killed:minecraft.pig",
default: 0,
}Dummy (computed values):
current_height: {
type: "individual",
objective_type: "dummy",
updater: (value) => {
value.set(Actions.getPlayerPosition().y)
},
}Global Variables (shared)
Track values across all players.
max_score: {
type: "global",
hidden: false, // optional: hide from scoreboard
default: 0,
updater: (value, { main_score }) => {
value.set(0);
forEveryPlayer(() => {
_.if(main_score.greaterThan(value), () => {
value.set(main_score);
});
});
},
}Updater Functions
Updaters run every tick and receive (currentValue, allVariables):
updater: (value, { main_score, death_count, game_timer }) => {
// Set value based on other variables
value.set(0);
_.if(main_score.greaterThan(10), () => {
value.set(1);
});
}If you track a Minecraft objective, you do not need an updater!
Events
Lifecycle Events
Lifecycle events are triggered once on specific occasions.
.events((variables, roles) => ({
start_challenge: () => {
// Runs once when the challenge starts
Actions.setTime({ time: "day" });
Actions.announce({ message: "Game starting!" });
},
init_participants: () => {
// Runs 1s after the challenge starts
Actions.give({ target: "all", item: "minecraft:diamond_sword", count: 1 });
Actions.setAttribute({ target: "all", attribute_: "generic.max_health", value: 40 });
},
on_tick: () => {
// Runs once every tick
},
end_challenge: () => {
// Runs when the challenge ends
Actions.announce({ message: "Game over!" });
},
}))Custom Events
Custom events trigger actions based on score thresholds or Minecraft advancements.
Score-based events
Score events watch a variable and trigger when it reaches a target value.
score: The variable to watch.target(optional): The target value. If omitted, triggers on any score changemode:"fire_once": Triggers once when the score reaches the target (per player for individual variables)"repeatable": Triggers every tick while the score is at target
For individual variables, events fire per-player; for global variables, events fire globally.
.custom_events((variables, roles) => [
{
score: variables.diamonds,
target: 5,
mode: "fire_once",
actions: () => {
Actions.announce({ message: "Someone collected 5 diamonds!" });
},
},
])If target is omitted, the event triggers whenever the score changes (useful for reacting to any increment).
Advancement-based events
Advancement events trigger when a Minecraft advancement criterion is met (e.g., player attacks, item picked up). The criteria follow the Minecraft Advancement JSON format.
Advancement-based events always fire per-player.
criteria: Array of advancement triggers with optional conditionsmode:"fire_once": Triggers once per player when the advancement is granted"repeatable": Triggers every time the advancement criterion is met (advancement is auto-revoked to allow re-triggering)
.custom_events((variables, roles) => [
{
criteria: [
{
trigger: "minecraft:player_hurt_entity",
conditions: {
entity: { type: "minecraft:player" } // Only PvP hits
}
}
],
mode: "repeatable",
actions: () => {
Actions.increment({ variable: variables.pvp_hits });
},
},
])End Conditions
Define when the game ends:
.end_condition(({ objective_complete }) => objective_complete.equalTo(1))Multiple conditions can be combined:
.end_condition(({ alive_players, objective_complete }) =>
_.or(
alive_players.equalTo(1),
objective_complete.equalTo(1)
)
)Ending conditions are evaluated once per tick, at the global level (not individually). It means you should not check for individual variables here - instead, you should aggregate these individual variables into a global custom variable, that you then check in the ending condition.
Win Conditions
Define how winners are determined per role:
.win_conditions((variables, { attacker, defender }) => ({
[attacker]: variables.kills.greaterOrEqualThan(5),
[defender]: variables.survived.equalTo(1),
}))Actions
Actions are higher-level functions that wrap common Minecraft operations, designed to work seamlessly with Kradle's challenge system. They handle target mapping, formatting, and integration with Kradle's interface automatically.
For more advanced use cases, you can always fall back to Sandstone's lower-level functions directly (e.g., give, tellraw, effect, kill, execute). See the Sandstone Integration section below.
Communication
// Simple string message
Actions.announce({ message: "Hello everyone!" });
// Formatted JSONTextComponent message
Actions.announce({
message: [
{ text: "Player ", color: "white" },
{ selector: "@s", color: "gold", bold: true },
{ text: " scored!", color: "green" }
]
});
// Send to specific target (only visible in-game, not in Kradle's interface)
Actions.tellraw({ target: "all", message: ["Hello ", { text: "world", color: "gold" }] });
Actions.tellraw({ target: "self", message: { text: "You win!", color: "green", bold: true } });Items & Inventory
Actions.give({ target: "self", item: "minecraft:diamond_sword", count: 1 });
Actions.giveLoot({
target: "self",
items: [
{ name: "minecraft:diamond", count: 5, weight: 1 },
{ name: "minecraft:iron_ingot", count: 10, weight: 3 }
]
});
Actions.clear({ target: "self" });
// Count items - returns a Score variable
const count = Actions.countItems({ target: "self", item: "minecraft:diamond" });
// Use in conditions or set to custom variables
_.if(count.greaterThan(5), () => { /* ... */ });
// Get player position - returns { x, y, z } Score variables
const pos = Actions.getCurrentPlayerPosition();
_.if(pos.y.greaterThan(100), () => { /* player is high up */ });Entities
Actions.summonMultiple({ entity: "minecraft:zombie", count: 5, x: 0, y: 64, z: 0, absolute: true });
Actions.kill({ selector: Selector("@e", { type: "minecraft:zombie" }) });
Actions.teleport({ target: "self", x: 0, y: 100, z: 0, absolute: true });
// Teleport to a location marker entity
const spawn = Actions.getLocation({ name: "spawn" });
Actions.teleport({ target: "all", toEntity: spawn });Selectors
// "Is @s standing on the block at (x, y, z)?" — returns a Selector usable
// inside _.if(...). Use this instead of Selector("@s", { x, y, z }) which
// silently passes for everyone (Minecraft selector x/y/z without dx/dy/dz
// is the origin for distance math, not a position constraint).
_.if(Actions.standingOnBlock({ x: PAD.x, y: PAD.y, z: PAD.z, role: "alice" }), () => {
// Alice is on the pad above (PAD.x, PAD.y, PAD.z). Run trigger logic here.
});Cross-player score aggregation
// Compute the maximum across all players' per-player scores. Returns an
// anonymous Score the caller can write into a global custom_variable.
// Lets `Actions.setEndStates` / `.end_condition` reference "any player has X"
// semantics correctly (those checks run as the server entity, so per-player
// scores read 0 there).
max_score: {
type: "global",
default: 0,
updater: (value, { score }) => {
value.set(Actions.maxPlayerScore({ score }));
// Pass `min: -1000` if your per-player score can go below 0.
},
}Locations
// Get a location marker by name (must be defined in config.ts locations)
const spawn = Actions.getLocation({ name: "spawn" });
// Use as spawn point in challenge config
createChallenge({
// ...
spawnPoint: Actions.getLocation({ name: "spawn" }),
});World
Actions.setBlock({ block: "minecraft:diamond_block", x: 0, y: 64, z: 0, absolute: true });
Actions.fill({
block: "minecraft:stone",
x1: 0, y1: 64, z1: 0,
x2: 10, y2: 64, z2: 10,
absolute: true,
mode: "fill" // "fill", "line", or "pyramid"
});
Actions.setTime({ time: "day" }); // or "night" or specific tick value
Actions.gamerule({ rule: "doDaylightCycle", value: false });Scores
Actions.set({ variable: variables.main_score, value: 10 });
Actions.set({ variable: variables.main_score, value: variables.diamonds });
Actions.increment({ variable: variables.counter });
Actions.decrement({ variable: variables.counter });Player Attributes
Actions.setAttribute({ target: "self", attribute_: "generic.max_health", value: 40 });
Actions.setAttribute({ target: "self", attribute_: "generic.movement_speed", value: 0.2 });Custom Commands
Actions.custom(() => {
// Any Sandstone code here
execute.as("@a").run.effect.give("@s", "speed", 10, 1);
});Utilities
forEveryPlayer(callback)
Execute code for each participant at their location:
import { forEveryPlayer } from "@kradle/challenges-sdk";
forEveryPlayer(() => {
// Runs as each player, at their position
execute.run.particle("minecraft:flame", rel(0, 1, 0));
});Example: Battle Royale
import { createChallenge, Actions, forEveryPlayer } from "@kradle/challenges-sdk";
import { _, Selector } from "sandstone";
createChallenge({
name: "battle-royale",
kradle_challenge_path: "./output",
roles: ["fighter"] as const,
GAME_DURATION: 5 * 60 * 20,
custom_variables: {
kills: {
type: "individual",
objective_type: "playerKillCount",
default: 0,
},
sole_survivor: {
type: "individual",
updater: (value, { alive_players, has_never_died }) => {
value.set(0);
_.if(_.and(
alive_players.equalTo(1),
has_never_died.equalTo(1)
), () => {
value.set(1);
});
},
},
},
})
.events(() => ({
start_challenge: () => {
Actions.setTime({ time: "day" });
Actions.announce({ message: "Last player standing wins!" });
},
init_participants: () => {
Actions.give({ target: "all", item: "minecraft:stone_sword", count: 1 });
Actions.give({ target: "all", item: "minecraft:leather_chestplate", count: 1 });
},
}))
.custom_events(({ kills }) => [
{
score: kills,
target: 1,
mode: "fire_once",
actions: () => {
Actions.announce({ message: "First blood!" });
},
},
])
.end_condition(({ alive_players }) => alive_players.equalTo(1))
.win_conditions(({ sole_survivor }, { fighter }) => ({
[fighter]: sole_survivor.equalTo(1),
}));Example: Capture the Flag
import { createChallenge, Actions } from "@kradle/challenges-sdk";
import { _, Selector, rel } from "sandstone";
import type { Score } from "sandstone";
createChallenge({
name: "capture-the-flag",
kradle_challenge_path: "./output",
roles: ["red_team", "blue_team"] as const,
GAME_DURATION: 5 * 60 * 20,
custom_variables: {
holds_enemy_flag: {
type: "individual",
updater: (value: Score) => {
value.set(0);
// Check if player holds the enemy team's banner
_.if(Selector("@s", {
nbt: { Inventory: [{ id: "minecraft:red_banner" }] }
}), () => {
value.set(1);
});
},
},
at_home_base: {
type: "individual",
updater: (value: Score) => {
value.set(0);
_.if(_.block(rel(0, -1, 0), "minecraft:blue_wool"), () => {
value.set(1);
});
},
},
captured_flag: {
type: "individual",
updater: (value, { holds_enemy_flag, at_home_base }) => {
value.set(0);
_.if(_.and(
holds_enemy_flag.equalTo(1),
at_home_base.equalTo(1)
), () => {
value.set(1);
});
},
},
},
})
.events(() => ({
start_challenge: () => {
Actions.announce({ message: "Capture the enemy flag!" });
},
}))
.custom_events(({ captured_flag }) => [
{
score: captured_flag,
target: 1,
mode: "fire_once",
actions: () => {
Actions.announce({ message: "Flag captured!" });
},
},
])
.end_condition(({ captured_flag }) => captured_flag.equalTo(1))
.win_conditions(({ captured_flag }, { red_team, blue_team }) => ({
[red_team]: captured_flag.equalTo(1),
[blue_team]: captured_flag.equalTo(0),
}));