Kradle's challenges SDK - Create Minecraft datapack-based challenges
npm install @kradle/challenges-sdkA TypeScript framework for creating Minecraft datapack-based challenges with event-driven game logic, score tracking, and player role management. Built on top of Sandstone.
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:
``bash`
npm install @kradle/challenges-sdk sandstone@0.14.0-alpha.13
Like for installation, we strongly recommend using Kradle's CLI to bootstrap a challenge:
`bash`Will create a challenge in challenges/my-challenge/
kradle challenge create my-challenge
Creates a new challenge with the specified configuration.
`typescript`
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
spawnPoint?: { x, y, z } | SelectorClass; // World spawn point (coordinates or location marker)
})
The challenge builder uses a fluent API:
`typescript`
createChallenge(config)
.events(callback) // Define lifecycle event handlers
.custom_events(callback) // Define score/advancement-triggered events
.end_condition(callback) // Define when the game ends
.win_conditions(callback) // Define win conditions per role
Variables are the core mechanism for tracking game state. All variables are automatically updated each tick.
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) |
#### Individual Variables (per-player)
Track values for each player separately.
Objective-based (uses Minecraft statistics):
`typescript`
pigs_killed: {
type: "individual",
objective_type: "minecraft.killed:minecraft.pig",
default: 0,
}
Dummy (computed values):
`typescript`
current_height: {
type: "individual",
objective_type: "dummy",
updater: (value) => {
value.set(Actions.getPlayerPosition().y)
},
}
#### Global Variables (shared)
Track values across all players.
`typescript`
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);
});
});
},
}
Updaters run every tick and receive (currentValue, allVariables):
`typescript`
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!
Lifecycle events are triggered once on specific occasions.
`typescript
.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 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 change
- mode:
- "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.
`typescript`
.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 conditions
- mode:
- "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)
`typescript`
.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 });
},
},
])
Define when the game ends:
`typescript`
.end_condition(({ objective_complete }) => objective_complete.equalTo(1))
Multiple conditions can be combined:
`typescript`
.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.
Define how winners are determined per role:
`typescript`
.win_conditions((variables, { attacker, defender }) => ({
[attacker]: variables.kills.greaterOrEqualThan(5),
[defender]: variables.survived.equalTo(1),
}))
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.
typescript
// 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 } });
`$3
`typescript
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 / });
`$3
`typescript
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 });
`$3
`typescript
// 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" }),
});
`$3
`typescript
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 });
`$3
`typescript
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 });
`$3
`typescript
Actions.setAttribute({ target: "self", attribute_: "generic.max_health", value: 40 });
Actions.setAttribute({ target: "self", attribute_: "generic.movement_speed", value: 0.2 });
`$3
`typescript
Actions.custom(() => {
// Any Sandstone code here
execute.as("@a").run.effect.give("@s", "speed", 10, 1);
});
`Utilities
$3
Execute code for each participant at their location:
`typescript
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
`typescript
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
`typescript
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),
}));
``