tutorial:commands
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tutorial:commands [2020/05/16 01:57] – Reword some parts of the tutorial, includes a few gramatical corrections i509vcb | tutorial:commands [2020/11/25 08:07] – Move static imports up and some rewords i509vcb | ||
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====== Creating Commands ====== | ====== Creating Commands ====== | ||
- | Creating commands can allow a mod developer to add functionality that a player | + | Creating commands can allow a mod developer to add functionality that can used through a command. |
- | This tutorial will teach you how to register commands, and the command structure of Brigadier. | + | This tutorial will teach you how to register commands, and the general |
Note: All code written here was written for 1.14.4. Some mappings may have changed in yarn, but all code should still be applicable. | Note: All code written here was written for 1.14.4. Some mappings may have changed in yarn, but all code should still be applicable. | ||
- | ===== Registering Commands | + | ===== What is Brigadier? |
- | Registering commands | + | Brigadier |
- | The event should be registered in your mod's initializer. | + | |
- | The dedicated parameter if true will tell event listeners that the server commands are being registered on is a '' | + | The source code for brigadier |
- | Below are a few examples of how the commands | + | |
+ | ===== What is a command? ===== | ||
+ | |||
+ | Brigadier requires you specify the '' | ||
+ | A '' | ||
+ | |||
+ | The single method in '' | ||
+ | |||
+ | A command can be implemented in several ways as shown below: | ||
+ | |||
+ | **__As a lambda__** | ||
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | // Method reference | + | Command< |
- | CommandRegistrationCallback.EVENT.register(TutorialCommands:: | + | |
+ | }; | ||
+ | </ | ||
- | // Using a lambda | + | **__As an anonymous class__** |
- | CommandRegistrationCallback.EVENT.register((dispatcher, | + | <code java [enable_line_numbers=" |
- | // This command | + | Command< |
- | TutorialCommand.register(dispatcher); | + | |
- | | + | |
- | // This command will only be registered on a dedicated server | + | |
- | TutorialHelpCommand.register(dispatcher); | + | |
- | } else { | + | |
- | | + | |
- | // Commands which call client only classes and methods should be registered in your ClientModInitializer | + | |
- | IntegratedTutorialHelpCommand.register(dispatcher); | + | |
} | } | ||
- | }); | + | } |
+ | </ | ||
- | // Or register directly | + | **__Implemented as a class__** |
- | CommandRegistrationCallback.EVENT.register((dispatcher, | + | <code java [enable_line_numbers=" |
- | | + | final class XYZCommand implements Command< |
- | }); | + | |
+ | public int run(CommandContext< | ||
+ | return 0; | ||
+ | } | ||
+ | } | ||
</ | </ | ||
- | ==== A very basic command ==== | + | **__As a method reference__** |
+ | <code java [enable_line_numbers=" | ||
+ | void registerCommand() { | ||
+ | // Ignore this for now, we will explain it next. | ||
+ | dispatcher.register(CommandManager.literal(" | ||
+ | .executes(this:: | ||
+ | } | ||
- | Wait isn't this the exact same command | + | private int execute(CommandContext< |
+ | return 0; | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | |||
+ | The '' | ||
+ | |||
+ | The integer can be considered the result of the command. In Minecraft, | ||
+ | |||
+ | ===== A basic command ===== | ||
+ | |||
+ | Below is a command that contains no arguments: | ||
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | // The root of the command. This must be a literal argument. | + | dispatcher.register(CommandManager.literal(" |
- | dispatcher.register(CommandManager.literal(" | + | System.out.println(" |
- | // Then add an argument named bar that is an integer | + | |
- | .then(CommandManager.argument(" | + | |
- | // The command to be executed if the command " | + | })); |
- | | + | |
- | System.out.println(" | + | |
- | // Return a result. Typically -1 is failure, 0 is pass and 1 is success. | + | |
- | return 1; | + | |
- | })) | + | |
- | | + | |
- | .executes(ctx -> { | + | |
- | | + | |
- | return 1; | + | |
- | }) | + | |
- | ); | + | |
</ | </ | ||
- | The main process registers the command | + | '' |
- | Since the root node must be literal, The sender must enter the exact same sequence of letters to execute | + | To execute |
- | ===== Brigadier Explained | + | ===== Static Imports |
+ | Typing out '' | ||
- | Brigadier starts with the '' | + | Below is an example |
+ | <code java [enable_line_numbers=" | ||
+ | // getString(ctx, | ||
+ | import static com.mojang.brigadier.arguments.StringArgumentType.getString; | ||
+ | // word() | ||
+ | import static com.mojang.brigadier.arguments.StringArgumentType.word; | ||
+ | // literal(" | ||
+ | import static net.minecraft.server.command.CommandManager.literal; | ||
+ | // argument(" | ||
+ | import static net.minecraft.server.command.CommandManager.argument; | ||
+ | // Import everything | ||
+ | import static net.minecraft.server.command.CommandManager.*; | ||
+ | </ | ||
- | Command nodes are similar to the branches that define the command tree. The executes blocks can be seen at the leaves of the tree where a branch ends and also supplies the command | + | Note: Please |
- | The execute blocks specify the command to be ran. As Brigadier' | + | Brigadier' |
- | ==== CommandContexts ==== | + | Minecraft' |
+ | CommandManager is in the package '' | ||
- | When a command | + | ==== A sub command |
- | The CommandContext contains all arguments and other objects such as the inputted String and the '' | + | |
- | ==== Arguments ==== | + | To add a sub command, you register the first literal node of the command normally. |
- | Arguments in Brigadier both parse and error check any inputted arguments. | + | <code java [enable_line_numbers=" |
- | Minecraft creates some special argument types for it's own use such as the '' | + | dispatcher.register(CommandManager.literal(" |
+ | </ | ||
- | ==== Static Imports ==== | + | In order to have a sub command, one needs to append |
- | You could do the long method of typing '' | + | |
- | This also works for getting arguments, which shortens | + | |
- | This also works for Minecraft' | + | |
- | And your imports would look something like this: | + | This creates the command '' |
- | <code java [enable_line_numbers=" | + | |
- | import static com.mojang.brigadier.arguments.StringArgumentType.getString; | + | <code java [enable_line_numbers=" |
- | import static com.mojang.brigadier.arguments.StringArgumentType.word; | + | dispatcher.register(literal(" |
- | import static net.minecraft.server.command.CommandManager.literal; | + | .then(literal(" |
- | import static net.minecraft.server.command.CommandManager.argument; | + | ); |
- | import static net.minecraft.server.command.CommandManager.*; // Import everything | + | |
</ | </ | ||
- | Note: Please be sure you use the '' | + | It is advised to indent your code as you add nodes to the command. Usually the indentation corresponds to how many nodes deep one is on the command tree. The new line also makes it visible that another node is being added. There are alternative styles to formatting the tree command that are shown later on in this tutorial. |
- | Brigadier' | + | **So let' |
- | Minecraft's arguments hide in '' | + | Most likely if you typed '' |
- | ==== Suggestions ==== | + | <code java [enable_line_numbers=" |
+ | dispatcher.register(literal(" | ||
+ | .then(literal(" | ||
+ | .executes(context -> { | ||
+ | System.out.println(" | ||
- | Suggestions can be provided to the client to recommend what to input into the command. | + | return 1; |
- | < | + | }) |
- | SUMMONABLE_ENTITIES | + | ) |
- | AVAILIBLE_SOUNDS | + | ); |
- | ALL_RECIPES | + | |
- | ASK_SERVER | + | |
</ | </ | ||
- | Loot tables specify their own SuggestionProvider inside | + | ===== Registering the commands ===== |
+ | |||
+ | Registering commands is done by registering a callback using the '' | ||
+ | |||
+ | The event should be registered in your mod's initializer. The callback has two parameters. The '' | ||
- | The example below is a dynamically changing SuggestionProvider that lists several words for a StringArgumentType to demonstrate how it works: | ||
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | public | + | public |
- | | + | @Override |
+ | public void onInitialize() { | ||
+ | | ||
+ | ... | ||
+ | }); | ||
+ | } | ||
} | } | ||
- | + | </code> | |
- | private static CompletableFuture<Suggestions> getSuggestionsBuilder(SuggestionsBuilder builder, List<String> list) { | + | |
- | | + | Inside your lambda, method reference or whatever you have chosen, you will register your commands. |
- | | + | |
- | | + | <code java [enable_line_numbers=" |
- | | + | public class ExampleCommandMod implements ModInitializer |
- | } | + | |
- | + | | |
- | for (String str : list) { // Iterate through the supplied list | + | |
- | | + | |
- | | + | |
- | } | + | return 1; |
+ | })); | ||
+ | }); | ||
} | } | ||
- | return builder.buildFuture(); | ||
} | } | ||
</ | </ | ||
- | The SuggestionProvider is a functional interface that returns a CompletableFuture containing a list of suggestions. These suggestions are sent to client as a command is typed and can be changed while server | + | If desired, you can make sure a command is only registered on a dedicated |
- | Though remember these are suggestions. The inputted command may not contain an argument you suggested so arguments are parsed without consideration for suggestions. | ||
- | To use the suggestion you would append it right after the argument you want to suggest possible arguments for. This can be any argument and the normal client side exception popups will still work. Note this cannot be applied to literals. | + | <code java [enable_line_numbers=" |
+ | public class ExampleCommandMod implements ModInitializer { | ||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | CommandRegistrationCallback.EVENT.register((dispatcher, | ||
+ | if (dedicated) { | ||
+ | TestDedicatedCommand.register(dispatcher); | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | <code java [enable_line_numbers=" | + | And vice versa |
- | argument(argumentName, | + | |
- | .suggests(CompletionProviders.suggestedStrings()) | + | <code java [enable_line_numbers=" |
- | .then(/*Rest of the command*/)); | + | public class ExampleCommandMod implements ModInitializer { |
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | | ||
+ | if (!dedicated) { | ||
+ | | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | } | ||
</ | </ | ||
- | ==== Requiring Permissions | + | ===== Arguments ===== |
+ | |||
+ | Arguments in Brigadier both parse and error check any inputted arguments. | ||
+ | Minecraft creates some special argument types for it's own use such as the '' | ||
+ | |||
+ | **TODO:** Go into more detail on how to use arguments | ||
+ | |||
+ | ====== Advanced concepts ====== | ||
+ | |||
+ | Below are links to the articles about more complex concepts used in brigadier. | ||
+ | |||
+ | ^ Page ^ Description | ||
+ | | [[tutorials: | ||
+ | | [[tutorials: | ||
+ | | [[tutorials: | ||
+ | | [[tutorials: | ||
+ | | [[tutorials: | ||
+ | | [[tutorials: | ||
+ | |||
+ | **TODO:** Sections are being moved to sub categories and will be added to their respective articles as they are migrated. | ||
+ | |||
+ | ====== FAQ ====== | ||
+ | |||
+ | ===== Why does my command not compile ===== | ||
+ | |||
+ | There are two immediate possibilities for why this could occur. | ||
+ | |||
+ | ==== Catch or throw a CommandSyntaxException ==== | ||
+ | |||
+ | The solution to this issue is to make the run or suggest methods throw a '' | ||
+ | |||
+ | ==== Issues with generics ==== | ||
+ | |||
+ | You may have an issue with generic types once in a while. Verify you are using '' | ||
+ | |||
+ | ===== Can I register client side commands? ===== | ||
+ | |||
+ | Fabric doesn' | ||
+ | There is an open pull request to fabric api which adds this. That will be documented on this page in the future. | ||
+ | |||
+ | ===== Dark Arts ===== | ||
+ | |||
+ | A few things we don't recommend, but are possible. | ||
+ | |||
+ | ==== Can I register commands in runtime? ==== | ||
+ | |||
+ | You can do this but it is not recommended. You would get the '' | ||
+ | |||
+ | After that you need to send the command tree to every player again using '' | ||
+ | |||
+ | ==== Can I unregister commands in runtime? ==== | ||
+ | |||
+ | You can also do this, however it is much less stable than registering commands and could cause unwanted side effects. To keep things simple, you need to use reflection on brigadier and remove the nodes. After this, you need to send the command tree to every player again using '' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ====== Sorry for the mess ====== | ||
+ | |||
+ | **__Currently this article is being migrated, so things may be a mess. Below is are the parts of the article that are yet to be migrated to the new format.__** | ||
+ | |||
+ | ===== Requirements ===== | ||
Lets say you have a command you only want operators to be able to execute. This is where the '' | Lets say you have a command you only want operators to be able to execute. This is where the '' | ||
Line 167: | Line 285: | ||
Nothing prevents someone from specifying calls to permissions implementations within the '' | Nothing prevents someone from specifying calls to permissions implementations within the '' | ||
- | ==== Exceptions ==== | + | ===== Exceptions |
Brigadier supports command exceptions which can be used to end a command such as if an argument didn't parse properly or the command failed to execute, as well as including richer details of the failure. | Brigadier supports command exceptions which can be used to end a command such as if an argument didn't parse properly or the command failed to execute, as well as including richer details of the failure. | ||
Line 199: | Line 317: | ||
You should remember that the Dynamic exceptions takes an object as an argument so you may have to cast the argument for your use. | You should remember that the Dynamic exceptions takes an object as an argument so you may have to cast the argument for your use. | ||
- | ==== Redirects (Aliases) ==== | + | ===== Redirects (Aliases) |
Redirects are Brigadier' | Redirects are Brigadier' | ||
Line 224: | Line 342: | ||
The redirect tells brigadier to continue parsing the command at another command node. | The redirect tells brigadier to continue parsing the command at another command node. | ||
- | ==== Redirects (Chainable Commands) ==== | + | ===== Redirects (Chainable Commands) |
Commands such as ''/ | Commands such as ''/ | ||
Line 250: | Line 368: | ||
</ | </ | ||
- | ===== ServerCommandSource ===== | + | ===== What can the ServerCommandSource |
A server command source provides some additional implementation specific context when a command is run. This includes the ability to get the entity that executed the command, the world the command was ran in or the server the command was run on. | A server command source provides some additional implementation specific context when a command is run. This includes the ability to get the entity that executed the command, the world the command was ran in or the server the command was run on. | ||
Line 289: | Line 407: | ||
</ | </ | ||
- | ===== A few examples ===== | + | ===== Some example commands |
=== Broadcast a message === | === Broadcast a message === | ||
Line 310: | Line 428: | ||
</ | </ | ||
- | === / | + | ==== / |
First the basic code where we register " | First the basic code where we register " | ||
Line 341: | Line 459: | ||
</ | </ | ||
- | === Antioch === | + | ==== Antioch |
...lobbest thou thy Holy Hand Grenade of Antioch towards thy foe. | ...lobbest thou thy Holy Hand Grenade of Antioch towards thy foe. | ||
who being naughty in My sight, shall snuff it. | who being naughty in My sight, shall snuff it. | ||
Line 378: | Line 496: | ||
</ | </ | ||
- | === Finding Biomes via Command | + | ==== More examples |
- | + | ||
- | This example shows examples | + | |
- | <code java [enable_line_numbers=" | + | |
- | public class CommandLocateBiome { | + | |
- | // First make method to register | + | |
- | public static void register(CommandDispatcher< | + | |
- | LiteralCommandNode< | + | |
- | .then(argument(" | + | |
- | .then(argument(" | + | |
- | .executes(ctx -> execute(ctx.getSource(), | + | |
- | .executes(ctx -> execute(ctx.getSource(), | + | |
- | // Register a redirect for /biome alias | + | |
- | dispatcher.register(literal(" | + | |
- | .redirect(basenode)); | + | |
- | } | + | |
- | + | ||
- | private static int execute(ServerCommandSource source, Identifier biomeId, int range) throws CommandSyntaxException { | + | |
- | Biome biome = Registry.BIOME.get(biomeId); | + | |
- | + | ||
- | if(biome == null) { | + | |
- | // Since the argument is an Identifier we need to check if the identifier actually exists in the registry | + | |
- | throw new SimpleCommandExceptionType(new TranslatableText(" | + | |
- | } | + | |
- | + | ||
- | List< | + | |
- | bio.add(biome); | + | |
- | + | ||
- | ServerWorld world = source.getWorld(); | + | |
- | BiomeSource bsource = world.getChunkManager().getChunkGenerator().getBiomeSource(); | + | |
- | BlockPos loc = new BlockPos(source.getPosition()); | + | |
- | + | ||
- | // This call will likely block the main thread | + | |
- | BlockPos pos = bsource.locateBiome(loc.getX(), | + | |
- | + | ||
- | // If null, a biome was not found | + | |
- | if(pos == null) { | + | |
- | throw new SimpleCommandExceptionType(new TranslatableText(" | + | |
- | } | + | |
- | + | ||
- | int distance = MathHelper.floor(getDistance(loc.getX(), | + | |
- | // Popup text that can suggest commands. This is the exact same system that /locate uses. | + | |
- | Text teleportButtonPopup | + | |
- | style.setColor(Formatting.GREEN).setClickEvent(new ClickEvent(ClickEvent.Action.SUGGEST_COMMAND, | + | |
- | }); | + | |
- | + | ||
- | source.sendFeedback(new TranslatableText(" | + | |
- | + | ||
- | return 1; | + | |
- | } | + | |
- | // Just a normal old 2d distance method. | + | |
- | private static float getDistance(int int_1, int int_2, int int_3, int int_4) { | + | |
- | int int_5 = int_3 - int_1; | + | |
- | int int_6 = int_4 - int_2; | + | |
- | + | ||
- | return MathHelper.sqrt((float) (int_5 * int_5 + int_6 * int_6)); | + | |
- | } | + | |
- | + | ||
- | + | ||
- | + | ||
- | public static class BiomeCompletionProvider { | + | |
- | // This provides suggestions of what biomes can be selected. Since this uses the registry, mods that add new biomes will work without any modifications. | + | |
- | public static final SuggestionProvider< | + | |
- | Registry.BIOME.getIds().stream().forEach(identifier -> builder.suggest(identifier.toString(), | + | |
- | return builder.buildFuture(); | + | |
- | }); | + | |
- | + | ||
- | } | + | |
- | </ | + | |
===== Custom Argument Types ===== | ===== Custom Argument Types ===== | ||
Line 581: | Line 631: | ||
} | } | ||
</ | </ | ||
- | ===== FAQ ===== | ||
- | |||
- | === What else can I send feedback to the CommandSource? | ||
- | |||
- | You use the Text classes (LiteralText, | ||
- | |||
- | === Why does my IDE complain saying that a method executed by my command needs to catch or throw a CommandSyntaxException === | ||
- | |||
- | The solution to this is just to make the methods throw a CommandSyntaxException down the whole chain as the executes block handles the exceptions. | ||
- | |||
- | === Can I register commands runtime? === | ||
- | |||
- | You can do this but it is not reccomended. You would get the instance of the CommandManager and add anything you wish to the CommandDispatcher within it. | ||
- | |||
- | After that you will need to send the command tree to every player again using '' | ||
- | |||
- | === Can I unregister commands runtime? === | ||
- | |||
- | You can also do this but it is very unstable and could cause unwanted side effects. Lets just say it involves a bunch of Reflection. | ||
- | |||
- | Once again you will need to send the command tree to every player again using '' | ||
- | |||
- | === Can I register client side commands? === | ||
- | |||
- | Well Fabric currently doesn' | ||
- | https:// |
tutorial/commands.txt · Last modified: 2024/02/23 14:22 by allen1210