In traditional Bukkit plugin development, we usually use the CommandExecutor
interface of Bukkit to handle commands.
However, in some cases, we need to determine whether the sender of the command is a player, whether it has certain permissions, and determine the parameters, etc.
If a plugin has multiple commands, then these judgment logic will be repeated in the processing method of each command, such code is very redundant.
In addition, we may also need to handle command errors, output help information, etc.
UltiTools-Command offers a more concise way to handle commands by encapsulating the native CommandExecutor
interface.
<dependency>
<groupId>com.ultikits.lib</groupId>
<artifactId>UltiKits-Command</artifactId>
<version>1.0.2</version>
</dependency>
dependencies {
implementation 'com.ultikits.lib:UltiKits-Command:1.0.2'
}
Assuming that your plugin has a function to set the teleport point, you want the player to enter a command with the teleport point name, to set up a teleport point.
Then this command should look like this: /point add [name]
If you use the traditional method, you need to judge the legality of the parameter input, the sender and permissions,
etc. If there are other functions, you also need to write a lot of switch ... case
and if ... else
statements, crazy
nesting.
However, with UltiTools-Command, you only need to write the main logic, and the rest will be handled automatically.
First, you need to create an executor class that inherits AbstractCommandExecutor
.
import com.ultikits.lib.command.AbstractCommendExecutor;
import com.ultikits.lib.annotations.command.CmdExecutor;
import com.ultikits.lib.annotations.command.CmdTarget;
import org.bukkit.command.CommandSender;
// Command limits executor
@CmdTarget(CmdTarget.CmdTargetType.PLAYER)
@CmdExecutor(
// Command permission (optional)
permission = "ultikits.example.all",
// Command description (optional)
description = "Test Command",
// Command alias
alias = {"point"},
// Whether to register manually (optional)
manualRegister = false,
// Whether to require OP permission (optional)
requireOp = false
)
public class PointCommand extends AbstractCommendExecutor {
@Override
protected void handleHelp(CommandSender sender) {
// Send help message to command sender
}
}
Then create a method named addPoint
and add the parameters you want:
public void addPoint(@CmdSender Player player, String name) {
// Your code
}
Yes, each of your functions uses a separate function without extra judgment.
Then, you need to add the @CmdMapping
annotation to match your method according to the input
command:
@CmdMapping(format = "add <name>")
public void addPoint(@CmdSender Player player, String name) {
// Your code
}
Finally, use @CmdParam
to bind command parameters:
@CmdMapping(format = "add <name>")
public void addPoint(@CmdSender Player player, @CmdParam("name") String name) {
// Your code
}
Full code:
import com.ultikits.lib.command.AbstractCommendExecutor;
import com.ultikits.lib.annotations.command.CmdExecutor;
import com.ultikits.lib.annotations.command.CmdTarget;
import org.bukkit.command.CommandSender;
// Command limits executor
@CmdTarget(CmdTarget.CmdTargetType.PLAYER)
@CmdExecutor(
// Command permission (optional)
permission = "ultikits.example.all",
// Command description (optional)
description = "Test Command",
// Command alias
alias = {"point"},
// Whether to register manually (optional)
manualRegister = false,
// Whether to require OP permission (optional)
requireOp = false
)
public class PointCommand extends AbstractCommendExecutor {
@CmdMapping(format = "add <name>")
public void addPoint(@CmdSender Player player, @CmdParam("name") String name) {
// Your code
}
@Override
protected void handleHelp(CommandSender sender) {
// Send help message to command sender
}
}
Now, you can register the command executor in your main class by using CommandManager
to complete all the work.
import com.ultikits.lib.command.CommandManager;
import org.bukkit.plugin.java.JavaPlugin;
public class PluginMain extends JavaPlugin {
@Override
public void onEnable() {
// Register command executor
CommandManager.registerCommand(new PointCommand());
}
}
Yeah! You can now use the /point add [name]
command in the game.
Need Tab suggestion for each command parameter, but don't want to write a lot of code?
It is a disaster to generate a completion list by judging the length of each command and the previous parameters.
Now you only need to write a method for each parameter to return a completion list! This method can be reused, and all the complicated parameter quantity judgments are left to UltiTools to complete.
What you need to do is just add the suggest
attribute in the @CmdParam
annotation and specify a method name.
@CmdMapping(format = "add <name>")
public void addPoint(@CmdSender Player player, @CmdParam(value = "name", suggest = "listName") String name) {
// Your code
}
public List<String> listName(Player player, Command command, String[] args) {
// Your code
}
UltiTools will first search for matching method names in the current class and try to call this method.
Your method can contain up to three parameters, corresponding to the types Player
, Command
and String[]
. You can
choose any amount or order of parameters, but the type can only be these three types, one parameter for each type.
Player
represents the player who sent the command, Command
represents the current command, and String[]
represents
the current parameters of the current command.
Your method needs to return a value of type List<String>
, and UltiTools will return this value as a completion list to
the player.
If you just want to return a simple prompt string, then you only need to write the string you want in the suggest
field. The string here also supports internationalization.
@CmdMapping(format = "add <name>")
public void addPoint(@CmdSender Player player,
@CmdParam(value = "name", suggest = "[name]") String name) {
// Your code
}
If you are not satisfied with the completion list generated by UltiTools, you can override the suggest
method to
generate the completion list yourself.
@Override
protected List<String> suggest(Player player, Command command, String[] strings) {
// Your code
}
If you want a completion method to be shared with other command classes, you can create a class and write methods which you want to reuse in other class.
Add the @CmdSuggest
annotation to the class which need to use suggestion method, and specify the suggestion class.
@CmdSuggest({PointSuggest.class})
public class PointCommand extends AbstractCommandExecutor {
@CmdMapping(format = "add <name>")
public void addPoint(@CmdSender Player player, @CmdParam(value = "name", suggest = "listName") String name) {
// Your code
}
}
public class PointSuggest {
public List<String> listName(Player player, Command command, String[] args) {
// Your code
}
}
If a command does not require any parameters, simply leave the format
value empty.
@CmdMapping(format="")
This type of command can have at most one occurrence.
For the last parameter in a method, you can use an array type by adding ...
to the last parameter in the format
. Here's an example:
@CmdMapping(format = "add <name...>")
public void addPoint(@CmdSender Player player, @CmdParam(value = "name...") String[] name) {
// Your code
}
In this example, when a player enters /somecmd add aa bb cc
, the name
will be ['aa', 'bb', 'cc']
.
Before passing parameters to a method, UltiTools converts the command's variable parameters based on the types required by the method.
All parsers are stored in a map called parsers
, and you can use getParser()
to access it.
For some types, AbstractCommandExecutor
provides default parsers (including base types and arrays):
- String (Java built-in)
- Float (Java built-in)
- Double (Java built-in)
- Integer (Java built-in)
- Short (Java built-in)
- Byte (Java built-in)
- Long (Java built-in)
- OfflinePlayer (Bukkit API)
- Player (Bukkit API)
- Material (Bukkit API)
- UUID (Java built-in)
- Boolean (Java built-in)
If you want to use a custom parser, you need to create a method that can be used with the Function
interface.
Supported parser types are <String, ?>
, meaning the method has exactly one parameter of type String
and returns a value of any type.
public static SomeType toSomeType(String s) {
//do something...
return result;
}
Then, add the converter in the constructor:
public SomeCommand() {
super();
getParsers().put(Arrays.asList(SomeType.class, SomeType[].class), SomeType::toSomeType);
}
Make sure to add the array type as well; otherwise, variable parameters won't be parsed.
If you need to specify permissions for a method, you need to add the permission
attribute in the @CmdMapping
annotation.
@CmdMapping(..., permission = "point.set.add")
The permissions specified in @CmdExecutor
will override any permission set in @CmdMapping
.
If you want all methods to be executed by OP only, you need to set the requireOp
attribute in @CmdExecutor
to true
@CmdExecutor(..., requireOp = true)
If you want a method to be executed by OP only, you need to set the requireOp
attribute in @CmdMapping
to true
@CmdMapping(..., requireOp = true)
If you want to specify the sender for all methods, you need to add the @CmdTarget
annotation in front of your
class.
If you want to specify the sender for a method, just add it in front of the method.
@CmdTarget(CmdTarget.CmdTargetType.BOTH)
If the sender is specified in both the class and the method, both must be met.
If a command needs to execute a task that takes a long time, you need to add @RunAsync
in front of the corresponding
@CmdMapping(format = "list")
@RunAsync
public void listPoint(@CmdSender Player player) {
//do query
}
This will create a new asynchronous thread to execute the method, avoiding blocking in the Bukkit main thread.
Since the Bukkit API does not allow asynchronous calls, if you need to call the Bukkit API, you need to create a synchronous task:
@CmdMapping(format = "list")
@RunAsync
public void listPoint(@CmdSender Player player) {
//do query
new BukkitRunnable() {
@Override
public void run() {
//call bukkit api
}
}.runTask(PluginMain.getInstance());
}
If you don't want a command to be executed in large quantities and consume server resources, then you can add
@CmdCD
in front of the corresponding method:
@CmdCD(60)
Parameter type is integer, in second.
If the command is executed before the cooldown ends, the message Frequent operations, please try again later
will be
sent.
This restriction only takes effect on players.
If you want a command to be executed only one by one, you can add @UsageLimit
in front of the corresponding method:
@UsageLimit(ContainConsole = false, value = LimitType.SENDER)
ContainConsole
is whether the restriction is applied to the console, and value
is the restriction type.
Available types are:
LimitType.SENDER
limits that each sender can only have one command of this type executed at a timeLimitType.ALL
limits that only one command of this type can be executed in the whole serverLimitType.NONE
no limit
Under the LimitType.SENDER
strategy, the player will receive a prompt: Please wait for last Command Processing!
Under the LimitType.ALL
strategy, the player will receive a
prompt: Please wait for last Command Processing which sent by other players!
All three classes above provide a sendHelpMessage
method for sending help messages to players or consoles.
sendHelpMessage(CommandSender sender) {
// send help message
}
When sending the /somecommand help
command, this method will be called.
You may find that the onCommand
method of the three classes above returns a boolean
type value.
It is the same as the native CommandExecutor
interface, this value is used to indicate whether the command was
executed successfully.
When the command execution returns false
, the command sender will be automatically prompted with an error message.