Posted December 29, 20168 yr I am trying to set up a command structure that would use /myMod myNewCommand Arguments It seems that I could register 1 command class that uses /myMod as its sole alias and handle various subcommands during the execution of that single super command. An example of this follows: package kmm.TestMod.Commands; import net.minecraft.command.CommandBase; import net.minecraft.command.CommandException; import net.minecraft.command.ICommandSender; import net.minecraft.server.MinecraftServer; import net.minecraft.world.World; /** * * @author Rinzler */ public class CommandTester extends CommandBase { @Override public String getCommandName() { return "myModName"; } @Override public String getCommandUsage(ICommandSender sender) { return "help"; } @Override public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException { // World world = sender.getEntityWorld(); if(world.isRemote) { //do stuff } else { if(args[0].equals("myNewCommand1")) { if(args.length > 1) { //do myNewCommand1 plus Arguments } else { //do stuff for myNewCommand1 no arguments } } if(args[0].equals("myNewCommand2")) { if(args.length > 1) { //do stuff for myNewCommand2 plus arguments } else { //do stuff for myNewCommand2 no arguments } } //...more commands... } } } Is there a better way of doing this such that I can use /myMod as a command opener?
December 29, 20168 yr Extend CommandTreeBase to create a command with sub-commands. Use CommandTreeBase#addSubcommand to add a sub-command. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
December 29, 20168 yr Author Extend CommandTreeBase to create a command with sub-commands. Use CommandTreeBase#addSubcommand to add a sub-command. Exactly what I needed. Thanks! I have it working as I wanted now. However, do I need to handle the help text for each subcommand? I can't seem to access it otherwise. /help mymod gets the help text from the CommandTreeBase...but I can't seem to find the texts for the subcommands. I could just add a help argument branch for each subcommand... edit: I am generating the help text by simply having public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException { if (args.length == 1 && args[0].equals("help")) { sender.addChatMessage(new TextComponentString(getCommandUsage(sender))); } } in my subcommand execution. Seems to be working fine, although perhaps there is a better way.
December 30, 20168 yr Extend CommandTreeBase to create a command with sub-commands. Use CommandTreeBase#addSubcommand to add a sub-command. Exactly what I needed. Thanks! I have it working as I wanted now. However, do I need to handle the help text for each subcommand? I can't seem to access it otherwise. /help mymod gets the help text from the CommandTreeBase...but I can't seem to find the texts for the subcommands. I could just add a help argument branch for each subcommand... edit: I am generating the help text by simply having public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException { if (args.length == 1 && args[0].equals("help")) { sender.addChatMessage(new TextComponentString(getCommandUsage(sender))); } } in my subcommand execution. Seems to be working fine, although perhaps there is a better way. For my mod's command, I added a help sub-command that extends CommandHelp , stores the instance of the base command and overrides CommandHelp#getCommandMap and CommandHelp#getSortedPossibleCommands to return values from the base command. CommandTreeBase provides a getCommandMap method, but you have to implement getSortedPossibleCommands yourself ( CommandHelp calls ICommandManager#getPossibleCommands and sorts the result). You can see the base command here and the help sub-command here. Unfortunately this prints the vanilla header (which says /help instead of /testmod3 help ), but you'd need to re-implement CommandHelp#execute yourself to get around this. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
December 31, 20168 yr Author Extend CommandTreeBase to create a command with sub-commands. Use CommandTreeBase#addSubcommand to add a sub-command. Exactly what I needed. Thanks! I have it working as I wanted now. However, do I need to handle the help text for each subcommand? I can't seem to access it otherwise. /help mymod gets the help text from the CommandTreeBase...but I can't seem to find the texts for the subcommands. I could just add a help argument branch for each subcommand... edit: I am generating the help text by simply having public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException { if (args.length == 1 && args[0].equals("help")) { sender.addChatMessage(new TextComponentString(getCommandUsage(sender))); } } in my subcommand execution. Seems to be working fine, although perhaps there is a better way. For my mod's command, I added a help sub-command that extends CommandHelp , stores the instance of the base command and overrides CommandHelp#getCommandMap and CommandHelp#getSortedPossibleCommands to return values from the base command. CommandTreeBase provides a getCommandMap method, but you have to implement getSortedPossibleCommands yourself ( CommandHelp calls ICommandManager#getPossibleCommands and sorts the result). You can see the base command here and the help sub-command here. Unfortunately this prints the vanilla header (which says /help instead of /testmod3 help ), but you'd need to re-implement CommandHelp#execute yourself to get around this. For the help files I am now using if (args.length == 1 && args[0].equals("help")) { throw new WrongUsageException("commands.testmod.command1.usage", new Object[0]); //TextComponentTranslation tct = new TextComponentTranslation("commands.testmod.command1.usage", new Object[0]); //sender.addChatMessage(tct); } Seems to work fine. Both the WrongUsageException and the TextComponentTranslation are working to get the string from the lang file.
December 31, 20168 yr Just a quick tip: you don't have to put new Object[0] . Those are varargs and can just leave it blank.
December 31, 20168 yr Or rather: varargs is syntactic sugar that allows the compiler to automatically wrap the parameters in a new Object[] for you. This includes 0 extra arguments. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
December 31, 20168 yr Author Or rather: varargs is syntactic sugar that allows the compiler to automatically wrap the parameters in a new Object[] for you. This includes 0 extra arguments. I like Syntactic Sugar. It reminds me of the flavor of my tears when sitting through Data Structures and Algorithms a couple years ago.
December 31, 20168 yr I like Syntactic Sugar. It reminds me of the flavor of my tears when sitting through Data Structures and Algorithms a couple years ago. Trust me, I learned more about data structures and algorithms from modding Minecraft than I ever did in college. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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