Class CommonParameters
parameters that can be reused in
multiple commands.
The intent behind these parameters is to reduce the amount of boilerplate
used when creating commands and retrieving elements. A general workflow for
defining a command with a ServerPlayer parameter may look like this:
final Parameter.Value<ServerPlayer> parameter = Parameter.player().setKey("player").build();
final Command.Parameterized builder = Command.builder()
.parameter(parameter)
.executor(context -> {
context.sendMessage(Component.text(context.requireOne(parameter).getName()));
return CommandResult.success();
}).build();
// registration happens here.
While this is a totally valid approach, there are two particular considerations that can be made:
- Sponge provided
ValueParameters and, by extension,Parameter.Values are stateless and so can be reused by multiple commands, or indeed, multiple times within the same command; and - Due to the type safety provided by the
CommandContextand the requirement of retrieving parsed arguments by theParameter.Key(or the actualParameter.Value, which implements this key, plugin developers will either need to keep a reference to the parameter value, its key, or rebuild the key as required (paying close attention to theParameter.Valuetype).
Given these two considerations, it generally makes sense to store one
Parameter.Value for a given ValueParameter and
Parameter.Key combination. Further, it is clear that plugins will
tend to use similar, if not the same, parameter/key combinations.
The values held by this class are commonly used Parameter.Values
with sensible key names such that plugin developers do not have to generate
their own parameters and can also use these as Parameter.Keys when
obtaining results from the CommandContext. The example above would
then become:
final Command.Parameterized builder = Command.builder()
.parameter(CommonParameters.PLAYER)
.executor(context -> {
context.sendMessage(Component.text(context.requireOne(CommonParameters.PLAYER).getName()));
return CommandResult.success();
}).build();
// registration happens here.
reducing object creation and slightly reducing repetition amongst commands that use the same parameters.
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final Parameter.Value<Boolean> AParameter.Valuethat parses aBooleanwith the key name "true/false".static final Parameter.Value<ServerLocation> AParameter.Valuethat parses a world and a position and stores it as aServerLocationunder the key "location".static final Parameter.Value<String> AParameter.Valuethat parses the remainder of the string under the key "message".static final Parameter.Value<ServerPlayer> AParameter.Valuethat parses a player name or selector and stores the results under the key "player".static final Parameter.Value<ServerPlayer> AParameter.Valuethat parses a player name or selector and stores the results under the key "player" if the input is valid.static final Parameter.Value<Vector3d> AParameter.Valuethat parses a position and stores it as aVector3dunder the key "position".static final Parameter.Value<ServerWorld> AParameter.Valuethat parses a world id and stores it as aServerWorldunder the key "world". -
Method Summary
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Field Details
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WORLD
AParameter.Valuethat parses a world id and stores it as aServerWorldunder the key "world".- See Also:
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BOOLEAN
AParameter.Valuethat parses aBooleanwith the key name "true/false".- See Also:
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LOCATION_ONLINE_ONLY
AParameter.Valuethat parses a world and a position and stores it as aServerLocationunder the key "location".- See Also:
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MESSAGE
AParameter.Valuethat parses the remainder of the string under the key "message".- See Also:
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PLAYER
AParameter.Valuethat parses a player name or selector and stores the results under the key "player".- See Also:
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PLAYER_OPTIONAL
AParameter.Valuethat parses a player name or selector and stores the results under the key "player" if the input is valid. Otherwise, this parameter is skipped.- See Also:
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POSITION
AParameter.Valuethat parses a position and stores it as aVector3dunder the key "position".- See Also:
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