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[1.11] Command Alias prefix[SOLVED]


iAmRinzler

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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?

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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.

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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.

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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.

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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.

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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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