String arguments

There are three types of arguments that return Java's String object. Each have their own unique set of features which make them suitable for specific needs.

String argument

The StringArgument class is used to represent a single word. These words can only contain alphanumeric characters (A-Z, a-z and 0-9), and the underscore character.

Accepted StringArgument values:


Rejected StringArgument values:

Examples of StringArgument uses:

  • Entering strings to identify offline players

Text argument

The TextArgument acts similar to any String in Java. These can be single words, like to the StringArgument, or have additional characters (e.g. spaces, symbols) if surrounded by quotes. To type quotation marks, you can use \" (as similar to Java) to escape these special characters.

Accepted TextArgument values:

"hello world!"
"this has \" <<-- speech marks! "

Rejected TextArgument values:

hello world
"speech marks: ""

Examples of TextArgument uses:

  • Editing the contents of a sign
  • A command that requires multiple text arguments (say, username and password?)

Greedy string argument

Greedy Arguments:

The GreedyStringArgument, similar to the ChatArgument uses the entire argument array from its current position. This means that it never ends, therefore if it is used, it must be the last element of your LinkedHashMap of arguments.

For example, if you have a command /message <message> <target>, it would not be able to determine where the message ends and the <target> argument begins.

If a GreedyStringArgument or ChatArgument is not declared at the end of the LinkedHashMap of arguments, or multiple of these arguments are used in the same LinkedHashMap, the CommandAPI throws a GreedyArgumentException.

The GreedyStringArgument takes the TextArgument a step further. Any characters and symbols are allowed and quotation marks are not required.

Example - Messaging command

Say we have a simple message command of the following form:

/message <target> <message>

This would be ideal for a greedy string, since it can consume all text after the player's name:

LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("target", new PlayerArgument());
arguments.put("message", new GreedyStringArgument());

new CommandAPICommand("message")
    .executes((sender, args) -> {
		((Player) args[0]).sendMessage((String) args[1]);

Any text entered after the <target> argument would be sent to the player. For example, the command could be used as follows:

/message Skepter This is some incredibly long string with "symbols" and $p3c!aL characters~

Note how this only works if the greedy string argument is at the end. If, say, the command was /message <message> <target>, it would not be able to determine where the <message> argument ends and the <target> argument begins.

Examples of GreedyStringArgument uses:

  • A messaging/whisper command (as shown in the example above)
  • A mailing command
  • Any command involving lots of text, such as a command to write the contents of a book
  • Any command which involves an unreasonable/unknown amount of arguments
  • Any command where you want to parse arguments similar to how regular Bukkit would