Documentation for v1.8
An API to use the new command UI introduced in Minecraft 1.13
Contents
- Installation for server owners
- Using the CommandAPI in your projects
- Config.yml
- Basic usage (for developers)
- Command registration
- Arguments
- Argument Casting
- Ranged Arguments
- Location Arguments
- Entity Selector Arguments
- Chat Component Arguments
- Literal Arguments, Suggested String Arguments & Dynamic Suggested String Arguments
- Strings, Greedy Strings and Text arguments
- Multiple command arguments
- Overriding Argument Suggestions
- Argument Permissions
- Functions & Function Arguments
- Permissions
- CommandExecutor
- Command Converter
- Examples
- FAQ
Installation (For server owners)
- Download the v1.8.2 CommandAPI.jar from the download page here
- Place the CommandAPI.jar file in your server's
/plugins/
folder - That's it!
Config.yml
Default config.yml:
verbose-outputs: true
create-dispatcher-json: true
verbose-outputs
- Outputs command registration and unregistration in the consolecreate-dispatcher-json
- Creates acommand_registration.json
file showing the mapping of registered commands
Using the CommandAPI in your projects (For developers)
Manual Installation with .jar
- Download the v1.8.2 CommandAPI.jar from the download page here
- Add the CommandAPI.jar file to your project/environment's build path
- Add the plugin as a dependent in the plugin.yml (
depend: [CommandAPI]
)
Maven
-
Add the maven repository:
<repository> <id>mccommandapi</id> <url>https://raw.githubusercontent.com/JorelAli/1.13-Command-API/mvn-repo/1.13CommandAPI/</url> </repository>
-
Add the dependency:
<dependency> <groupId>io.github.jorelali</groupId> <artifactId>commandapi</artifactId> <version>1.8.2</version> </dependency>
Basic usage (For developers)
-
Generate a
LinkedHashMap<String, Argument>
to store your arguments for your command. The insertion order IS IMPORTANT.LinkedHashMap<String, Argument> args = new LinkedHashMap<>(); args.put("time", new IntegerArgument());
-
Register your command using the CommandAPI instance
CommandAPI.getInstance().register("mycommand", arguments, (sender, args) -> { if(sender instanceof Player) { Player player = (Player) sender; player.getWorld().setTime((int) args[0]); } });
Command registration
CommandRegistration method | Outcome |
---|---|
CommandAPI.getInstance().register(String, LinkedHashMap, CommandExecutor) | Basic command registration |
CommandAPI.getInstance().register(String, String[], LinkedHashMap, CommandExecutor) | Register command with an array of aliases |
CommandAPI.getInstance().register(String, CommandPermission, LinkedHashMap, CommandExecutor) | Register command which need certain permissions |
CommandAPI.getInstance().register(String, CommandPermission, String[], LinkedHashMap, CommandExecutor) | Register command with aliases and permission requirements |
To see more about CommandPermission
, check out the link here
To see more about CommandExecutor
, check out the link here
Command loading order
Commands must be registered before the server finishes loading. The CommandAPI will prevent command registration after the server has loaded.
When to load | What to do |
---|---|
Plugin onLoad() method | Register commands to be used in Minecraft functions (see Function section for more info) |
Plugin onEnable() method | Register regular commands |
Command unregistration
The CommandAPI has support to unregister commands completely from Minecraft's command list. This includes Minecraft built in commands!
Method | Result |
---|---|
CommandAPI.getInstance().unregister(String cmd) | Unregisters a command from the game |
CommandAPI.getInstance().unregister(String cmd, boolean force) | Unregisters a command from the game by force. This includes /minecraft:cmd , /bukkit:cmd and /spigot:cmd commands as well. |
Example:
Method | Outcome |
---|---|
CommandAPI.getInstance().unregister("gamemode") | Unregisters the /gamemode command from the game |
CommandAPI.getInstance().unregister("gamemode", true) | Force unregisters all /gamemode commands from all plugins, Minecraft, Bukkit and Spigot. This includes /minecraft:gamemode , in addition to any other plugins which register /gamemode |
Arguments
Arguments are found in the io.github.jorelali.commandapi.api.arguments
package.
Argument class | Bukkit data type | Data type | Notes |
---|---|---|---|
new BooleanArgument() | ❌ | boolean | |
new ChatColorArgument() | ✔️ | ChatColor | |
new ChatComponentArgument() | ✔️* | BaseComponent[] | *Requires Spigot, see below for usage notes |
new DoubleArgument() | ❌ | double | |
new DynamicSuggestedStringArgument(DynamicSuggestions) | ❌ | String | See below for usage |
new EnchantmentArgument() | ✔️ | Enchantment | |
new EntitySelectorArgument(EntitySelector) | ✔️ | Entity , Player , Collection<Entity> , Collection<Player> | See below for usage |
new EntityTypeArgument() | ✔️ | EntityType | |
new FloatArgument() | ❌ | float | |
new FunctionArgument() | ❌* | FunctionWrapper[] | *Quite complex, see below for usage notes |
new GreedyStringArgument() | ❌ | String | Can have any length |
new IntegerArgument() | ❌ | int | |
new ItemStackArgument() | ✔️ | ItemStack | Returns an ItemStack with amount 1 |
new LiteralArgument(String) | ❌ | N/A | See below for usage |
new LocationArgument() new LocationArgument(LocationType) | ✔️ | Location | See below for info on LocationType |
new ParticleArgument() | ✔️ | Particle | |
new PlayerArgument() | ✔️ | Player | Always returns 1 player |
new PotionEffectArgument() | ✔️ | PotionEffectType | |
new StringArgument() | ❌ | String | Always consists of 1 word |
new SuggestedStringArgument(String[]) | ❌ | String | See below for usage |
new TextArgument() | ❌ | String | Can have spaces (used for text) |
Argument Casting
To access arguments, they are casted in the order of declaration.
LinkedHashMap<String, ArgumentType> arguments = new LinkedHashMap<>();
arguments.put("arg0", new StringArgument());
arguments.put("arg1", new PotionEffectArgument());
arguments.put("arg2", new LocationArgument());
commandRegister.register("cmd", arguments, (sender, args) -> {
String stringArg = (String) args[0];
PotionEffectType potionArg = (PotionEffectType) args[1];
Location locationArg = (Location) args[2];
});
Ranged Arguments
Numerical arguments (int
, float
and double
) can have ranged values.
Constructor | Expression |
---|---|
new IntegerArgument() | int |
new IntegerArgument(2) | 2 ≤ int |
new IntegerArgument(2, 10) | 2 ≤ int ≤ 10 |
Location Arguments
As of 1.8.2, the LocationArgument
now has a new optional constructor: LocationArgument(LocationType type)
. The LocationType
has two options:
LocationType.BLOCK_POSITION
- Integer block coordinates. The suggested location is the coordinates of block you are looking at when you type the command.LocationType.PRECISE_POSITION
- Exact coordinates. The suggested location is the exact coordinates of where your cursor is pointing at when you type the command.
By default, the LocationArgument
will use PRECISE_POSITION
.
Example:
/break <target block> - 'breaks' the block with the specified coordinates
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
//We want to target blocks in particular, so use BLOCK_POSITION
arguments.put("block", new LocationArgument(LocationType.BLOCK_POSITION));
CommandAPI.getInstance().register("break", arguments, (sender, args) -> {
((Location) args[0]).getBlock().setType(Material.AIR);
});
Entity Selector Arguments
Target selectors are implemented using the EntitySelectorArgument
class. This allows you to select specific entities based on certain attributes.
The EntitySelectorArgument
class requires an EntitySelector
argument to determine what type of data to return. There are 4 types of entity selections which are available:
EntitySelector.ONE_ENTITY
- A single entity, which returns aEntity
object.EntitySelector.MANY_ENTITIES
- A collection of many entities, which returns aCollection<Entity>
object.EntitySelector.ONE_PLAYER
- A single player, which returns aPlayer
object.EntitySelector.MANY_PLAYERS
- A collection of players, which returns aCollection<Player>
object.
The return type is the type to be cast when retrieved from the Object[] args
in the command declaration.
//LinkedHashMap to store arguments for the command
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
//Using a collective entity selector to select multiple entities
arguments.put("entities", new EntitySelectorArgument(EntitySelector.MANY_ENTITIES));
CommandAPI.getInstance().register("kill", arguments, (sender, args) -> {
//Parse the argument as a collection of entities (as stated above in the documentation)
Collection<Entity> entities = (Collection<Entity>) args[0];
sender.sendMessage("killed " + entities.size() + "entities");
for(Entity e : entity)
e.remove();
});
You can view an example of using the EntitySelectorArgument here
Chat Component Arguments
The ChatComponentArgument
uses Spigot's BaseComponent
class to accept raw JSON text as a valid input. When raw JSON is inputted, the ChatComponentArgument
will return a BaseComponent[]
which can be used for books and raw messages. You can read more about raw JSON here, and Spigot's Chat Component API here. You can view some examples with the ChatComponentArgument
in the Examples section.
If used on a non-spigot server (e.g. a server running CraftBukkit), the CommandAPI will throw a SpigotNotFoundException
.
Literal Arguments, Suggested String Arguments & Dynamic Suggested String Arguments
Literal Arguments
Introduced in v1.3 is the LiteralArgument
class. This allows you to basically create "lists" in your commands, or specific commands where a desired text option is required.
LiteralArgument(String literal)
takes a String
input which is the text which the argument represents.
For example, take the /gamemode
command. It takes an argument which is the game mode, which is picked from a list: adventure, creative, spectator or survival.
Literal arguments are "technically" not arguments, however they are declared as you would a regular argument.
//Used as a regular argument, in your LinkedHashMap
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("gamemodearg", new LiteralArgument("adventure"));
CommandAPI.getInstance().register("gamemode", arguments, (sender, args) -> {
if(sender instanceof Player) {
Player player = (Player) sender;
player.setGameMode(GameMode.ADVENTURE);
}
});
Since Literal arguments are not "technically" arguments, LITERAL ARGUMENTS ARE NOT DEFINED IN args
. So, with the example above, args
is an empty array.
To use lists, you can iterate over a list/map to generate multiple commands at once:
//Create a map of gamemode names to their respective objects
HashMap<String, GameMode> gamemodes = new HashMap<>();
gamemodes.put("adventure", GameMode.ADVENTURE);
gamemodes.put("creative", GameMode.CREATIVE);
gamemodes.put("spectator", GameMode.SPECTATOR);
gamemodes.put("survival", GameMode.SURVIVAL);
//Iterate over the map
for(String key : gamemodes.keySet()) {
//Create our arguments as usual, using the LiteralArgument for the name of the gamemode
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put(key, new LiteralArgument(key));
//Register the command as usual
CommandAPI.getInstance().register("gamemode", arguments, (sender, args) -> {
if(sender instanceof Player) {
Player player = (Player) sender;
//Retrieve the object from the map via the key and NOT the args[]
player.setGameMode(gamemodes.get(key));
}
});
}
Be aware that large nested lists are HIGHLY discouraged, as described in this comment
Failing to define a value for a literal (either by using null or an empty String) will result in a BadLiteralException
SuggestedStringArguments
As of v1.5, the CommandAPI now includes the SuggestedStringArgument
class. This is similar to the LiteralArgument
class, however its usage is very different. The SuggestedStringArgument
uses an array of Strings which are displayed to the user when inputting values.
//Arguments
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
//Populate a list of suggestions with the name of each Material in the Material enum
/* This doesn't have the same effect that LiteralArgument has where each value is
* stored in the command dispatcher's JSON file. The suggestion list is generated
* at runtime and therefore doesn't impact on server memory or cause potential client issues. */
List<String> suggestions = Arrays.stream(Material.values()).map(element -> element.name()).collect(Collectors.toList());
//Create a SuggestedStringArgument
arguments.put("material", new SuggestedStringArgument(suggestions));
//Output the value submitted by the player
CommandAPI.getInstance().register("suggest", arguments, (sender, args) -> {
if (sender instanceof Player) {
Player player = (Player) sender;
player.sendMessage((String) args[0]);
}
});
The SuggestedStringArgument
is a suggestion. This means that the command sender MAY NOT enter a desired value stated in the list. For example:
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("examples", new SuggestedStringArgument("hello", "world", "blah"));
CommandAPI.getInstance().register("mycommand", arguments, (sender, args) -> {
String result = (String) args[0]; //String argument from /mycommand [examples]
});
This code will not guarantee that the user has entered hello
, world
or blah
. The user can type whatever they want, these are just suggestions.
LiteralArgument | SuggestedStringArgument |
---|---|
Forces the user to select a word from the list | The user doesn't have to select a word from the list |
Bloated and uses up more memory to store arguments | Argument list is determined at runtime and doesn't use up as much memory |
Input sanitization is performed before the command is run | Requires extra handling to deal with unintended inputs. This is implemented by you. |
Dynamic Suggested String Arguments
As of version 1.7, the CommandAPI now includes the DynamicSuggestedStringArgument
class. This basically lets you take the SuggestedStringArgument
class to a new level by allowing the server to automatically update the list whenever you want. This is done via a functional interface:
For example, say we register the command dynsuggest
which dynamically updates from a list dynamicList
:
//Create a list to hold the information of out dynamic list
List<String> dynamicList = new ArrayList<>();
//Create a Dynamic SuggestedStringArgument
DynamicSuggestedStringArgument dynSSArg = new DynamicSuggestedStringArgument(() -> {
//Returns a String[]
return dynamicList.toArray(new String[dynamicList.size()]);
});
//Register the command as normal
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("suggested", dynSSArg);
CommandAPI.getInstance().register("dynsuggest", arguments, (sender, args) -> {
System.out.println((String) args[0]);
});
Later on in our program, we decide to add things to the list:
dynamicList.add("John");
dynamicList.add("Smith");
dynamicList.add("Will");
When the command is being typed by the player, the options John, Smith and Will will be suggested to them. Say we then add a new thing to the list:
dynamicList.add("Bob");
Now when the player types the command, the options John, Smith, Will and Bob will be suggested to them.
Strings, Greedy Strings and Text arguments
StringArgument
The StringArgument
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:
/mycommand hello
/mycommand 123
/mycommand hello123
Rejected StringArgument
values:
/mycommand hello@gmail.com
/mycommand yesn't
Potential Uses
- Entering Strings to identify offline players
TextArgument
The TextArgument
acts similar to any String in Java. These can be single words, like to the StringArgument
, or have additional values such as special characters if quoted. To type quotation marks, you can use \"
(as similar to Java) to escape these special characters.
Accepted TextArgument
values:
/mycommand hello
/mycommand "hello world!"
/mycommand "hello@gmail.com"
/mycommand "this has \" <<-- speech marks! "
Rejected TextArgument
values:
/mycommand hello world
/mycommand 私
/mycommand "speech marks: ""
Potential Uses
- A command to edit the contents on a sign
- Any command that may require multiple text arguments
GreedyStringArgument
The GreedyStringArgument
takes the TextArgument
a step further. Any characters and symbols are allowed and quotation marks are not required. However, the GreedyStringArgument
uses the entirety of the argument array from its position.
For example, say we have a command /msg <target> <message>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("target", new PlayerArgument());
arguments.put("message", new GreedyStringArgument());
CommandAPI.getInstance().register("msg", arguments, (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:
/msg Skepter hello how are you? I'm doing great! Last week I sent an email to blah@mail.com
would send Skepter
a message saying hello how are you? I'm doing great! Last week I sent an email to blah@mail.com
.
Due to the fact that the GreedyStringArgument
has no terminator (it has infinite length), a GreedyStringArgument
must be defined at the end of the LinkedHashMap
(otherwise the CommandAPI will throw a GreedyStringException
)
For example, if the syntax was/msg <message> <target>
, it would not be able to determine where the message ends and the <target>
argument begins.
Potential Uses
- A messaging/whisper command
- A mailing command
- Any command involving lots of text, such as a book writing command
- Any command which involves an unreasonable/unknown amount of arguments
- Any command where you want to parse arguments similar to how regular Bukkit would
Multiple command arguments
Sometimes, you'll want one command to have different arguments. For example:
/walkspeed <speed>
to change your walk speed/walkspeed <speed> <target>
to change the walk speed of another player
To accommodate for this, just register the command twice, each with different arguments:
LinkedHashMap<String, ArgumentType> arguments = new LinkedHashMap<>();
arguments.put("speed", new FloatArgument(0.0, 1.0)); //args[0]
//Register the command
CommandAPI.getInstance().register("walkspeed", arguments, (sender, args) -> {
float speed = (float) args[0]; //speed argument
//Code here to change the player's speed
});
//We can still use the arguments variable to add new arguments as the first command has already been registered
arguments.put("target", new PlayerArgument()); //args[1]
//Register the command
CommandAPI.getInstance().register("walkspeed", arguments, (sender, args) -> {
float speed = (float) args[0]; //speed argument
Player target = (Player) args[1]; //target player
//Code here to change the target's speed
});
Overriding Argument Suggestions
As of v1.8, the CommandAPI allows you to override suggestions for arguments.
Syntax:
new Argument().overrideSuggestions(String... suggestions);
This can be useful for if you want a specific argument type, but want the user to input a specific value for that argument. For example, a recipe command which takes an ItemStackArgument
, but you want to limit the choices to only iron, gold and diamonds:
LinkedHashMap<String, ArgumentType> arguments = new LinkedHashMap<>();
arguments.put("item", new ItemStackArgument().overrideSuggestions("minecraft:iron_ingot", "minecraft:gold_ingot", "minecraft:diamond"));
CommandAPI.getInstance().register("mycommand", arguments, (sender, args) -> {
//code here
});
Example usage:
Say you wrote a command block which uses the following absolute entity selector:
@a[x=120,y=100,z=-120,dx=10,dy=10,dz=10]
Say you wanted to write this command in code rather than a command block to handle more complex operations, but still want to use this specific entity selector. Handling that entity selector in code is difficult, but easy for an argument for a command.
Using the CommandAPI, this argument can be represented as:
new EntitySelectorArgument(EntitySelector.MANY_PLAYERS).overrideSuggestions("@a[x=120,y=100,z=-120,dx=10,dy=10,dz=10]")
The user entering this command can then tab-complete this exact string and when parsed, it returns a Collection<Player>
.
Argument Permissions
As of v1.8, the CommandAPI allows you to register permissions to arguments. This allows you to register subcommands to commands which require specific permissions in order to execute them. It uses a similar syntax to overriding suggestions:
Syntax:
new Argument().withPermission(CommandPermission permission)
If a player does not have the required permission:
- The argument hover text which suggests what the command is will not be shown
- The player will receive an error if they try to type something in for that argument
- Suggestions, such as a list of materials or players will not be shown
Example usage:
A simple /kill command, where the second command requires OP:
/kill - kills yourself
/kill <target> - kills the target
LinkedHashMap<String, ArgumentType> arguments = new LinkedHashMap<>();
CommandAPI.getInstance().register("kill", arguments, (sender, args) -> {
((Player) sender).setHealth(0);
});
arguments.clear();
arguments.put("target", new PlayerArgument().withPermission(CommandPermission.OP));
CommandAPI.getInstance().register("kill", arguments, (sender, args) -> {
((Player) args[0]).setHealth(0);
});
Functions & Function Arguments
As of v1.6, the CommandAPI now supports Minecraft's new functions. The FunctionArgument
class is used to parse functions into your own plugin. This then looks up the function and returns a FunctionWrapper[]
, which is also included with the CommandAPI. This is a list of all functions which were retrieved by the user - either an array containing a single function or an array containing a list of functions (for example, from a tag)
The FunctionWrapper
class
The FunctionWrapper
class has two main methods:
Method | Result on execution |
---|---|
run() | Executes the Minecraft function(s) |
runAs(Entity e) | Executes the Minecraft function as a specific Entity |
Running the function from a FunctionWrapper
will execute the function as declared in the respective .mcfunction
file.
Function command registration
In order to allow a command from your plugin to be used in a .mcfunction
file, you must register your command in your plugin's onLoad()
method, instead of the onEnable()
method. This is due to the loading order for Minecraft functions, which takes place after the onLoad()
method, but before the onEnable()
method.
Permissions
Permissions are created using the CommandPermission
class.
Method | Outcome |
---|---|
CommandPermission.OP | Requires sender to be an OP to run the command |
CommandPermission.NONE | Anyone can run the command |
CommandPermission.fromString("my.perm") | Requires the permission my.perm to run the command |
Note: The permission syntax changed as of v1.7. Please use this syntax from now on!
For example, a simple invincibility command with these parameters:
/god
/god <target>
This is implemented like this:
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
CommandAPI.getInstance().register("god", CommandPermission.fromString("command.god"), arguments, (sender, args) -> {
if(sender instanceof Player) {
((Player) sender).setInvulnerable(true);
}
});
arguments.put("target", new EntitySelectorArgument(EntitySelector.ONE_PLAYER));
CommandAPI.getInstance().register("god", CommandPermission.fromString("command.god"), arguments, (sender, args) -> {
((Player) args[0]).setInvulnerable(true);
});
CommandExecutor
The CommandExecutor
class (not to be confused with Bukkit's CommandExecutor class) is a functional interface which executes when the command is performed. It consists of two parameters, CommandSender sender
and Object[] args
.
CommandExecutor format (Java 8 lambda)
CommandExecutor executor = (sender, args) -> {
//Code here
};
CommandExecutor format (Java 7)
CommandExecutor executor = new CommandExecutor() {
@Override
public void run(CommandSender sender, Object[] args) {
//Code here
}
};
Command name checking and permission checks aren't required as these are checked when the player types the command.
ResultingCommandExecutors
As of v1.7, the CommandAPI now has support for the /execute
command's store
tag. This allows your command to return a success
value (either 1
if successful or 0
if failure) and a result
value (any integer).
The syntax for using a ResultingCommandExecutor
is exactly the same as using a regular CommandExecutor
when using the Java 8 lambda format:
ResultingCommandExecutor executor = (sender, args) -> {
//code here
return 5; //result value is returned here
};
Your ResultingCommandExecutor
must return an integer - this is the result
value. Default commands (ones that don't return a result value) will automatically return a result value of 0.
By default, all commands return a success
value of 1
. This is changed by using the CommandAPI.fail(String errorMessage)
method, which instantly returns a success
value of 0
.
For example:
ResultingCommandExecutor executor = (sender, args) -> {
int randInt = new Random().nextInt();
if(randInt < 0) {
CommandAPI.fail("The random number was negative :(");
}
return randInt; //result value is a random integer
};
The result
value is a random integer. The success
value depends on whether that number is positive or negative. If the success
value is 0
, the result value is assigned 0
as well.
In short:
Command works normally | Command uses CommandAPI.fail(String) | |
---|---|---|
result | Whatever int you return | 0 |
success | 1 | 0 |
ProxiedCommandSenders
As of v1.3, the CommandAPI now has some support for the /execute
command, which is implemented using the ProxiedCommandSender
When using a command generated by the CommandAPI, it will modify the CommandSender
when run depending of the CommandSender
was changed in execution.
For example:
- Running
/mycommand
as a player in game will return a regularCommandSender
, which can be cast to aPlayer
object. (Player player = (Player) sender
) - Running
/execute as @e[type=cow] run mycommand
as a player in game will return aProxiedCommandSender
, with callee as a cow and caller as a player.
Command Converter
As of v1.6, the CommandAPI now includes the Converter
class! This class can be used to convert commands from other plugins into commands which are compatible with Minecraft 1.13's /execute
commands
Method | Outcome |
---|---|
Converter.convert(Plugin p) | Converts all commands stated in Plugin 's plugin.yml file |
Converter.convert(Plugin p, String cmdName) | Converts the specific command (cmdName ) from Plugin 's plugin.yml file |
This converter is to be used cautiously and only for commands from other plugins that you need to use.
Examples examples examples!
Give Command
/give <item> <amount>
/give <target> <item> <amount>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("item", new ItemStackArgument()); //args[0]
arguments.put("amount", new IntegerArgument(1, 64)); //args[1]
CommandAPI.getInstance().register("give", CommandPermission.OP, new String[] {"i", "item"}, arguments, (sender, args) -> {
if(sender instanceof Player) {
Player player = (Player) sender;
ItemStack is = (ItemStack) args[0];
is.setAmount((int) args[1]);
player.getInventory().addItem(is);
}
});
arguments = new LinkedHashMap<>();
arguments.put("target", new PlayerArgument()); //args0[0]
arguments.put("item", new ItemStackArgument()); //args[1]
arguments.put("amount", new IntegerArgument(1, 64)); //args[2]
CommandAPI.getInstance().register("give", CommandPermission.OP, new String[] {"i", "item"}, arguments, (sender, args) -> {
Player target = (Player) args[0];
ItemStack is = (ItemStack) args[1];
is.setAmount((int) args[2]);
target.getInventory().addItem(is);
});
Enchant Command
/enchant <level> <force enchant>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("level", new IntegerArgument()); //args[0]
arguments.put("force enchant", new BooleanArgument()); //args[1]
CommandAPI.getInstance().register("enchant", CommandPermission.fromString("plugin.enchant"), arguments, (sender, args) -> {
if(sender instanceof Player) {
Player player = (Player) sender;
if((boolean) args[1]) {
player.getInventory().getItemInMainHand().addUnsafeEnchantment((Enchantment) args[1], (int) args[0]);
} else {
player.getInventory().getItemInMainHand().addEnchantment((Enchantment) args[1], (int) args[0]);
}
}
});
SetBlock Command
/setblock <location> <type>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("location", new LocationArgument()); //args[0]
arguments.put("type", new ItemStackArgument()); //args[1]
CommandAPI.getInstance().register("setblock", arguments, (sender, args) -> {
if(sender instanceof Player) {
Player player = (Player) sender;
Material type = ((ItemStack) args[1]).getType();
player.getWorld().getBlockAt((Location) args[0]).setType(type);
}
});
Message Command
/message <target> <message>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("target", new PlayerArgument()); //args[0]
arguments.put("message", new GreedyStringArgument()); //args[1]
CommandAPI.getInstance().register("message", arguments, (sender, args) -> {
Player target = (Player) args[0];
target.sendMessage((String) args[1]);
});
Using the ChatComponentArgument:
Send a message with raw JSON:
/raw <target> <raw message>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("target", new PlayerArgument()); //args[0]
arguments.put("rawText", new ChatComponentArgument()); //args[1]
CommandAPI.getInstance().register("raw", arguments, (sender, args) -> {
Player target = (Player) args[0];
//Retrieve BaseComponent[] and send to player via spigot() method
BaseComponent[] arr = (BaseComponent[]) args[1];
target.spigot().sendMessage(arr);
});
Create a book with raw JSON:
/makebook <contents>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("contents", new ChatComponentArgument());
CommandAPI.getInstance().register("makebook", arguments, (sender, args) -> {
if (sender instanceof Player) {
Player player = (Player) sender;
BaseComponent[] arr = (BaseComponent[]) args[0];
//Create book
ItemStack is = new ItemStack(Material.WRITTEN_BOOK);
BookMeta meta = (BookMeta) is.getItemMeta();
meta.spigot().addPage(arr);
is.setItemMeta(meta);
//Give player the book
player.getInventory().addItem(is);
}
});
DynamicSuggestedString Example
For example, say we have a plugin that keeps track of griefers. If a moderator of the server notices a griefer, they add the griefer to their "watch list". If they notice that player griefing again, they can ban that player easily as their name is suggested in the /bangriefer
command:
/addgriefer <player> - add griefer to watch list
/bangriefer <player> - ban griefer from watch list
public class DynSugExample extends JavaPlugin {
//List of griefers
private List<Player> griefers;
@Override
public void onEnable() {
//Initialise list
griefers = new ArrayList<>();
//Create arguments
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
//Argument to store a player
arguments.put("griefer", new EntitySelectorArgument(EntitySelector.ONE_PLAYER));
// /addgriefer command adds the player to the list
CommandAPI.getInstance().register("addgriefer", arguments, (sender, args) -> {
griefers.add((Player) args[0]);
});
//Reset arguments and create a DynamicSuggestedStringArgument
arguments = new LinkedHashMap<>();
arguments.put("griefer", new DynamicSuggestedStringArgument(() -> {
//Convert the griefers list into a String array with the player's names
String[] array = new String[griefers.size()];
for (int i = 0; i < griefers.size(); i++) {
Player player = griefers.get(i);
array[i] = player.getName();
}
//Return the String[]
return array;
}));
// /bangriefer command bans the player.
CommandAPI.getInstance().register("bangriefer", arguments, (sender, args) -> {
Bukkit.getBanList(BanList.Type.NAME).addBan((String) args[0], "Being a griefer", new Date(), sender.getName());
});
}
}
Functions
Registering commands for Minecraft function support
/killall - kills all players on the server
/fly - enables flight
JavaPlugin
file:
public class Main extends JavaPlugin {
//Commands which will be used in Minecraft functions
@Override
public void onLoad() {
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
CommandAPI.getInstance().register("killall", arguments, (sender, args) -> {
//Lambda to kill all enemies in all worlds
Bukkit.getWorlds().forEach(w -> w.getLivingEntities().forEach(e -> e.setHealth(0)));
});
}
//All other commands
@Override
public void onEnable() {
//Other commands
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
CommandAPI.getInstance().register("fly", arguments, (sender, args) -> {
if(sender instanceof Player) {
((Player) sender).setFlying(true);
}
});
}
}
Example function hierarchy:
server/
├── world/
│ ├── advancements/
│ ├── data/
│ ├── datapacks/
│ │ └── bukkit/
│ │ ├── pack.mcmeta
│ │ └── data/
│ │ └── mycustomnamespace/
│ │ ├── functions/
│ │ │ ├── test.mcfunction
│ │ │ └── test2.mcfunction
│ │ └── tags/
│ │ └── functions/
│ │ └── mytag.json
│ └── ...
├── world_nether/
├── world_the_end/
├── ...
└── spigot.jar
test.mcfunction
Note how the /killall command works here. Trying to register /fly will cause an error as it was loaded in the onEnable()
method instead of the onLoad()
method.
killall
say Killed all living entities on the server
mytag.json
{
"values": [
"mycustomnamespace:test",
"mycustomnamespace:test2"
]
}
In-game command usage
/function mycustomnamespace:test
/function #mycustomnamespace:mytag
Using a pre-existing function in your code
/runfunction <function/tag>
LinkedHashMap<String, Argument> arguments = new LinkedHashMap<>();
arguments.put("functionarg", new FunctionArgument());
CommandAPI.getInstance().register("runfunction", arguments, (sender, args) -> {
FunctionWrapper[] func = (FunctionWrapper[]) args[0];
//Run all functions in the FunctionWrapper[]
for(FunctionWrapper function : func) {
function.run();
}
});
Converter
Given a plugin's plugin.yml
file:
name: myPlugin
main: some.random.package.Main
loadbefore: [CommandAPI]
version: 1.0
commands:
gmc:
aliases: gm1
gms:
i:
permission: item.permission
Running the converter on the plugin name produces:
//Convert all commands declared in myPlugin:
//Creates a command /gmc, /gm1, /gms and /i
Converter.convert(Bukkit.getPluginManager().getPlugin("myPlugin"));
FAQ
Why does the PlayerArgument only produce one player when @a is an option?
A: Simplicity. The old command system which involved using Bukkit.getPlayer()
and parsing a username only produces one player. To make it as simple to use, this was the best option. Alternatively, you can use the new EntitySelectorArgument
to select multiple players.
What about the other argument types?
Q: There's loads more argument types, including NBT tags, rotational position (i.e. pitch/yaw), inventory slots, scoreboards.... why aren't they implemented?
A: Again, for simplicity. NBT tags would require lots of NMS code to convert (and isn't majorly supported by Bukkit on its own). Rotational position isn't a majorly important argument - floating point arguments work fine. I don't really know much about how scoreboards work (if someone wants to help, I'm open to collaboration)