修复单人游戏时在世界内切换语言后命令执行失败的问题
命令提示文本在切换语言之后支持热重载了,不再需要重启集成服务器
This commit is contained in:
TheWhiteDog9487
2026-06-17 16:45:12 +08:00
parent 39027e398e
commit d2ecf4fdda
7 changed files with 257 additions and 219 deletions

View File

@@ -1,7 +1,9 @@
package xyz.thewhitedog9487
import com.mojang.brigadier.Command
import com.mojang.brigadier.CommandDispatcher
import com.mojang.brigadier.arguments.IntegerArgumentType
import com.mojang.brigadier.tree.LiteralCommandNode
import net.fabricmc.fabric.api.command.v2.CommandRegistrationCallback
import net.minecraft.commands.CommandSourceStack
import net.minecraft.commands.Commands
@@ -80,175 +82,205 @@ const val CommandExecuteFailure = 0
val CommandRootNodeName = setOf(
"随机传送",
"rtp" )
val CommandNodes: MutableSet<LiteralCommandNode<CommandSourceStack>> = mutableSetOf()
/**
* 是否注册过Fabric API的命令注册回调监听器
*/
var CommandRegistrationCallbackEventHasBeenRegistered = false
val CommandArgumentName_Radius = Component.translatableWithFallback("command.argument.radius", "Radius(半径)")
val CommandArgumentName_Target = Component.translatableWithFallback("command.argument.target", "PlayerID(被传送玩家名)")
val CommandArgumentName_OriginPosition = Component.translatableWithFallback("command.argument.origin_pos", "OriginPos(随机中心,坐标)")
val CommandArgumentName_OriginEntity = Component.translatableWithFallback("command.argument.origin_entity", "OriginEntity(随机中心,实体)")
val CommandArgumentName_RegionFromPosition = Component.translatableWithFallback(
"command.argument.region_from_pos",
"RegionFrom(随机范围起始位置,坐标)")
val CommandArgumentName_RegionToPosition = Component.translatableWithFallback(
"command.argument.region_to_pos",
"RegionTo(随机范围结束位置,坐标)")
val CommandArgumentName_RegionFromEntity = Component.translatableWithFallback(
"command.argument.region_from_entity",
"RegionFrom(随机范围起始位置,实体)")
val CommandArgumentName_RegionToEntity = Component.translatableWithFallback(
"command.argument.region_to_entity",
"RegionTo(随机范围结束位置,实体)")
/**
* 使用Fabric API向游戏内注册命令
* <br>
* @see <a href="https://docs.fabricmc.net/zh_cn/develop/commands/basics">Fabric Docs (中文)</a>
* @see <a href="https://wiki.fabricmc.net/zh_cn:tutorial:commands">Fabric Wiki (中文)</a>
* @see <a href="https://docs.fabricmc.net/develop/commands/basics">Fabric Docs (English)</a>
* @see <a href="https://wiki.fabricmc.net/tutorial:commands">Fabric Wiki (English)</a>
*/
fun CommandRegister() {
fun CommandRegister(InGameCommandDispatcherInstance: CommandDispatcher<CommandSourceStack>? = null) {
val Register: (CommandDispatcherInstance: CommandDispatcher<CommandSourceStack>, NodeName: String) -> Unit = { CommandDispatcherInstance, NodeName ->
val Node = CommandDispatcherInstance.register(Commands.literal(NodeName)
// /rtp
.requires(Commands.hasPermission(PermissionLevel))
.executes{ commandContext -> ExecuteCommand(commandContext.source) }
// /rtp back
.then(Commands.literal("back")
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> TeleportBack(commandContext.source) } )
// /rtp back <PlayerID(被传送玩家名)>
.then(Commands.literal("back")
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> TeleportBack(commandContext.source,
EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string)) } ) )
// /rtp <PlayerID(被传送玩家名)> back
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.literal("back")
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> TeleportBack(commandContext.source,
EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string)) } ) )
// /rtp <Radius(半径)>
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string)) } )
// /rtp <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string)) } )
// /rtp <Radius(半径)> <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string)) } ) )
// /rtp <PlayerID(被传送玩家名)> <Radius(半径)>
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string)) } ) )
// /rtp <Radius(半径)> <OriginPos(随机中心,坐标)>
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_OriginPosition.string, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Origin = Vec2Argument.getVec2(commandContext, CommandArgumentName_OriginPosition.string)) } ) )
// /rtp <Radius(半径)> <PlayerID(被传送玩家名)> <OriginEntity(随机中心,实体)>
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_OriginEntity.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
Origin = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity.string).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity.string).position().z.toFloat() ) ) } ) ) )
// /rtp <Radius(半径)> <PlayerID(被传送玩家名)> <OriginPos(随机中心,坐标)>
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_OriginPosition.string, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
Origin = Vec2Argument.getVec2(commandContext, CommandArgumentName_OriginPosition.string) ) } ) ) )
// /rtp <PlayerID(被传送玩家名)> <Radius(半径)> <OriginEntity(随机中心,实体)>
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_OriginEntity.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
Origin = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity.string).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity.string).position().z.toFloat() ) ) } ) ) )
// /rtp <PlayerID(被传送玩家名)> <Radius(半径)> <OriginPos(随机中心,坐标)>
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Radius.string, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_OriginPosition.string, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius.string),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
Origin = Vec2Argument.getVec2(commandContext, CommandArgumentName_OriginPosition.string) ) } ) ) )
// /rtp <RegionFrom(随机区域起点,坐标)> <RegionTo(随机区域终点,坐标)>
.then(Commands.argument(CommandArgumentName_RegionFromPosition.string, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_RegionToPosition.string, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
RegionFrom = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionFromPosition.string),
RegionTo = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionToPosition.string) ) } ) )
// /rtp <RegionFrom(随机区域起点,坐标)> <RegionTo(随机区域终点,坐标)> <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_RegionFromPosition.string, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_RegionToPosition.string, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
RegionFrom = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionFromPosition.string),
RegionTo = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionToPosition.string) ) } ) ) )
// /rtp <PlayerID(被传送玩家名)> <RegionFrom(随机区域起点,坐标)> <RegionTo(随机区域终点,坐标)>
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_RegionFromPosition.string, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_RegionToPosition.string, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
RegionFrom = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionFromPosition.string),
RegionTo = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionToPosition.string) ) } ) ) )
// /rtp <RegionFrom(随机区域起点,实体)> <RegionTo(随机区域终点,实体)>
.then(Commands.argument(CommandArgumentName_RegionFromEntity.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_RegionToEntity.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
RegionFrom = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity.string).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity.string).position().z.toFloat() ),
RegionTo = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity.string).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity.string).position().z.toFloat() ) ) } ) )
// /rtp <RegionFrom(随机区域起点,实体)> <RegionTo(随机区域终点,实体)> <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_RegionFromEntity.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_RegionToEntity.string, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Target.string, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target.string),
RegionFrom = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity.string).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity.string).position().z.toFloat() ),
RegionTo = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity.string).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity.string).position().z.toFloat() ) ) } ) ) ) )
CommandNodes.add(Node) }
for (RootNodeName in CommandRootNodeName) {
InGameCommandDispatcherInstance?.let {
Register(it, RootNodeName) } }
if (CommandRegistrationCallbackEventHasBeenRegistered) return
for (RootNodeName in CommandRootNodeName) {
CommandRegistrationCallback.EVENT.register { dispatcher, context, selection ->
dispatcher.register(Commands.literal(RootNodeName)
// /rtp
.requires(Commands.hasPermission(PermissionLevel))
.executes{ commandContext -> ExecuteCommand(commandContext.source) }
// /rtp back
.then(Commands.literal("back")
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> TeleportBack(commandContext.source) } )
// /rtp back <PlayerID(被传送玩家名)>
.then(Commands.literal("back")
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> TeleportBack(commandContext.source,
EntityArgument.getEntity(commandContext, CommandArgumentName_Target)) } ) )
// /rtp <PlayerID(被传送玩家名)> back
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.literal("back")
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> TeleportBack(commandContext.source,
EntityArgument.getEntity(commandContext, CommandArgumentName_Target)) } ) )
// /rtp <Radius(半径)>
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius)) } )
// /rtp <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target)) } )
// /rtp <Radius(半径)> <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target)) } ) )
// /rtp <PlayerID(被传送玩家名)> <Radius(半径)>
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target)) } ) )
// /rtp <Radius(半径)> <OriginPos(随机中心,坐标)>
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_OriginPosition, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Origin = Vec2Argument.getVec2(commandContext, CommandArgumentName_OriginPosition)) } ) )
// /rtp <Radius(半径)> <PlayerID(被传送玩家名)> <OriginEntity(随机中心,实体)>
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_OriginEntity, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
Origin = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity).position().z.toFloat() ) ) } ) ) )
// /rtp <Radius(半径)> <PlayerID(被传送玩家名)> <OriginPos(随机中心,坐标)>
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_OriginPosition, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
Origin = Vec2Argument.getVec2(commandContext, CommandArgumentName_OriginPosition) ) } ) ) )
// /rtp <PlayerID(被传送玩家名)> <Radius(半径)> <OriginEntity(随机中心,实体)>
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_OriginEntity, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
Origin = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_OriginEntity).position().z.toFloat() ) ) } ) ) )
// /rtp <PlayerID(被传送玩家名)> <Radius(半径)> <OriginPos(随机中心,坐标)>
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Radius, IntegerArgumentType.integer(0))
.then(Commands.argument(CommandArgumentName_OriginPosition, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Radius = IntegerArgumentType.getInteger(commandContext, CommandArgumentName_Radius),
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
Origin = Vec2Argument.getVec2(commandContext, CommandArgumentName_OriginPosition) ) } ) ) )
// /rtp <RegionFrom(随机区域起点,坐标)> <RegionTo(随机区域终点,坐标)>
.then(Commands.argument(CommandArgumentName_RegionFromPosition, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_RegionToPosition, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
RegionFrom = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionFromPosition),
RegionTo = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionToPosition) ) } ) )
// /rtp <RegionFrom(随机区域起点,坐标)> <RegionTo(随机区域终点,坐标)> <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_RegionFromPosition, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_RegionToPosition, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
RegionFrom = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionFromPosition),
RegionTo = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionToPosition) ) } ) ) )
// /rtp <PlayerID(被传送玩家名)> <RegionFrom(随机区域起点,坐标)> <RegionTo(随机区域终点,坐标)>
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_RegionFromPosition, Vec2Argument.vec2())
.then(Commands.argument(CommandArgumentName_RegionToPosition, Vec2Argument.vec2())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
RegionFrom = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionFromPosition),
RegionTo = Vec2Argument.getVec2(commandContext, CommandArgumentName_RegionToPosition) ) } ) ) )
// /rtp <RegionFrom(随机区域起点,实体)> <RegionTo(随机区域终点,实体)>
.then(Commands.argument(CommandArgumentName_RegionFromEntity, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_RegionToEntity, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
RegionFrom = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity).position().z.toFloat() ),
RegionTo = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity).position().z.toFloat() ) ) } ) )
// /rtp <RegionFrom(随机区域起点,实体)> <RegionTo(随机区域终点,实体)> <PlayerID(被传送玩家名)>
.then(Commands.argument(CommandArgumentName_RegionFromEntity, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_RegionToEntity, EntityArgument.entity())
.then(Commands.argument(CommandArgumentName_Target, EntityArgument.entity())
.requires(Commands.hasPermission(PermissionLevel))
.executes { commandContext -> ExecuteCommand(commandContext.source,
Entity = EntityArgument.getEntity(commandContext, CommandArgumentName_Target),
RegionFrom = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionFromEntity).position().z.toFloat() ),
RegionTo = Vec2(
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity).position().x.toFloat(),
EntityArgument.getEntity(commandContext, CommandArgumentName_RegionToEntity).position().z.toFloat() ) ) } ) ) )
) } } }
Register(dispatcher, RootNodeName) } }
CommandRegistrationCallbackEventHasBeenRegistered = true }
fun ExecuteCommand(
Source: CommandSourceStack,