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

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@@ -15,7 +15,7 @@ fabric_api_version=0.152.1+26.2
fabric_kotlin_version=1.13.12+kotlin.2.4.0 fabric_kotlin_version=1.13.12+kotlin.2.4.0
# Mod Properties # Mod Properties
mod_version=0.5.3 mod_version=0.5.4
maven_group=xyz.thewhitedog9487 maven_group=xyz.thewhitedog9487
# Dependencies # Dependencies

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@@ -1,7 +1,9 @@
package xyz.thewhitedog9487 package xyz.thewhitedog9487
import com.mojang.brigadier.Command import com.mojang.brigadier.Command
import com.mojang.brigadier.CommandDispatcher
import com.mojang.brigadier.arguments.IntegerArgumentType import com.mojang.brigadier.arguments.IntegerArgumentType
import com.mojang.brigadier.tree.LiteralCommandNode
import net.fabricmc.fabric.api.command.v2.CommandRegistrationCallback import net.fabricmc.fabric.api.command.v2.CommandRegistrationCallback
import net.minecraft.commands.CommandSourceStack import net.minecraft.commands.CommandSourceStack
import net.minecraft.commands.Commands import net.minecraft.commands.Commands
@@ -80,175 +82,205 @@ const val CommandExecuteFailure = 0
val CommandRootNodeName = setOf( val CommandRootNodeName = setOf(
"随机传送", "随机传送",
"rtp" ) "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 * 使用Fabric API向游戏内注册命令
* <br> * <br>
* @see <a href="https://docs.fabricmc.net/zh_cn/develop/commands/basics">Fabric Docs (中文)</a> * @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://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) { for (RootNodeName in CommandRootNodeName) {
CommandRegistrationCallback.EVENT.register { dispatcher, context, selection -> CommandRegistrationCallback.EVENT.register { dispatcher, context, selection ->
dispatcher.register(Commands.literal(RootNodeName) Register(dispatcher, RootNodeName) } }
// /rtp CommandRegistrationCallbackEventHasBeenRegistered = true }
.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() ) ) } ) ) )
) } } }
fun ExecuteCommand( fun ExecuteCommand(
Source: CommandSourceStack, Source: CommandSourceStack,

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@@ -0,0 +1,35 @@
package xyz.thewhitedog9487.Event
import net.fabricmc.fabric.api.resource.v1.ResourceLoader
import net.fabricmc.fabric.api.resource.v1.reloader.SimpleReloadListener
import net.minecraft.resources.Identifier
import net.minecraft.server.packs.PackType
import net.minecraft.server.packs.resources.PreparableReloadListener
import xyz.thewhitedog9487.CommandNodes
import xyz.thewhitedog9487.CommandRegister
import xyz.thewhitedog9487.ModID
fun ResourceReloaderListenerRegister() {
ResourceLoader.get(PackType.CLIENT_RESOURCES).registerReloadListener(
Identifier.fromNamespaceAndPath(
ModID,
"translate_text_apply"),
object: SimpleReloadListener<Unit>() {
override fun prepare(p0: PreparableReloadListener.SharedState) {}
override fun apply(p0: Unit, p1: PreparableReloadListener.SharedState) {
val TempSet = CommandNodes.toSet()
CommandNodes.clear()
for (Node in TempSet) {
MinecraftServerInstanceBackendField
?.commands
?.dispatcher
?.root
?.children
?.remove(Node) }
CommandRegister(MinecraftServerInstanceBackendField?.commands?.dispatcher)
MinecraftServerInstanceBackendField
?.playerList
?.players
?.forEach { SPE ->
MinecraftServerInstance.commands.sendCommands(SPE) } } } ) }

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@@ -0,0 +1,18 @@
package xyz.thewhitedog9487.Event
import net.fabricmc.fabric.api.event.lifecycle.v1.ServerLifecycleEvents
import net.minecraft.server.MinecraftServer
import xyz.thewhitedog9487.ModLogger
import xyz.thewhitedog9487.OldPositions
var MinecraftServerInstanceBackendField: MinecraftServer? = null
val MinecraftServerInstance get() =
MinecraftServerInstanceBackendField ?: throw NullPointerException("当前服务器实例不可用")
fun ServerLifecycleListenerRegister() {
ServerLifecycleEvents.SERVER_STARTED.register { MinecraftServerInstance ->
MinecraftServerInstanceBackendField = MinecraftServerInstance
OldPositions.clear()
ModLogger.info("已清空传送历史记录") }
ServerLifecycleEvents.SERVER_STOPPED.register { MinecraftServerInstance ->
MinecraftServerInstanceBackendField = null } }

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@@ -1,8 +1,13 @@
package xyz.thewhitedog9487 package xyz.thewhitedog9487
import net.fabricmc.api.EnvType
import net.fabricmc.api.Environment
import net.fabricmc.api.ModInitializer import net.fabricmc.api.ModInitializer
import net.fabricmc.loader.api.FabricLoader
import org.slf4j.Logger import org.slf4j.Logger
import org.slf4j.LoggerFactory import org.slf4j.LoggerFactory
import xyz.thewhitedog9487.Event.ResourceReloaderListenerRegister
import xyz.thewhitedog9487.Event.ServerLifecycleListenerRegister
const val ModID = "randomteleporter" const val ModID = "randomteleporter"
const val FriendlyModID = "RandomTeleporter" const val FriendlyModID = "RandomTeleporter"
@@ -19,8 +24,9 @@ object RandomTeleporter : ModInitializer {
// However, some things (like resources) may still be uninitialized. // However, some things (like resources) may still be uninitialized.
// Proceed with mild caution. // Proceed with mild caution.
ServerLifecycleListenerRegister() ServerLifecycleListenerRegister()
ResourceReloaderListenerRegister() ResourceReloaderListenerRegister()
CommandRegister() // ↑ 命令注册在这个里面,在资源加载完成之后注册事件监听器
ModLogger.info("RandomTeleporter已写入命令注册回调目标命令将会在该注册的时候被注册") } if (FabricLoader.getInstance().environmentType == EnvType.SERVER){
} // 独立服务器根本不可能重载资源,需要手动注册
CommandRegister() } } }

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@@ -1,45 +0,0 @@
package xyz.thewhitedog9487
import net.fabricmc.fabric.api.resource.v1.ResourceLoader
import net.fabricmc.fabric.api.resource.v1.reloader.SimpleReloadListener
import net.minecraft.network.chat.Component
import net.minecraft.resources.Identifier
import net.minecraft.server.packs.PackType
import net.minecraft.server.packs.resources.PreparableReloadListener
var CommandArgumentName_Radius = "Radius(半径)"
var CommandArgumentName_Target = "PlayerID(被传送玩家名)"
var CommandArgumentName_OriginPosition = "OriginPos(随机中心,坐标)"
var CommandArgumentName_OriginEntity = "OriginEntity(随机中心,实体)"
var CommandArgumentName_RegionFromPosition = "RegionFrom(随机范围起始位置,坐标)"
var CommandArgumentName_RegionToPosition = "RegionTo(随机范围结束位置,坐标)"
var CommandArgumentName_RegionFromEntity = "RegionFrom(随机范围起始位置,实体)"
var CommandArgumentName_RegionToEntity = "RegionTo(随机范围结束位置,实体)"
fun ResourceReloaderListenerRegister() {
ResourceLoader.get(PackType.CLIENT_RESOURCES).registerReloadListener(
Identifier.fromNamespaceAndPath(ModID,
"translate_text_apply"), object: SimpleReloadListener<Unit>() {
override fun prepare(p0: PreparableReloadListener.SharedState) {}
override fun apply(p0: Unit, p1: PreparableReloadListener.SharedState) {
CommandArgumentName_Radius =
Component.translatableWithFallback("command.argument.radius", "Radius(半径)").string
CommandArgumentName_Target =
Component.translatableWithFallback("command.argument.target", "PlayerID(被传送玩家名)").string
CommandArgumentName_OriginPosition =
Component.translatableWithFallback("command.argument.origin_pos", "OriginPos(随机中心,坐标)").string
CommandArgumentName_OriginEntity =
Component.translatableWithFallback("command.argument.origin_entity", "OriginEntity(随机中心,实体)").string
CommandArgumentName_RegionFromPosition = Component.translatableWithFallback(
"command.argument.region_from_pos",
"RegionFrom(随机范围起始位置,坐标)").string
CommandArgumentName_RegionToPosition = Component.translatableWithFallback(
"command.argument.region_to_pos",
"RegionTo(随机范围结束位置,坐标)").string
CommandArgumentName_RegionFromEntity = Component.translatableWithFallback(
"command.argument.region_from_entity",
"RegionFrom(随机范围起始位置,实体)").string
CommandArgumentName_RegionToEntity = Component.translatableWithFallback(
"command.argument.region_to_entity",
"RegionTo(随机范围结束位置,实体)").string } } ) }

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@@ -1,8 +0,0 @@
package xyz.thewhitedog9487
import net.fabricmc.fabric.api.event.lifecycle.v1.ServerLifecycleEvents
fun ServerLifecycleListenerRegister() {
ServerLifecycleEvents.SERVER_STARTED.register { server ->
OldPositions.clear()
ModLogger.info("已清空传送历史记录") } }