mirror of
https://github.com/TheWhiteDog9487/RandomTeleporter.git
synced 2026-05-20 14:49:44 +08:00
小更改,正常用应该是感受不到的。 当随机半径被设置为0的时候不会再抛出异常而导致命令运行失败了。 手动处理了这个部分,向玩家发送警告并根据随机中心点是否被设置而决定是否进行传送。
277 lines
18 KiB
Java
277 lines
18 KiB
Java
package xyz.thewhitedog9487;
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import com.mojang.brigadier.arguments.IntegerArgumentType;
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import net.fabricmc.fabric.api.command.v2.CommandRegistrationCallback;
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import net.minecraft.block.Blocks;
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import net.minecraft.command.argument.EntityArgumentType;
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import net.minecraft.command.argument.Vec2ArgumentType;
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import net.minecraft.entity.Entity;
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import net.minecraft.server.command.ServerCommandSource;
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import net.minecraft.text.Text;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec2f;
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import org.jetbrains.annotations.Nullable;
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import java.util.HashSet;
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import java.util.SplittableRandom;
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import static net.minecraft.server.command.CommandManager.argument;
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import static net.minecraft.server.command.CommandManager.literal;
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public class CommandRegister {
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/**
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* 世界边界
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* <br>
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* @see <a href="https://zh.minecraft.wiki/w/%E4%B8%96%E7%95%8C%E8%BE%B9%E7%95%8C#%E5%A4%A7%E5%B0%8F">Minecraft Wiki (中文)</a>
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* @see <a href="https://minecraft.wiki/w/World_border#General_information">Minecraft Wiki (English)</a>
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*/
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final static Integer WorldBorder = (int) 2.9e7;
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/**
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* 执行命令所需权限等级
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* @see net.minecraft.server.command.TeleportCommand
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*/
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final static byte PermissionLevel = 2;
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/**
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* 使用Fabric API向游戏内注册命令
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* @param Name 根命令名
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* <br>
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* @see <a href="https://docs.fabricmc.net/zh_cn/develop/commands/basics">Fabric Wiki (新样式,中文)</a>
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* @see <a href="https://wiki.fabricmc.net/zh_cn:tutorial:commands">Fabric Wiki (旧样式,中文)</a>
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* @see <a href="https://docs.fabricmc.net/develop/commands/basics">Fabric Wiki (New style,English)</a>
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* @see <a href="https://wiki.fabricmc.net/tutorial:commands">Fabric Wiki (Old style,English)</a>
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*/
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public static void Register(String Name){
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// /rtp
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) ->{
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dispatcher.register(literal(Name)
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),null,null, null)));});
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// /rtp <Radius(半径)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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null,
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null))));});
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// /rtp <被传送玩家名(PlayerID)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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null,
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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null))));});
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// /rtp <Radius(半径)> <被传送玩家名(PlayerID)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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null)))));});
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// /rtp <被传送玩家名(PlayerID)> <Radius(半径)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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null)))));});
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// // /rtp <Radius(半径)> <Origin(随机中心)>
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// CommandRegistrationCallback.EVENT
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// .register((dispatcher, registryAccess, environment) -> {
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// dispatcher.register(literal(Name)
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// .then(argument("Radius(半径)", LongArgumentType.longArg())
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// .then(argument("Origin(随机中心)",EntityArgumentType.player())
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// .requires(source -> source.hasPermissionLevel(PermissionLevel))
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// .executes(context -> execute_command_origin(
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// context.getSource(),
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// LongArgumentType.getLong(context, "Radius(半径)"),
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// null,
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// EntityArgumentType.getEntity(context,"Origin(随机中心)"))))));});
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// /rtp <Radius(半径)> <OriginPos(随机中心,坐标)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.then(argument("OriginPos(随机中心,坐标)",Vec2ArgumentType.vec2())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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null,
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Vec2ArgumentType.getVec2(context,"OriginPos(随机中心,坐标)"))))));});
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// /rtp <Radius(半径)> <被传送玩家名(PlayerID)> <OriginEntity(随机中心,实体)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.then(argument("OriginEntity(随机中心,实体)",EntityArgumentType.entity())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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new Vec2f( (float) EntityArgumentType.getEntity( context,"OriginEntity(随机中心,实体)").getPos().x,
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(float) EntityArgumentType.getEntity( context,"OriginEntity(随机中心,实体)").getPos().z )))))));});
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// /rtp <Radius(半径)> <被传送玩家名(PlayerID)> <OriginPos(随机中心,坐标)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.then(argument("OriginPos(随机中心,坐标)",Vec2ArgumentType.vec2())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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Vec2ArgumentType.getVec2(context,"OriginPos(随机中心,坐标)")))))));});
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// /rtp <被传送玩家名(PlayerID)> <Radius(半径)> <OriginEntity(随机中心,实体)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.then(argument("OriginEntity(随机中心,实体)",EntityArgumentType.entity())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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new Vec2f( (float) EntityArgumentType.getEntity( context,"OriginEntity(随机中心,实体)").getPos().x,
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(float) EntityArgumentType.getEntity( context,"OriginEntity(随机中心,实体)").getPos().z )))))));});
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// /rtp <被传送玩家名(PlayerID)> <Radius(半径)> <OriginPos(随机中心,坐标)>
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CommandRegistrationCallback.EVENT
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.register((dispatcher, registryAccess, environment) -> {
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dispatcher.register(literal(Name)
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.then(argument("被传送玩家名(PlayerID)", EntityArgumentType.entity())
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.then(argument("Radius(半径)", IntegerArgumentType.integer())
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.then(argument("OriginPos(随机中心,坐标)",Vec2ArgumentType.vec2())
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.requires(source -> source.hasPermissionLevel(PermissionLevel))
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.executes(context -> execute_command(
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context.getSource(),
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IntegerArgumentType.getInteger(context, "Radius(半径)"),
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EntityArgumentType.getEntity(context,"被传送玩家名(PlayerID)"),
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Vec2ArgumentType.getVec2(context,"OriginPos(随机中心,坐标)")))))));});}
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/**
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* 向游戏内注册命令
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* <br>
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* 是 {@link CommandRegister#Register(String)} 的包装器
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* @see CommandRegister#Register(String)
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*/
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public static void Register(){
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Register("随机传送");
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Register("rtp");
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}
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/**
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*
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* @param Source 命令执行者
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* @param Radius 随机选择的目的坐标距离参数 {@code Origin} 的最大距离
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* @param Player 被传送的玩家
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* @param Origin 随机选择的目的坐标的中心
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* @return 命令运行是否成功
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*/
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static int execute_command(ServerCommandSource Source, @Nullable Integer Radius, @Nullable Entity Player, @Nullable Vec2f Origin){
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Entity entity = Player == null ? Source.getPlayer() : Player;
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/*
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↑
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Entity entity = null;
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if (Player == null){
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entity = Source.getPlayer();}
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else{
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entity = Player;}
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*/
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if (entity == null) {
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Source.sendFeedback(()->{ return Text.translatableWithFallback("error.no_target","不存在被传送目标,由非玩家物体执行命令时请显式指定被传送玩家ID"); }, true);
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return -1;}
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if (Radius == null){Radius = (int) (WorldBorder - 1e4);}
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// ↑ 远离世界边界
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Radius = Math.abs(Radius);
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int Coordinate_X = 0;
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int Coordinate_Z = 0;
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try {
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if (Origin == null){
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Coordinate_X = new SplittableRandom().nextInt(-Radius, Radius);
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Coordinate_Z = new SplittableRandom().nextInt(-Radius, Radius);}
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else{
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Coordinate_X = new SplittableRandom().nextInt((int) Origin.x - Radius, (int) Origin.x + Radius);
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Coordinate_Z = new SplittableRandom().nextInt((int) Origin.y - Radius, (int) Origin.y + Radius);}}
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catch (IllegalArgumentException e) {
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// 半径为零
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if (Origin == null) {
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Source.sendFeedback(()->{ return Text.translatableWithFallback("warning.radius_equal_zero_no_target", "由于你设置的随机半径为0,并且未设置随机中心点坐标,因此什么都不会发生"); },true);
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return -1;}
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else {
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Coordinate_X = (int) Origin.x;
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Coordinate_Z = (int) Origin.y;
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int finalCoordinate_X1 = Coordinate_X;
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int finalCoordinate_Z1 = Coordinate_Z;
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// ↑ "lambda 表达式中使用的变量应为 final 或有效 final"
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Source.sendFeedback(()->{ return Text.translatableWithFallback("warning.radius_equal_zero", "警告:由于你设置的随机半径为0,因此在选择出合适高度之后将直接把你传送至%d %d", finalCoordinate_X1, finalCoordinate_Z1); },true);}}
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int Coordinate_Y = 320;
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for (var CurrentBlock = Source.getWorld().getBlockState(new BlockPos(Coordinate_X, Coordinate_Y, Coordinate_Z)).getBlock();
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// 从世界顶层往下找,直到遇到一个非空气方块
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Blocks.AIR == CurrentBlock ||
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Blocks.VOID_AIR == CurrentBlock ||
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Blocks.CAVE_AIR == CurrentBlock
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;CurrentBlock = Source.getWorld().getBlockState(new BlockPos(Coordinate_X, Coordinate_Y, Coordinate_Z)).getBlock()){
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Coordinate_Y--;}
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for (int x = -1; x <= 1; x++) {
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for (int z = -1; z <= 1; z++) {
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// 如果传送到的位置周围一圈是空气、水或岩浆,将其替换为玻璃
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var BlockPos = new BlockPos(Coordinate_X - x, Coordinate_Y, Coordinate_Z - z);
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var CurrentBlock = Source.getWorld().getBlockState(BlockPos).getBlock();
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if ( CurrentBlock == Blocks.AIR ||
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CurrentBlock == Blocks.VOID_AIR ||
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CurrentBlock == Blocks.CAVE_AIR ||
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CurrentBlock == Blocks.WATER ||
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CurrentBlock == Blocks.LAVA ){
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// 只替换空气、水和岩浆,其余保留
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Source.getWorld().setBlockState(BlockPos, Blocks.GLASS.getDefaultState());}}}
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// if ( String.valueOf(entity.getWorld().getBiome(new BlockPos(Math.toIntExact(Coordinate_X), Coordinate_Y, Math.toIntExact(Coordinate_Z))).getKey()).equals("minecraft:the_void") ) {
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// Coordinate_Y++;}
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Coordinate_Y++;
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// ↑ 高一层,人别站在土里了
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entity.teleport(Source.getWorld(),Coordinate_X + 0.5, Coordinate_Y, Coordinate_Z + 0.5, new HashSet<>(), entity.getYaw(), entity.getPitch(), false);
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int finalCoordinate_X = Coordinate_X;
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int finalCoordinate_Y = Coordinate_Y;
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int finalCoordinate_Z = Coordinate_Z;
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// ↑ "lambda 表达式中使用的变量应为 final 或有效 final"
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final var FeedbackFallbackString = String.format("已将玩家%s传送到%d %d %d", entity.getName().getString(), Coordinate_X, finalCoordinate_Y, Coordinate_Z);
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Source.sendFeedback(()->{ return Text.translatableWithFallback("info.success", FeedbackFallbackString, entity.getName(), finalCoordinate_X, finalCoordinate_Y, finalCoordinate_Z); },true);
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return 16;}
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} |