SpawnArmorTrimsCommand.java
net.minecraft.server.commands.SpawnArmorTrimsCommand
信息
- 全限定名:net.minecraft.server.commands.SpawnArmorTrimsCommand
- 类型:public class
- 包:net.minecraft.server.commands
- 源码路径:src/main/java/net/minecraft/server/commands/SpawnArmorTrimsCommand.java
- 起始行号:L35
- 职责:
TODO
字段/常量
-
VANILLA_TRIM_PATTERNS- 类型:
List<ResourceKey<TrimPattern>> - 修饰符:
private static final - 源码定位:
L36 - 说明:
TODO
- 类型:
-
VANILLA_TRIM_MATERIALS- 类型:
List<ResourceKey<TrimMaterial>> - 修饰符:
private static final - 源码定位:
L56 - 说明:
TODO
- 类型:
-
TRIM_PATTERN_ORDER- 类型:
ToIntFunction<ResourceKey<TrimPattern>> - 修饰符:
private static final - 源码定位:
L69 - 说明:
TODO
- 类型:
-
TRIM_MATERIAL_ORDER- 类型:
ToIntFunction<ResourceKey<TrimMaterial>> - 修饰符:
private static final - 源码定位:
L70 - 说明:
TODO
- 类型:
-
ERROR_INVALID_PATTERN- 类型:
DynamicCommandExceptionType - 修饰符:
private static final - 源码定位:
L71 - 说明:
TODO
- 类型:
内部类/嵌套类型
- 无
构造器
- 无
方法
下面的方法块按源码顺序生成。
public static void register(CommandDispatcher<CommandSourceStack> dispatcher) @ L75
- 方法名:register
- 源码定位:L75
- 返回类型:void
- 修饰符:public static
参数:
- dispatcher: CommandDispatcher
说明:
TODO
private static int spawnAllArmorTrims(CommandSourceStack source, Player player) @ L93
- 方法名:spawnAllArmorTrims
- 源码定位:L93
- 返回类型:int
- 修饰符:private static
参数:
- source: CommandSourceStack
- player: Player
说明:
TODO
private static int spawnArmorTrim(CommandSourceStack source, Player player, ResourceKey<TrimPattern> pattern) @ L97
- 方法名:spawnArmorTrim
- 源码定位:L97
- 返回类型:int
- 修饰符:private static
参数:
- source: CommandSourceStack
- player: Player
- pattern: ResourceKey
说明:
TODO
private static int spawnArmorTrims(CommandSourceStack source, Player player, Stream<Holder.Reference<TrimPattern>> patterns) @ L101
- 方法名:spawnArmorTrims
- 源码定位:L101
- 返回类型:int
- 修饰符:private static
参数:
- source: CommandSourceStack
- player: Player
- patterns: Stream<Holder.Reference
>
说明:
TODO
private static List<Holder.Reference<Item>> findEquippableItemsWithAssets(HolderLookup<Item> items) @ L150
- 方法名:findEquippableItemsWithAssets
- 源码定位:L150
- 返回类型:List<Holder.Reference
- >
- 修饰符:private static
参数:
- items: HolderLookup
说明:
TODO
代码
public class SpawnArmorTrimsCommand {
private static final List<ResourceKey<TrimPattern>> VANILLA_TRIM_PATTERNS = List.of(
TrimPatterns.SENTRY,
TrimPatterns.DUNE,
TrimPatterns.COAST,
TrimPatterns.WILD,
TrimPatterns.WARD,
TrimPatterns.EYE,
TrimPatterns.VEX,
TrimPatterns.TIDE,
TrimPatterns.SNOUT,
TrimPatterns.RIB,
TrimPatterns.SPIRE,
TrimPatterns.WAYFINDER,
TrimPatterns.SHAPER,
TrimPatterns.SILENCE,
TrimPatterns.RAISER,
TrimPatterns.HOST,
TrimPatterns.FLOW,
TrimPatterns.BOLT
);
private static final List<ResourceKey<TrimMaterial>> VANILLA_TRIM_MATERIALS = List.of(
TrimMaterials.QUARTZ,
TrimMaterials.IRON,
TrimMaterials.NETHERITE,
TrimMaterials.REDSTONE,
TrimMaterials.COPPER,
TrimMaterials.GOLD,
TrimMaterials.EMERALD,
TrimMaterials.DIAMOND,
TrimMaterials.LAPIS,
TrimMaterials.AMETHYST,
TrimMaterials.RESIN
);
private static final ToIntFunction<ResourceKey<TrimPattern>> TRIM_PATTERN_ORDER = Util.createIndexLookup(VANILLA_TRIM_PATTERNS);
private static final ToIntFunction<ResourceKey<TrimMaterial>> TRIM_MATERIAL_ORDER = Util.createIndexLookup(VANILLA_TRIM_MATERIALS);
private static final DynamicCommandExceptionType ERROR_INVALID_PATTERN = new DynamicCommandExceptionType(
value -> Component.translatableEscape("Invalid pattern", value)
);
public static void register(CommandDispatcher<CommandSourceStack> dispatcher) {
dispatcher.register(
Commands.literal("spawn_armor_trims")
.requires(Commands.hasPermission(Commands.LEVEL_GAMEMASTERS))
.then(Commands.literal("*_lag_my_game").executes(c -> spawnAllArmorTrims(c.getSource(), c.getSource().getPlayerOrException())))
.then(
Commands.argument("pattern", ResourceKeyArgument.key(Registries.TRIM_PATTERN))
.executes(
c -> spawnArmorTrim(
c.getSource(),
c.getSource().getPlayerOrException(),
ResourceKeyArgument.getRegistryKey(c, "pattern", Registries.TRIM_PATTERN, ERROR_INVALID_PATTERN)
)
)
)
);
}
private static int spawnAllArmorTrims(CommandSourceStack source, Player player) {
return spawnArmorTrims(source, player, source.getServer().registryAccess().lookupOrThrow(Registries.TRIM_PATTERN).listElements());
}
private static int spawnArmorTrim(CommandSourceStack source, Player player, ResourceKey<TrimPattern> pattern) {
return spawnArmorTrims(source, player, Stream.of(source.getServer().registryAccess().lookupOrThrow(Registries.TRIM_PATTERN).get(pattern).orElseThrow()));
}
private static int spawnArmorTrims(CommandSourceStack source, Player player, Stream<Holder.Reference<TrimPattern>> patterns) {
ServerLevel level = source.getLevel();
List<Holder.Reference<TrimPattern>> sortedPatterns = patterns.sorted(Comparator.comparing(h -> TRIM_PATTERN_ORDER.applyAsInt(h.key()))).toList();
List<Holder.Reference<TrimMaterial>> sortedMaterials = level.registryAccess()
.lookupOrThrow(Registries.TRIM_MATERIAL)
.listElements()
.sorted(Comparator.comparing(h -> TRIM_MATERIAL_ORDER.applyAsInt(h.key())))
.toList();
List<Holder.Reference<Item>> equippableItems = findEquippableItemsWithAssets(level.registryAccess().lookupOrThrow(Registries.ITEM));
BlockPos origin = player.blockPosition().relative(player.getDirection(), 5);
double padding = 3.0;
for (int materialIndex = 0; materialIndex < sortedMaterials.size(); materialIndex++) {
Holder.Reference<TrimMaterial> material = sortedMaterials.get(materialIndex);
for (int patternIndex = 0; patternIndex < sortedPatterns.size(); patternIndex++) {
Holder.Reference<TrimPattern> pattern = sortedPatterns.get(patternIndex);
ArmorTrim trim = new ArmorTrim(material, pattern);
for (int itemIndex = 0; itemIndex < equippableItems.size(); itemIndex++) {
Holder.Reference<Item> equippableItem = equippableItems.get(itemIndex);
double x = origin.getX() + 0.5 - itemIndex * 3.0;
double y = origin.getY() + 0.5 + materialIndex * 3.0;
double z = origin.getZ() + 0.5 + patternIndex * 10;
ArmorStand armorStand = new ArmorStand(level, x, y, z);
armorStand.setYRot(180.0F);
armorStand.setNoGravity(true);
ItemStack stack = new ItemStack(equippableItem);
Equippable equippable = Objects.requireNonNull(stack.get(DataComponents.EQUIPPABLE));
stack.set(DataComponents.TRIM, trim);
armorStand.setItemSlot(equippable.slot(), stack);
if (itemIndex == 0) {
armorStand.setCustomName(
trim.pattern().value().copyWithStyle(trim.material()).copy().append(" & ").append(trim.material().value().description())
);
armorStand.setCustomNameVisible(true);
} else {
armorStand.setInvisible(true);
}
level.addFreshEntity(armorStand);
}
}
}
source.sendSuccess(() -> Component.literal("Armorstands with trimmed armor spawned around you"), true);
return 1;
}
private static List<Holder.Reference<Item>> findEquippableItemsWithAssets(HolderLookup<Item> items) {
List<Holder.Reference<Item>> result = new ArrayList<>();
items.listElements().forEach(item -> {
Equippable equippable = item.components().get(DataComponents.EQUIPPABLE);
if (equippable != null && equippable.slot().getType() == EquipmentSlot.Type.HUMANOID_ARMOR && equippable.assetId().isPresent()) {
result.add((Holder.Reference<Item>)item);
}
});
return result;
}
}引用的其他类
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
Commands.argument(), Commands.hasPermission(), Commands.literal()
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
ResourceKeyArgument.getRegistryKey(), ResourceKeyArgument.key()
- 引用位置:
-
- 引用位置:
参数/返回值
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
Component.literal(), Component.translatableEscape()
- 引用位置:
-
- 引用位置:
参数/字段
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
Util.createIndexLookup()
- 引用位置:
-
- 引用位置:
构造调用 - 关联成员:
ArmorStand()
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数/返回值
- 引用位置:
-
- 引用位置:
构造调用 - 关联成员:
ItemStack()
- 引用位置:
-
- 引用位置:
构造调用 - 关联成员:
ArmorTrim()
- 引用位置:
-
- 引用位置:
字段
- 引用位置:
-
- 引用位置:
参数/字段
- 引用位置: