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

  • VANILLA_TRIM_MATERIALS

    • 类型: List<ResourceKey<TrimMaterial>>
    • 修饰符: private static final
    • 源码定位: L56
    • 说明:

      TODO

  • TRIM_PATTERN_ORDER

    • 类型: ToIntFunction<ResourceKey<TrimPattern>>
    • 修饰符: private static final
    • 源码定位: L69
    • 说明:

      TODO

  • TRIM_MATERIAL_ORDER

    • 类型: ToIntFunction<ResourceKey<TrimMaterial>>
    • 修饰符: private static final
    • 源码定位: L70
    • 说明:

      TODO

  • ERROR_INVALID_PATTERN

    • 类型: DynamicCommandExceptionType
    • 修饰符: private static final
    • 源码定位: L71
    • 说明:

      TODO

内部类/嵌套类型

构造器

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

  • CommandSourceStack

    • 引用位置: 参数
  • Commands

    • 引用位置: 方法调用
    • 关联成员: Commands.argument(), Commands.hasPermission(), Commands.literal()
  • ResourceKeyArgument

    • 引用位置: 方法调用
    • 关联成员: ResourceKeyArgument.getRegistryKey(), ResourceKeyArgument.key()
  • Holder

    • 引用位置: 参数/返回值
  • HolderLookup

    • 引用位置: 参数
  • Component

    • 引用位置: 方法调用
    • 关联成员: Component.literal(), Component.translatableEscape()
  • ResourceKey

    • 引用位置: 参数/字段
  • Util

    • 引用位置: 方法调用
    • 关联成员: Util.createIndexLookup()
  • ArmorStand

    • 引用位置: 构造调用
    • 关联成员: ArmorStand()
  • Player

    • 引用位置: 参数
  • Item

    • 引用位置: 参数/返回值
  • ItemStack

    • 引用位置: 构造调用
    • 关联成员: ItemStack()
  • ArmorTrim

    • 引用位置: 构造调用
    • 关联成员: ArmorTrim()
  • TrimMaterial

    • 引用位置: 字段
  • TrimPattern

    • 引用位置: 参数/字段