Files
Reeks2Missie6/scripts/Commandeer/command/command.ts

100 lines
3.4 KiB
TypeScript

import { CommandResult, Dimension, Entity, world, Player } from "@minecraft/server";
export class Command {
private __player: Player;
public argv: IterableIterator<string>;
public get player(): Player {
return this.__player;
}
public get argv0(): string {
return this.argv.next().value;
}
constructor(argv: string[], player: Player) {
this.argv = (function* () {
for (const arg of argv) yield arg;
})();
this.__player = player;
}
}
export class Commands {
/**
* @remarks
* Runs a particular command synchronously from the context.
* @param commandString
* Command to run. Note that command strings should not start
* with slash.
* @param target
* Target to be used as context for the command to run
* within.
* @returns
* For commands that return data, returns a CommandResult with
* an indicator of command results.
* @throws This function can throw errors.
*/
static run(commandString: string, target: Dimension | Entity = world.getDimension("overworld")): CommandResult {
if (target instanceof Dimension || Entity) return target.runCommand(commandString);
else throw TypeError("Native type conversion failed");
}
/**
* @remarks
* Runs a particular command asynchronously from the context.
* Where possible - and especially for
* long-running operations - you should use runCommandAsync
* over runCommand.
* @param commandString
* Command to run. Note that command strings should not start
* with slash.
* @param target
* Target to be used as context for the command to run
* within.
* @returns
* For commands that return data, returns a CommandResult with
* an indicator of command results.
* @throws This function can throw errors.
*/
static async runAsync(
commandString: string,
target: Dimension | Entity = world.getDimension("overworld")
): Promise<CommandResult> {
if (target instanceof Dimension || Entity) return await target.runCommandAsync(commandString);
else throw TypeError("Native type conversion failed");
}
/**
* @remarks
* Registers a new custom command. This command will become
* available in Minecraft via [prefix][command].
* @param prefix
* The prefix of this specific command. (Case sensitive)
* @param command
* Name of this specific command. (Case sensitive)
* @param commandFunction
* Implementation of the command function.
* @throws
* This function can throw error: You are not allow to register a new slash command.
* @example example1.js
* ```typescript
* Commands.register("!", "test", function (arg) {
* arg.player.runCommandAsync(`say ${arg.argv0} ${JSON.stringify([...arg.argv])}`);
* });
* ```
*/
public static register(prefix: string, command: string, commandFunction: (arg: Command) => void): void {
if (prefix.startsWith("/")) throw Error("Unable to register slash commands.");
world.beforeEvents.chatSend.subscribe((arg) => {
const argv = arg.message.split(/(".*?"|[^"\s]+)+(?=\s*|\s*$)/g).filter((e) => e.trim().length > 0);
if (argv[0] === `${prefix}${command}`) {
arg.cancel = true;
try {
commandFunction(new Command(argv, arg.sender));
} catch (err) {
const { statusMessage } = JSON.parse(err as string);
console.error(err);
arg.sender.sendMessage(`§c${statusMessage}`);
}
}
});
}
}