cn.nukkit.command.defaults.EnchantCommand Maven / Gradle / Ivy
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A Minecraft Bedrock Edition server software implementation made in Java from scratch which supports all new features.
package cn.nukkit.command.defaults;
import cn.nukkit.Player;
import cn.nukkit.command.Command;
import cn.nukkit.command.CommandSender;
import cn.nukkit.command.data.CommandEnum;
import cn.nukkit.command.data.CommandParamType;
import cn.nukkit.command.data.CommandParameter;
import cn.nukkit.inventory.PlayerInventory;
import cn.nukkit.item.Item;
import cn.nukkit.item.ItemID;
import cn.nukkit.item.enchantment.Enchantment;
import cn.nukkit.lang.TranslationContainer;
import cn.nukkit.utils.TextFormat;
/**
* @author Pub4Game
* @since 23.01.2016
*/
public class EnchantCommand extends VanillaCommand {
public EnchantCommand(String name) {
super(name, "%nukkit.command.enchant.description", "%commands.enchant.usage");
this.setPermission("nukkit.command.enchant");
this.commandParameters.clear();
this.commandParameters.put("default", new CommandParameter[]{
CommandParameter.newType("player", CommandParamType.TARGET),
CommandParameter.newType("enchantmentId", CommandParamType.INT),
CommandParameter.newType("level", true, CommandParamType.INT)
});
this.commandParameters.put("byName", new CommandParameter[]{
CommandParameter.newType("player", CommandParamType.TARGET),
CommandParameter.newEnum("enchantmentName", new CommandEnum("Enchant",
"protection", "fire_protection", "feather_falling", "blast_protection", "projectile_projection", "thorns", "respiration",
"aqua_affinity", "depth_strider", "sharpness", "smite", "bane_of_arthropods", "knockback", "fire_aspect", "looting", "efficiency",
"silk_touch", "durability", "fortune", "power", "punch", "flame", "infinity", "luck_of_the_sea", "lure", "frost_walker", "mending",
"binding_curse", "vanishing_curse", "impaling", "loyality", "riptide", "channeling")),
CommandParameter.newType("level", true, CommandParamType.INT)
});
}
@Override
public boolean execute(CommandSender sender, String commandLabel, String[] args) {
if (!this.testPermission(sender)) {
return true;
}
if (args.length < 2) {
sender.sendMessage(new TranslationContainer("commands.generic.usage", this.usageMessage));
return true;
}
Player player = sender.getServer().getPlayer(args[0]);
if (player == null) {
sender.sendMessage(new TranslationContainer(TextFormat.RED + "%commands.generic.player.notFound"));
return true;
}
int enchantId;
int enchantLevel;
try {
enchantId = getIdByName(args[1]);
enchantLevel = args.length == 3 ? Integer.parseInt(args[2]) : 1;
} catch (NumberFormatException e) {
sender.sendMessage(new TranslationContainer("commands.generic.usage", this.usageMessage));
return true;
}
Enchantment enchantment = Enchantment.getEnchantment(enchantId);
if (enchantment == null) {
sender.sendMessage(new TranslationContainer("commands.enchant.notFound", String.valueOf(enchantId)));
return true;
}
enchantment.setLevel(enchantLevel);
Item item = player.getInventory().getItemInHand();
if (item.getId() == 0) {
sender.sendMessage(new TranslationContainer("commands.enchant.noItem"));
return true;
}
if (item.getId() != ItemID.BOOK) {
item.addEnchantment(enchantment);
player.getInventory().setItemInHand(item);
} else {
Item enchanted = Item.get(ItemID.ENCHANTED_BOOK, 0, 1, item.getCompoundTag());
enchanted.addEnchantment(enchantment);
Item clone = item.clone();
clone.count--;
PlayerInventory inventory = player.getInventory();
inventory.setItemInHand(clone);
player.giveItem(enchanted);
}
Command.broadcastCommandMessage(sender, new TranslationContainer("%commands.enchant.success"));
return true;
}
public int getIdByName(String value) throws NumberFormatException {
switch (value) {
case "protection":
return 0;
case "fire_protection":
return 1;
case "feather_falling":
return 2;
case "blast_protection":
return 3;
case "projectile_projection":
return 4;
case "thorns":
return 5;
case "respiration":
return 6;
case "aqua_affinity":
return 7;
case "depth_strider":
return 8;
case "sharpness":
return 9;
case "smite":
return 10;
case "bane_of_arthropods":
return 11;
case "knockback":
return 12;
case "fire_aspect":
return 13;
case "looting":
return 14;
case "efficiency":
return 15;
case "silk_touch":
return 16;
case "durability":
return 17;
case "fortune":
return 18;
case "power":
return 19;
case "punch":
return 20;
case "flame":
return 21;
case "infinity":
return 22;
case "luck_of_the_sea":
return 23;
case "lure":
return 24;
case "frost_walker":
return 25;
case "mending":
return 26;
case "binding_curse":
return 27;
case "vanishing_curse":
return 28;
case "impaling":
return 29;
case "loyality":
return 30;
case "riptide":
return 31;
case "channeling":
return 32;
default:
return Integer.parseInt(value);
}
}
}