/
CommonRegistries.java
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/
CommonRegistries.java
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package com.denizenscript.denizen.utilities;
import com.denizenscript.denizen.objects.*;
import com.denizenscript.denizen.tags.core.*;
import com.denizenscript.denizen.utilities.debugging.Debug;
import com.denizenscript.denizen.utilities.depends.Depends;
import com.denizenscript.denizencore.objects.ObjectFetcher;
public class CommonRegistries {
// <--[language]
// @name ObjectTags
// @group Object System
// @description
// ObjectTags are a system put into place by Denizen that make working with things, or 'objects',
// in Minecraft and Denizen easier. Many parts of scripts will require some kind of object as an
// argument, identifier/type, or such as in world events, part of an event name. The ObjectTags notation
// system helps both you and Denizen know what type of objects are being referenced and worked with.
//
// So when should you use ObjectTags? In arguments, event names, replaceable tags, configs, flags, and
// more! If you're just a beginner, you've probably been using them without even realizing it!
//
// ObjectTag is a broader term for a 'type' of object that more specifically represents something,
// such as a LocationTag or ScriptTag, often times just referred to as a 'location' or 'script'. Denizen
// employs many object types that you should be familiar with. You'll notice that many times objects
// are referenced with their 'ObjectTag notation' which is in the format of 'x@', the x being the specific
// notation of an object type. Example: player objects use the p@ notation, and locations use l@.
// The use of this notation is encouraged, but not always required.
//
// Let's take the tag system, for example. It uses the ObjectTags system pretty heavily. For instance,
// every time you use <player.name> or <npc.id>, you're using a ObjectTag, which brings us to a simple
// clarification: Why <player.name> and not <PlayerTag.name>? That's because Denizen allows Players,
// NPCs and other 'in-context objects' to be linked to certain scripts. In short, <player> already
// contains a reference to a specific player, such as the player that died in a world event 'on player dies'.
// <PlayerTag.name> is instead the format for document, with "PlayerTag" simply indicating 'any player object here'.
//
// ObjectTags can be used to CREATE new instances of objects, too! Though not all types allow 'new'
// objects to be created, many do, such as ItemTags. With the use of tags, it's easy to reference a specific
// item, say -- an item in the Player's hand -- items are also able to use a constructor to make a new item,
// and say, drop it in the world. Take the case of the command/usage '- drop diamond_ore'. The item object
// used is a brand new diamond_ore, which is then dropped by the command to a location of your choice -- just
// specify an additional location argument.
//
// There's a great deal more to learn about ObjectTags, so be sure to check out each object type for more
// specific information. While all ObjectTags share some features, many contain goodies on top of that!
//
// Here's an overview of each object type that is implemented by the Denizen core:
//
// + ----- PlayerTag ----- +
// | object notation: p@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | p@<UUID> - fetches an online or offline player with the specified UUID
//
// + ----- NPCTag ---------+
// | object notation: n@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | n@<npc_id> - fetches the NPC with the specified ID
//
// + ----- LocationTag ----+
// | object notation: l@ can reference unique objects: no can be notable: yes
// | constructors: ( <>'s represent non-static information and are not literal)
// | l@<x>,<y>,<z>,<world_name> - fetches a specific location
// | l@<x>,<y>,<z>,<pitch>,<yaw>,<world_name> - fetches a specific location and direction
// | l@<notable_location_name> - fetches the location that has been 'noted' with the specified ID
//
// + ----- EntityTag ------+
// | object notation: e@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | e@<entity_type> - fetches a new entity with the specified type as implemented by Bukkit's entity type enumeration
// | e@<entity_type>,<setting> - fetches a new entity of the specified type with a custom setting unique to the type
// | e@<entity_script_name> - fetches a new custom entity as specified by the referenced entity script (soon)
// | e@random - fetches a new, random entity
//
// + ----- ItemTag --------+
// | object notation: i@ can reference unique objects: no can be notable: yes
// | constructors: ( <>'s represent non-static information and are not literal)
// | i@<material_name> - fetches a new item of the specified material
// | i@<item_script_name> - fetches a new custom item as specified by the referenced item script
// | i@<notable_name> - fetches the item that has been noted with the specified ID
//
// + ----- WorldTag -------+
// | object notation: w@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | w@<world_name> - fetches the world with the specified name
//
// + ----- ColorTag -------+
// | object notation: co@ can reference unique objects: no can be notable: soon
// | constructors: ( <>'s represent non-static information and are not literal)
// | co@<color_name> - fetches a named color, as implemented by Bukkit's color enumeration
// | co@<r>,<g>,<b> - fetches a color made of the specified Red,Green,Blue value
// | co@random - fetches a random color
//
// + ----- CuboidTag ------+
// | object notation: cu@ can reference unique objects: no can be notable: yes
// | constructors: ( <>'s represent non-static information and are not literal)
// | cu@<position_1>|<position_2>|... - fetches a new cuboid encompassing a region from position 1 to 2, from 3 to 4, ...
// | cu@<notable_name> - fetches the cuboid that has been noted with the specified ID
//
// + ----- EllipsoidTag ------+
// | object notation: ellipsoid@ can reference unique objects: no can be notable: yes
// | constructors: ( <>'s represent non-static information and are not literal)
// | ellipsoid@<x>,<y>,<z>,<world>,<xrad>,<yrad>,<zrad> - fetches a new ellispoid at the position with the given radius
// | ellipsoid@<notable_name> - fetches the ellipsoid that has been noted with the specified ID
//
// + ----- ChunkTag ------+
// | object notation: ch@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | ch@<x>,<y>,<world> - fetches a chunk at the given chunk location
//
// + ----- InventoryTag ---+
// | object notation: in@ can reference unique objects: yes can be notable: yes
// | constructors: ( <>'s represent non-static information and are not literal)
// | in@player[holder=<player>] - fetches the specified Player's inventory (Works for offline players)
// | in@enderchest[holder=<player>] - fetches the specified Player's enderchest inventory (Works for offline players)
// | in@npc[holder=<npc>] - fetches the specified NPC's inventory
// | in@entity[holder=<entity>] - fetches the specified object's inventory, such as a Player, NPC, or Mule
// | in@location[holder=<location>] - fetches the contents of a chest or other 'inventory' block
// | in@<notable_inventory_name> - fetches the inventory that has been 'noted' with the specified ID
// | in@<inventory_script_name> - fetches a new custom inventory as specified by the referenced inventory script
// | in@generic - represents a generic, customizable virtual inventory to be used with inventory properties (See <@link language Virtual Inventories>)
//
// + ----- MaterialTag ----+
// | object notation: m@ can reference unique objects: no can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | m@<material_name> - fetches the material as specified by Bukkit's material enumeration
// | m@random - fetches a random material
//
// + ----- TradeTag -----+
// | object notation: trade@ can reference unique objects: no can be notable: no
// | TradeTag - represents a generic, customizable merchant trade to be used with merchant trade properties (See <@link language Merchant Trades>)
//
// + ----- ListTag -------+
// | object notation: li@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | li@<items|...> - fetches a new list with the elements specified, separated by a pipe (|) character
//
// + ----- ScriptTag -------+
// | object notation: s@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | s@<script_container_name> - fetches the script container with the specified name
//
// + ----- DurationTag ------+
// | object notation: d@ can reference unique objects: no can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | d@<duration> - fetches a duration object with the specified amount of time
// | d@<low>-<high> - fetches a duration that is randomly selected between the specified 'low' and 'high'
//
// + ----- PluginTag -------+
// | object notation: pl@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | pl@<plugin_name> - fetches the plugin with the specified name
//
// + ----- ElementTag ------+
// | object notation: el@ can reference unique objects: no can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | el@<value> - fetches an element with the specified value
// | el@val[<value>] - slightly more verbose, but tag friendly way to fetch a new element (allows periods)
//
// + ----- QueueTag ------+
// | object notation: q@ can reference unique objects: yes can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | q@<id> - fetches the queue with the given ID
//
// + ----- CustomObjectTag ------+
// | object notation: custom@ can reference unique objects: no can be notable: no
// | constructors: ( <>'s represent non-static information and are not literal)
// | custom@<custom_script_name> - fetches a custom object of the specified base custom script.
//
// -->
// <--[language]
// @name Tick
// @group Common Terminology
// @description
// A 'tick' is usually referred to as 1/20th of a second, the speed at which Minecraft servers update
// and process everything on them.
// -->
public static void registerMainTagHandlers() {
// Objects
new BiomeTagBase();
new ChunkTagBase();
new ColorTagBase();
new CuboidTagBase();
new EllipsoidTagBase();
new EntityTagBase();
new InventoryTagBase();
new ItemTagBase();
new LocationTagBase();
new MaterialTagBase();
if (Depends.citizens != null) {
new NPCTagBase();
}
new PlayerTagBase();
new PluginTagBase();
new TradeTagBase();
new WorldTagBase();
// Other bases
new ServerTagBase();
new TextTagBase();
new ParseTagBase();
}
public static void registerMainObjects() {
ObjectFetcher.registerWithObjectFetcher(BiomeTag.class, BiomeTag.tagProcessor); // b@
ObjectFetcher.registerWithObjectFetcher(ChunkTag.class, ChunkTag.tagProcessor); // ch@
ObjectFetcher.registerWithObjectFetcher(ColorTag.class, ColorTag.tagProcessor); // co@
ObjectFetcher.registerWithObjectFetcher(CuboidTag.class, CuboidTag.tagProcessor); // cu@
ObjectFetcher.registerWithObjectFetcher(EllipsoidTag.class, EllipsoidTag.tagProcessor); // ellipsoid@
ObjectFetcher.registerWithObjectFetcher(EntityTag.class, EntityTag.tagProcessor); // e@
ObjectFetcher.registerWithObjectFetcher(InventoryTag.class, InventoryTag.tagProcessor); // in@
ObjectFetcher.registerWithObjectFetcher(ItemTag.class, ItemTag.tagProcessor); // i@
ObjectFetcher.registerWithObjectFetcher(LocationTag.class, LocationTag.tagProcessor); // l@
ObjectFetcher.registerWithObjectFetcher(MaterialTag.class, MaterialTag.tagProcessor); // m@
if (Depends.citizens != null) {
ObjectFetcher.registerWithObjectFetcher(NPCTag.class, NPCTag.tagProcessor); // n@
}
ObjectFetcher.registerWithObjectFetcher(PlayerTag.class, PlayerTag.tagProcessor); // p@
ObjectFetcher.registerWithObjectFetcher(PluginTag.class, PluginTag.tagProcessor); // pl@
ObjectFetcher.registerWithObjectFetcher(TradeTag.class, TradeTag.tagProcessor); // trade@
ObjectFetcher.registerWithObjectFetcher(WorldTag.class, WorldTag.tagProcessor); // w@
StringBuilder debug = new StringBuilder(256);
for (ObjectFetcher.ObjectType<?> objectType : ObjectFetcher.objectsByPrefix.values()) {
debug.append(objectType.clazz.getSimpleName()).append(" as ").append(objectType.prefix).append(", ");
}
Debug.echoApproval("Loaded core object types: [" + debug.substring(0, debug.length() - 2) + "]");
}
}