/
ChatCommand.java
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/
ChatCommand.java
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package com.denizenscript.denizen.scripts.commands.player;
import com.denizenscript.denizen.utilities.Utilities;
import com.denizenscript.denizen.utilities.debugging.Debug;
import com.denizenscript.denizen.utilities.Settings;
import com.denizenscript.denizen.npc.speech.DenizenSpeechContext;
import com.denizenscript.denizen.npc.speech.DenizenSpeechController;
import com.denizenscript.denizen.objects.EntityTag;
import com.denizenscript.denizencore.exceptions.InvalidArgumentsException;
import com.denizenscript.denizencore.objects.Argument;
import com.denizenscript.denizencore.objects.core.ElementTag;
import com.denizenscript.denizencore.objects.core.ListTag;
import com.denizenscript.denizencore.scripts.ScriptEntry;
import com.denizenscript.denizencore.scripts.commands.AbstractCommand;
import org.bukkit.entity.Entity;
public class ChatCommand extends AbstractCommand {
public ChatCommand() {
setName("chat");
setSyntax("chat [<text>] (no_target/targets:<entity>|...) (talkers:<entity>|...) (range:<#.#>)");
setRequiredArguments(1, 4);
isProcedural = false;
}
// TODO: Should the chat command be in the NPC group instead?
// <--[command]
// @Name Chat
// @Syntax chat [<text>] (no_target/targets:<entity>|...) (talkers:<entity>|...) (range:<#.#>)
// @Required 1
// @Maximum 4
// @Plugin Citizens
// @Short Causes an NPC/NPCs to send a chat message to nearby players.
// @Group player
//
// @Description
// Chat uses an NPC's speech controller provided by Denizen, typically inside 'interact' or 'task' script-containers.
// Typically there is already player and NPC context inside a queue that is using the 'chat' command.
// In this case, only a text input is required.
// Alternatively, target entities can be specified to have any Entity chat to a different target/targets,
// or specify 'no_target' to not send the message to any specific target.
//
// Chat from an NPC is formatted by the settings present in Denizen's config.yml.
// Players being chatted to see a slightly different message than surrounding players.
// By default, a 'chat' will allow other players nearby to also see the conversation. For example:
// <code>
// - chat 'Hello!'
// </code>
// The player being chatted to, by default the attached Player to the script queue, will see a message 'Jack says to you, Hello!',
// however surrounding entities will see something along the lines of 'Jack says to Bob, Hello!'.
// The format for this is configurable.
//
// If sending messages to the Player without any surrounding entities hearing the message is desirable,
// it is often times recommended to instead use the 'narrate' command.
// Alternatively, on a server-wide scale, the configuration node for the 'range' can be set to 0, however this is discouraged.
//
// @Tags
// None
//
// @Usage
// Use to emulate an NPC talking out loud to a Player within an interact script-container.
// - chat "Hello, <player.name>! Nice day, eh?"
//
// @Usage
// Use to have an NPC talk to a group of individuals.
// - chat targets:<npc.location.find.players.within[6].filter[has_flag[clan_initiate]]> "Welcome, initiate!"
// -->
@Override
public void parseArgs(ScriptEntry scriptEntry) throws InvalidArgumentsException {
boolean specified_targets = false;
boolean specified_talker = false;
for (Argument arg : scriptEntry.getProcessedArgs()) {
if (arg.matchesPrefix("target", "targets", "t")) {
if (arg.matchesArgumentList(EntityTag.class)) {
scriptEntry.addObject("targets", arg.asType(ListTag.class));
}
specified_targets = true;
}
else if (arg.matches("no_target")) {
scriptEntry.addObject("targets", new ListTag());
}
else if (arg.matchesPrefix("talker", "talkers")) {
if (arg.matchesArgumentList(EntityTag.class)) {
scriptEntry.addObject("talkers", arg.asType(ListTag.class));
}
specified_talker = true;
}
else if (arg.matchesPrefix("range", "r")) {
if (arg.matchesFloat()) {
scriptEntry.addObject("range", arg.asElement());
}
}
else if (!scriptEntry.hasObject("message")) {
scriptEntry.addObject("message", new ElementTag(arg.raw_value));
}
else {
arg.reportUnhandled();
}
}
if (!scriptEntry.hasObject("targets") && Utilities.entryHasPlayer(scriptEntry) && !specified_targets) {
scriptEntry.defaultObject("targets", new ListTag(Utilities.getEntryPlayer(scriptEntry)));
}
if (!scriptEntry.hasObject("talkers") && Utilities.entryHasNPC(scriptEntry) && !specified_talker) {
scriptEntry.defaultObject("talkers", new ListTag(Utilities.getEntryNPC(scriptEntry)));
}
if (!scriptEntry.hasObject("targets")) {
throw new InvalidArgumentsException("Must specify valid targets!");
}
if (!scriptEntry.hasObject("talkers")) {
throw new InvalidArgumentsException("Must specify valid talkers!");
}
if (!scriptEntry.hasObject("message")) {
throw new InvalidArgumentsException("Must specify a message!");
}
scriptEntry.defaultObject("range", new ElementTag(Settings.chatBystandersRange()));
}
@Override
public void execute(ScriptEntry scriptEntry) {
ListTag talkers = scriptEntry.getObjectTag("talkers");
ListTag targets = scriptEntry.getObjectTag("targets");
ElementTag message = scriptEntry.getElement("message");
ElementTag chatRange = scriptEntry.getElement("range");
if (scriptEntry.dbCallShouldDebug()) {
Debug.report(scriptEntry, getName(), talkers.debug() + targets.debug() + message.debug() + chatRange.debug());
}
DenizenSpeechContext context = new DenizenSpeechContext(message.asString(), scriptEntry, chatRange.asDouble());
if (!targets.isEmpty()) {
for (EntityTag ent : targets.filter(EntityTag.class, scriptEntry)) {
context.addRecipient(ent.getBukkitEntity());
}
}
for (EntityTag talker : talkers.filter(EntityTag.class, scriptEntry)) {
Entity entity = talker.getBukkitEntity();
if (entity != null) {
context.setTalker(entity);
new DenizenSpeechController(entity).speak(context);
}
else {
Debug.echoDebug(scriptEntry, "Chat Talker is not spawned! Cannot talk.");
}
}
}
}