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CommandRegistry.java
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CommandRegistry.java
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package net.aufdemrand.denizen.scripts.commands;
import java.util.HashMap;
import java.util.Map;
import net.aufdemrand.denizen.Denizen;
import net.aufdemrand.denizen.interfaces.dRegistry;
import net.aufdemrand.denizen.interfaces.RegistrationableInstance;
import net.aufdemrand.denizen.scripts.commands.core.*;
import net.aufdemrand.denizen.scripts.commands.item.*;
import net.aufdemrand.denizen.scripts.commands.player.*;
import net.aufdemrand.denizen.scripts.commands.server.AnnounceCommand;
import net.aufdemrand.denizen.scripts.commands.server.ExecuteCommand;
import net.aufdemrand.denizen.scripts.commands.server.ScoreboardCommand;
import net.aufdemrand.denizen.scripts.commands.entity.*;
import net.aufdemrand.denizen.scripts.commands.npc.*;
import net.aufdemrand.denizen.scripts.commands.world.*;
import net.aufdemrand.denizen.utilities.debugging.dB;
public class CommandRegistry implements dRegistry {
public Denizen denizen;
public CommandRegistry(Denizen denizen) {
this.denizen = denizen;
}
private Map<String, AbstractCommand> instances = new HashMap<String, AbstractCommand>();
private Map<Class<? extends AbstractCommand>, String> classes = new HashMap<Class<? extends AbstractCommand>, String>();
@Override
public boolean register(String commandName, RegistrationableInstance commandInstance) {
this.instances.put(commandName.toUpperCase(), (AbstractCommand) commandInstance);
this.classes.put(((AbstractCommand) commandInstance).getClass(), commandName.toUpperCase());
return true;
}
@Override
public Map<String, AbstractCommand> list() {
return instances;
}
@Override
public AbstractCommand get(String commandName) {
if (instances.containsKey(commandName.toUpperCase())) return instances.get(commandName.toUpperCase());
else return null;
}
@Override
public <T extends RegistrationableInstance> T get(Class<T> clazz) {
if (classes.containsKey(clazz)) return (T) clazz.cast(instances.get(classes.get(clazz)));
else return null;
}
@Override
public void registerCoreMembers() {
// <--[command]
// @Name Anchor
// @Usage anchor [id:<name>] [assume/add/remove/walkto/walknear] (range:<#>)
// @Required 2
// @Stable Stable
// @Short TODO
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(AnchorCommand.class,
"ANCHOR", "anchor [id:<name>] [assume/add/remove/walkto/walknear] (range:<#>)", 2);
// <--[command]
// @Name Animate
// @Usage animate [<entity>|...] [animation:<name>]
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(AnimateCommand.class,
"ANIMATE", "animate [<entity>|...] [animation:<name>]", 1);
// <--[command]
// @Name AnimateChest
// @Usage animatechest [<location>] ({open}/close) (sound:{true}/false)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(AnimateChestCommand.class,
"ANIMATECHEST", "animatechest [<location>] ({open}/close) (sound:{true}/false)", 1);
// <--[command]
// @Name Announce
// @Usage announce ["<text>"] (to_ops) (to_flagged:<flag>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(AnnounceCommand.class,
"ANNOUNCE", "announce [\"<text>\"] (to_ops) (to_flagged:<flag>)", 1);
// <--[command]
// @Name Assignment
// @Usage assignment [{set}/remove] (script:<name>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(AssignmentCommand.class,
"ASSIGNMENT", "assignment [{set}/remove] (script:<name>)", 1);
// <--[command]
// @Name Attack
// @Usage attack (cancel) (<entity>|...) (target:<entity>)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(AttackCommand.class,
"ATTACK", "attack (cancel) (<entity>|...) (target:<entity>)", 0);
// <--[command]
// @Name Break
// @Usage break [<location>] (entity:<entity>) (radius:<#.#>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(BreakCommand.class,
"BREAK", "break [<location>] (entity:<entity>) (radius:<#.#>)", 1);
// <--[command]
// @Name Burn
// @Usage burn [<entity>|...] (duration:<value>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(BurnCommand.class,
"BURN", "burn [<entity>|...] (duration:<value>)", 1);
// <--[command]
// @Name Cast, Potion
// @Usage cast [<effect>] (remove) (duration:<value>) (power:<#>) (<entity>|...)
// @Required 1
// @Stable Stable
// @Short Casts a potion effect to a list of entities.
// @Author aufdemrand/Jeebiss/Morphan1
//
// @Description
// Casts or removes a potion effect to or from a list of entities. If you don't specify a duration,
// it defaults to 60 seconds. If you don't specify a power level, it defaults to 1.
//
// @Tags
// <e@entity.has_effect[<effect>]> will return true if the entity has an effect.
//
// @Usage
// Use to apply an effect to an entity
// - potion jump <player> d:120 p:3
// - narrate "You have been given the temporary ability to jump like a kangaroo."
//
// @Usage
// Use to remove an effect from an entity
// - if <p@Player.has_effect[jump]> {
// - potion jump remove <player>
// }
//
// @Example TODO
//
// -->
registerCoreMember(CastCommand.class,
"CAST, POTION", "cast [<effect>] (remove) (duration:<value>) (power:<#>) (<entity>|...)", 1);
// <--[command]
// @Name Chat
// @Usage chat ["<text>"] (targets:<entity>|...)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(ChatCommand.class,
"CHAT", "chat [\"<text>\"] (targets:<entity>|...)", 1);
// <--[command]
// @Name ChunkLoad
// @Usage chunkload ({add}/remove/removeall) [<location>] (duration:<value>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(ChunkLoadCommand.class,
"CHUNKLOAD", "chunkload ({add}/remove/removeall) [<location>] (duration:<value>)", 1);
// <--[command]
// @Name Compass
// @Usage compass [<location>]
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(CompassCommand.class,
"COMPASS", "compass [<location>]", 1);
// <--[command]
// @Name Cooldown
// @Usage cooldown [<duration>] (global) (s:<script>)
// @Required 1
// @Stable Stable
// @Short Temporarily disables a script-container from meeting requirements.
// @Author aufdemrand
//
// @Description
// Cools down a script-container. If an interact-container, when on cooldown, scripts will not pass a
// requirements check allowing the next highest priority script to trigger. If any other type of script, a
// manual requirements check (<s@script_name.requirements.check>) will also return false until the cooldown
// period is completed. Cooldown requires a type (player or global), a script, and a duration. It also requires
// a valid link to a dPlayer if using player-type cooldown.
//
// Cooldown periods are persistent through a server restart as they are saved in the saves.yml.
//
// @Tags
// <s@script_name.cooled_down[player]> will return whether the script is cooled down
// <s@script_name.cooldown> will return the duration of the cooldown in progress.
// <s@requirements.check> will also check script cooldown, as well as any requirements.
//
// @Usage
// Use to keep the current interact script from meeting requirements.
// - cooldown 20m
//
// @Usage
// Use to keep a player from activating a script for a specified duration.
// - cooldown 11h s:s@bonus_script
// - cooldown 5s s:s@hit_indicator
//
// @Usage
// Use the 'global' argument to indicate the script to be on cooldown for all players.
// - cooldown global 24h s:s@daily_treasure_offering
//
// @Example TODO
//
// -->
registerCoreMember(CooldownCommand.class,
"COOLDOWN", "cooldown [<duration>] (global) (s:<script>)", 1);
// <--[command]
// @Name CopyBlock
// @Usage copyblock [location:<location>] [to:<location>]
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(CopyBlockCommand.class,
"COPYBLOCK", "copyblock [location:<location>] [to:<location>]", 1);
// <--[command]
// @Name CreateWorld
// @Usage createworld [<name>] (g:<generator>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(CreateWorldCommand.class,
"CREATEWORLD", "createworld [<name>] (g:<generator>)", 1);
// <--[command]
// @Name Define
// @Usage define [<id>] [<value>]
// @Required 2
// @Stable 1.0
// @Short Creates a temporary variable inside a script queue.
// @Author aufdemrand
//
// @Description
// Definitions are queue-level (or script-level) 'variables' that can be used throughout a script, once
// defined, by using %'s around the definition id/name. Definitions are only valid on the current queue and are
// not transferred to any new queues constructed within the script, such as a 'run' command, without explicitly
// specifying to do so.
//
// Definitions are lighter and faster than creating a temporary flag, but unlike flags, are only a single entry,
// that is, you can't add or remove from the definition, but you can re-create it if you wish to specify a new
// value. Definitions are also automatically destroyed when the queue is completed, so there is no worry for
// leaving unused data hanging around.
//
// Definitions are also resolved before replaceable tags, meaning you can use them within tags, even as an
// attribute. ie. <%player%.name>
//
// @Usage
// Use to make complex tags look less complex, and scripts more readable.
// - narrate 'You invoke your power of notice...'
// - define range '<player.flag[range_level].mul[3]>'
// - define blocks '<player.flag[noticeable_blocks>'
// - narrate '[NOTICE] You have noticed <player.location.find.blocks[%blocks%].within[%range].size>
// blocks in the area that may be of interest.'
//
// @Usage
// Use to keep the value of a replaceable tag that you might use many times within a single script. Definitions
// can be faster and cleaner than reusing a replaceable tag over and over.
// - define arg1 <c.args.get[1]>
// - if %arg1% == hello narrate 'Hello!'
// - if %arg1% == goodbye narrate 'Goodbye!'
//
// @Usage
// Use to pass some important information (arguments) on to another queue.
// - run 'new_task' d:hello|world
// 'new_task' now has some definitions, %1% and %2%, that contains the contents specified, 'hello' and 'world'.
//
// @Example
//
// -->
registerCoreMember(DefineCommand.class,
"DEFINE", "define [<id>] [<value>]", 2);
// <--[command]
// @Name Determine
// @Usage determine [<value>]
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(DetermineCommand.class,
"DETERMINE", "determine [<value>]", 1);
// <--[command]
// @Name Disengage
// @Usage disengage (npc:<npc>)
// @Required 0
// @Stable 1.0
// @Short Enables a NPCs triggers that have been temporarily disabled by the engage command.
// @Author aufdemrand
//
// @Description
// Re-enables any toggled triggers that have been disabled by disengage. Using
// disengage inside scripts must have a NPC to reference, or one may be specified
// by supplying a valid dNPC object with the npc argument.
//
// This is mostly regarded as an 'interact script command', though it may be used inside
// other script types. This is because disengage works with the trigger system, which is an
// interact script-container feature.
//
// NPCs that are interacted with while engaged will fire an 'on unavailable' assignment
// script-container action.
//
// @See Engage Command
//
// @Usage
// Use to reenable a NPC's triggers, disabled via 'engage'.
// - engage
// - chat 'Be right there!'
// - walkto <player.location>
// - wait 5s
// - disengage
//
// @Example
// -->
registerCoreMember(DisengageCommand.class,
"DISENGAGE", "disengage (npc:<npc>)", 0);
// <--[command]
// @Name DisplayItem
// @Usage displayitem (remove) [<item>] [<location>] (duration:<value>)
// @Required 2
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(DisplayItemCommand.class,
"DISPLAYITEM", "displayitem (remove) [<item>] [<location>] (duration:<value>)", 2);
// <--[command]
// @Name Drop
// @Usage drop [<item>/<entity>/<xp>] [<location>] (qty:<#>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(DropCommand.class,
"DROP", "drop [<item>/<entity>/<xp>] [<location>] (qty:<#>)", 1);
// <--[command]
// @Name Engage
// @Usage engage (<duration>) (npc:<npc>)
// @Required 0
// @Stable 1.0
// @Short Temporarily disables a NPCs toggled interact script-container triggers.
// @Author aufdemrand
//
// @Description
// Engaging a NPC will temporarily disable any interact script-container triggers. To reverse
// this behavior, use either the disengage command, or specify a duration in which the engage
// should timeout. Specifying an engage without a duration will render the NPC engaged until
// a disengage is used on the NPC. Engaging a NPC affects all players attempting to interact
// with the NPC.
//
// While engaged, all triggers and actions associated with triggers will not 'fire', except
// the 'on unavailable' assignment script-container action, which will fire for triggers that
// were enabled previous to the engage command.
//
// Engage can be useful when NPCs are carrying out a task that shouldn't be interrupted, or
// to provide a good way to avoid accidental 'retrigger'.
//
// @See Disengage Command
//
// @Tags
// <n@npc.engaged> will return true if the NPC is currently engaged, false otherwise.
//
// @Usage
// Use to make a NPC appear 'busy'.
// - engage
// - chat 'Give me a few minutes while I mix you a potion!'
// - walkto <npc.anchor[mixing_station]>
// - wait 10s
// - walkto <npc.anchor[service_station]>
// - chat 'Here you go!'
// - give potion <player>
// - disengage
//
// @Usage
// Use to avoid 'retrigger'.
// - engage 5s
// - take quest_item
// - flag player finished_quests:->:super_quest
//
// @Example
//
// -->
registerCoreMember(EngageCommand.class,
"ENGAGE", "engage (<duration>) (npc:<npc>)", 0);
// <--[command]
// @Name Engrave
// @Usage engrave (set/remove)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(EngraveCommand.class,
"ENGRAVE", "engrave (set/remove)", 0);
// <--[command]
// @Name Equip
// @Usage equip (player/{npc}) (hand:<item>) (head:<item>) (chest:<item>) (legs:<item>) (boots:<item>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(EquipCommand.class,
"EQUIP", "equip (player/{npc}) (hand:<item>) (head:<item>) (chest:<item>) (legs:<item>) (boots:<item>)", 1);
// <--[command]
// @Name Execute
// @Usage execute [as_player/as_op/as_npc/as_server] [<Bukkit command>]
// @Required 2
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(ExecuteCommand.class,
"EXECUTE", "execute [as_player/as_op/as_npc/as_server] [<Bukkit command>]", 2);
// <--[command]
// @Name Experience
// @Usage experience [{set}/give/take] (level) [<#>]
// @Required 2
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(ExperienceCommand.class,
"EXPERIENCE", "experience [{set}/give/take] (level) [<#>]", 2);
// <--[command]
// @Name Explode
// @Usage explode (power:<#.#>) (<location>) (fire) (breakblocks)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(ExplodeCommand.class,
"EXPLODE", "explode (power:<#.#>) (<location>) (fire) (breakblocks)", 0);
// <--[command]
// @Name Fail
// @Usage fail (script:<name>)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FailCommand.class,
"FAIL", "fail (script:<name>)", 0);
// <--[command]
// @Name Feed
// @Usage feed (amt:<#>) (target:<entity>|...)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FeedCommand.class,
"FEED", "feed (amt:<#>) (target:<entity>|...)", 0);
// <--[command]
// @Name Finish
// @Usage finish (script:<name>)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FinishCommand.class,
"FINISH", "finish (script:<name>)", 0);
// <--[command]
// @Name Firework
// @Usage firework (<location>) (power:<#>) (type:<name>/random) (primary:<color>|...) (fade:<color>|...) (flicker) (trail)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FireworkCommand.class,
"FIREWORK", "firework (<location>) (power:<#>) (type:<name>/random) (primary:<color>|...) (fade:<color>|...) (flicker) (trail)", 0);
// <--[command]
// @Name Fish
// @Usage fish (catchfish) (stop) (<location>) (catchpercent:<#>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FishCommand.class,
"FISH", "fish (catchfish) (stop) (<location>) (catchpercent:<#>)", 1);
// <--[command]
// @Name Flag
// @Usage flag ({player}/npc/global) [<name>([<#>])](:<action>)[:<value>] (duration:<value>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FlagCommand.class,
"FLAG", "flag ({player}/npc/global) [<name>([<#>])](:<action>)[:<value>] (duration:<value>)", 1);
// <--[command]
// @Name Fly
// @Usage fly (cancel) [<entity>|...] (origin:<location>) (destinations:<location>|...) (speed:<#.#>)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FlyCommand.class,
"FLY", "fly (cancel) [<entity>|...] (origin:<location>) (destinations:<location>|...) (speed:<#.#>)", 1);
// <--[command]
// @Name Follow
// @Usage follow (stop) (lead:<#.#>) (target:<entity>)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(FollowCommand.class,
"FOLLOW", "follow (stop) (lead:<#.#>) (target:<entity>)", 0);
// <--[command]
// @Name ForEach
// @Usage foreach [<object>|...] [<commands>]
// @Required 2
// @Stable Experimental
// @Short Loops through a dList, running a set of commands for each item.
// @Author Morphan1/mcmonkey
//
// @Description
// Loops through a dList of any type. For each item in the dList, the specified commands will be ran for
// that item. To call the value of the item while in the loop, you can use %value%.
//
// @Usage
// Use to run commands on multiple items.
// - foreach li@e@123|n@424|p@BobBarker {
// - announce "There's something at <%value%.location>!"
// }
//
// @Example
//
// -->
registerCoreMember(ForEachCommand.class,
"FOREACH", "foreach [<object>|...] [<commands>]", 2);
// <--[command]
// @Name Give
// @Usage give [money/<item>] (qty:<#>) (engrave)
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(GiveCommand.class,
"GIVE", "give [money/<item>] (qty:<#>) (engrave)", 1);
// <--[command]
// @Name Group
// @Usage group [add/remove] [<group>] (world:<name>)
// @Required 2
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(GroupCommand.class,
"GROUP", "group [add/remove] [<group>] (world:<name>)", 2);
// <--[command]
// @Name Head
// @Usage head (player) [skin:<name>]
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(HeadCommand.class,
"HEAD", "head (player) [skin:<name>]", 0);
// <--[command]
// @Name Heal
// @Usage heal (<#.#>) (<entity>|...)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(HealCommand.class,
"HEAL", "heal (<#.#>) (<entity>|...)", 0);
// <--[command]
// @Name Health
// @Usage health [<#>]
// @Required 1
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(HealthCommand.class,
"HEALTH", "health [<#>]", 1);
// <--[command]
// @Name Hurt
// @Usage hurt (<#.#>) (<entity>|...)
// @Required 0
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(HurtCommand.class,
"HURT", "hurt (<#.#>) (<entity>|...)", 0);
// <--[command]
// @Name If
// @Usage if [<value>] (!)(<operator> <value>) (&&/|| ...) [<commands>] (else <commands>)
// @Required 2
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(IfCommand.class,
"IF", "if [<value>] (!)(<operator> <value>) (&&/|| ...) [<commands>] (else <commands>)", 2);
// <--[command]
// @Name Inventory
// @Usage inventory [open/copy/move/swap/add/remove/keep/exclude/fill/clear] [destination:<inventory>] (origin:<inventory>)
// @Required 2
// @Stable Todo
// @Short Todo
// @Author Todo
// @Description
// Todo
// @Tags
// Todo
// @Usage
// Todo
// @Example
// Todo
// -->
registerCoreMember(InventoryCommand.class,
"INVENTORY", "inventory [open/copy/move/swap/add/remove/keep/exclude/fill/clear] [destination:<inventory>] (origin:<inventory>)", 2);
// <--[command]
// @Name Invisible
// @Usage invisible [player/npc] [state:true/false/toggle]
// @Required 2
// @Stable Todo
// @Short Todo