use of com.denizenscript.denizencore.objects.core.MapTag in project Denizen-For-Bukkit by DenizenScript.
the class CuboidBlockSet method rotateEntitiesOne.
public void rotateEntitiesOne() {
if (entities == null) {
return;
}
ListTag outEntities = new ListTag();
for (MapTag data : entities.filter(MapTag.class, CoreUtilities.noDebugContext)) {
LocationTag offset = data.getObject("offset").asType(LocationTag.class, CoreUtilities.noDebugContext);
int rotation = data.getObject("rotation").asElement().asInt();
offset = new LocationTag((String) null, offset.getZ(), offset.getY(), -offset.getX() + 1, offset.getYaw(), offset.getPitch());
rotation += 90;
while (rotation >= 360) {
rotation -= 360;
}
data = data.duplicate();
data.putObject("offset", offset);
data.putObject("rotation", new ElementTag(rotation));
outEntities.addObject(data);
}
entities = outEntities;
}
use of com.denizenscript.denizencore.objects.core.MapTag in project Denizen-For-Bukkit by DenizenScript.
the class DataPersistenceFlagTracker method doTotalClean.
public void doTotalClean() {
if (MapTagBasedFlagTracker.skipAllCleanings) {
return;
}
if (!holder.getPersistentDataContainer().has(expireNeededKey, PersistentDataType.STRING)) {
return;
}
boolean containsAnyToCheck = false;
for (NamespacedKey key : holder.getPersistentDataContainer().getKeys()) {
if (!key.getNamespace().equals("denizen") || !key.getKey().startsWith("flag_")) {
continue;
}
ObjectTag map = DataPersistenceHelper.getDenizenKey(holder, key.getKey());
if (!(map instanceof MapTag)) {
continue;
}
if (isExpired(((MapTag) map).map.get(expirationString))) {
holder.getPersistentDataContainer().remove(key);
containsAnyToCheck = true;
continue;
}
ObjectTag subValue = ((MapTag) map).map.get(valueString);
if (subValue instanceof MapTag) {
if (doClean((MapTag) subValue)) {
holder.getPersistentDataContainer().set(key, DataPersistenceHelper.PERSISTER_TYPE, map);
}
containsAnyToCheck = true;
}
}
if (!containsAnyToCheck) {
holder.getPersistentDataContainer().remove(expireNeededKey);
}
}
use of com.denizenscript.denizencore.objects.core.MapTag in project Denizen-For-Bukkit by DenizenScript.
the class WorldTag method registerTags.
public static void registerTags() {
AbstractFlagTracker.registerFlagHandlers(tagProcessor);
// ///////////////////
// ENTITY LIST ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.entities[(<matcher>)]>
// @returns ListTag(EntityTag)
// @description
// Returns a list of entities in this world.
// Optionally specify an entity type matcher to filter down to.
// -->
registerTag(ListTag.class, "entities", (attribute, object) -> {
ListTag entities = new ListTag();
String matcher = attribute.hasParam() ? attribute.getParam() : null;
for (Entity entity : object.getEntitiesForTag()) {
EntityTag current = new EntityTag(entity);
if (matcher == null || BukkitScriptEvent.tryEntity(current, matcher)) {
entities.addObject(current.getDenizenObject());
}
}
return entities;
});
// <--[tag]
// @attribute <WorldTag.living_entities>
// @returns ListTag(EntityTag)
// @description
// Returns a list of living entities in this world.
// This includes Players, mobs, NPCs, etc., but excludes dropped items, experience orbs, etc.
// -->
registerTag(ListTag.class, "living_entities", (attribute, object) -> {
ListTag entities = new ListTag();
for (Entity entity : object.getLivingEntitiesForTag()) {
entities.addObject(new EntityTag(entity).getDenizenObject());
}
return entities;
});
// <--[tag]
// @attribute <WorldTag.players>
// @returns ListTag(PlayerTag)
// @description
// Returns a list of online players in this world.
// -->
registerTag(ListTag.class, "players", (attribute, object) -> {
ListTag players = new ListTag();
for (Player player : object.getWorld().getPlayers()) {
if (!EntityTag.isNPC(player)) {
players.addObject(new PlayerTag(player));
}
}
return players;
});
// <--[tag]
// @attribute <WorldTag.spawned_npcs>
// @returns ListTag(NPCTag)
// @description
// Returns a list of spawned NPCs in this world.
// -->
registerTag(ListTag.class, "spawned_npcs", (attribute, object) -> {
ListTag npcs = new ListTag();
World thisWorld = object.getWorld();
for (NPC npc : CitizensAPI.getNPCRegistry()) {
if (npc.isSpawned() && npc.getStoredLocation().getWorld().equals(thisWorld)) {
npcs.addObject(new NPCTag(npc));
}
}
return npcs;
});
// <--[tag]
// @attribute <WorldTag.npcs>
// @returns ListTag(NPCTag)
// @description
// Returns a list of all NPCs in this world.
// -->
registerTag(ListTag.class, "npcs", (attribute, object) -> {
ListTag npcs = new ListTag();
World thisWorld = object.getWorld();
for (NPC npc : CitizensAPI.getNPCRegistry()) {
Location location = npc.getStoredLocation();
if (location != null) {
World world = location.getWorld();
if (world != null && world.equals(thisWorld)) {
npcs.addObject(new NPCTag(npc));
}
}
}
return npcs;
});
// ///////////////////
// GEOGRAPHY ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.can_generate_structures>
// @returns ElementTag(Boolean)
// @description
// Returns whether the world will generate structures.
// -->
registerTag(ElementTag.class, "can_generate_structures", (attribute, object) -> {
return new ElementTag(object.getWorld().canGenerateStructures());
});
// <--[tag]
// @attribute <WorldTag.loaded_chunks>
// @returns ListTag(ChunkTag)
// @description
// Returns a list of all the currently loaded chunks.
// -->
registerTag(ListTag.class, "loaded_chunks", (attribute, object) -> {
ListTag chunks = new ListTag();
for (Chunk ent : object.getWorld().getLoadedChunks()) {
chunks.addObject(new ChunkTag(ent));
}
return chunks;
});
registerTag(ChunkTag.class, "random_loaded_chunk", (attribute, object) -> {
Deprecations.worldRandomLoadedChunkTag.warn(attribute.context);
int random = CoreUtilities.getRandom().nextInt(object.getWorld().getLoadedChunks().length);
return new ChunkTag(object.getWorld().getLoadedChunks()[random]);
});
// <--[tag]
// @attribute <WorldTag.sea_level>
// @returns ElementTag(Number)
// @description
// Returns the level of the sea.
// -->
registerTag(ElementTag.class, "sea_level", (attribute, object) -> {
return new ElementTag(object.getWorld().getSeaLevel());
});
// <--[tag]
// @attribute <WorldTag.max_height>
// @returns ElementTag(Number)
// @description
// Returns the maximum block height of the world.
// -->
registerTag(ElementTag.class, "max_height", (attribute, object) -> {
return new ElementTag(object.getWorld().getMaxHeight());
});
// <--[tag]
// @attribute <WorldTag.min_height>
// @returns ElementTag(Number)
// @description
// Returns the minimum block height of the world.
// -->
registerTag(ElementTag.class, "min_height", (attribute, object) -> {
return new ElementTag(object.getWorld().getMinHeight());
});
// <--[tag]
// @attribute <WorldTag.spawn_location>
// @returns LocationTag
// @mechanism WorldTag.spawn_location
// @description
// Returns the spawn location of the world.
// -->
registerTag(LocationTag.class, "spawn_location", (attribute, object) -> {
return new LocationTag(object.getWorld().getSpawnLocation());
});
// <--[tag]
// @attribute <WorldTag.world_type>
// @returns ElementTag
// @description
// Returns the world type of the world.
// Can return any enum from: <@link url https://hub.spigotmc.org/javadocs/spigot/org/bukkit/WorldType.html>
// -->
registerTag(ElementTag.class, "world_type", (attribute, object) -> {
return new ElementTag(object.getWorld().getWorldType().getName());
});
// ///////////////////
// IDENTIFICATION ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.name>
// @returns ElementTag
// @description
// Returns the name of the world.
// -->
tagProcessor.registerTag(ElementTag.class, "name", (attribute, object) -> {
return new ElementTag(object.world_name);
});
// <--[tag]
// @attribute <WorldTag.seed>
// @returns ElementTag
// @description
// Returns the world seed.
// -->
registerTag(ElementTag.class, "seed", (attribute, object) -> {
return new ElementTag(object.getWorld().getSeed());
});
// ///////////////////
// SETTINGS ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.allows_animals>
// @returns ElementTag(Boolean)
// @description
// Returns whether animals can spawn in this world.
// -->
registerTag(ElementTag.class, "allows_animals", (attribute, object) -> {
return new ElementTag(object.getWorld().getAllowAnimals());
});
// <--[tag]
// @attribute <WorldTag.allows_monsters>
// @returns ElementTag(Boolean)
// @description
// Returns whether monsters can spawn in this world.
// -->
registerTag(ElementTag.class, "allows_monsters", (attribute, object) -> {
return new ElementTag(object.getWorld().getAllowMonsters());
});
// <--[tag]
// @attribute <WorldTag.allows_pvp>
// @returns ElementTag(Boolean)
// @description
// Returns whether player versus player combat is allowed in this world.
// -->
registerTag(ElementTag.class, "allows_pvp", (attribute, object) -> {
return new ElementTag(object.getWorld().getPVP());
});
// <--[tag]
// @attribute <WorldTag.auto_save>
// @returns ElementTag(Boolean)
// @mechanism WorldTag.auto_save
// @description
// Returns whether the world automatically saves.
// -->
registerTag(ElementTag.class, "auto_save", (attribute, object) -> {
return new ElementTag(object.getWorld().isAutoSave());
});
// <--[tag]
// @attribute <WorldTag.ambient_spawn_limit>
// @returns ElementTag(Number)
// @mechanism WorldTag.ambient_spawn_limit
// @description
// Returns the number of ambient mobs that can spawn in a chunk in this world.
// -->
registerTag(ElementTag.class, "ambient_spawn_limit", (attribute, object) -> {
return new ElementTag(object.getWorld().getAmbientSpawnLimit());
});
// <--[tag]
// @attribute <WorldTag.animal_spawn_limit>
// @returns ElementTag(Number)
// @mechanism WorldTag.animal_spawn_limit
// @description
// Returns the number of animals that can spawn in a chunk in this world.
// -->
registerTag(ElementTag.class, "animal_spawn_limit", (attribute, object) -> {
return new ElementTag(object.getWorld().getAnimalSpawnLimit());
});
// <--[tag]
// @attribute <WorldTag.monster_spawn_limit>
// @returns ElementTag(Number)
// @mechanism WorldTag.monster_spawn_limit
// @description
// Returns the number of monsters that can spawn in a chunk in this world.
// -->
registerTag(ElementTag.class, "monster_spawn_limit", (attribute, object) -> {
return new ElementTag(object.getWorld().getMonsterSpawnLimit());
});
// <--[tag]
// @attribute <WorldTag.water_animal_spawn_limit>
// @returns ElementTag(Number)
// @mechanism WorldTag.water_animal_spawn_limit
// @description
// Returns the number of water animals that can spawn in a chunk in this world.
// -->
registerTag(ElementTag.class, "water_animal_spawn_limit", (attribute, object) -> {
return new ElementTag(object.getWorld().getWaterAnimalSpawnLimit());
});
// <--[tag]
// @attribute <WorldTag.difficulty>
// @returns ElementTag
// @mechanism WorldTag.difficulty
// @description
// Returns the name of the difficulty level.
// -->
registerTag(ElementTag.class, "difficulty", (attribute, object) -> {
return new ElementTag(object.getWorld().getDifficulty().name());
});
// <--[tag]
// @attribute <WorldTag.hardcore>
// @returns ElementTag(Boolean)
// @mechanism WorldTag.hardcore
// @description
// Returns whether the world is in hardcore mode.
// -->
registerTag(ElementTag.class, "hardcore", (attribute, object) -> {
return new ElementTag(object.getWorld().isHardcore());
});
// <--[tag]
// @attribute <WorldTag.keep_spawn>
// @returns ElementTag(Boolean)
// @mechanism WorldTag.keep_spawn
// @description
// Returns whether the world's spawn area should be kept loaded into memory.
// -->
registerTag(ElementTag.class, "keep_spawn", (attribute, object) -> {
return new ElementTag(object.getWorld().getKeepSpawnInMemory());
});
// <--[tag]
// @attribute <WorldTag.ticks_per_animal_spawn>
// @returns DurationTag
// @mechanism WorldTag.ticks_per_animal_spawns
// @description
// Returns the world's ticks per animal spawn value.
// -->
registerTag(DurationTag.class, "ticks_per_animal_spawn", (attribute, object) -> {
return new DurationTag(object.getWorld().getTicksPerAnimalSpawns());
});
// <--[tag]
// @attribute <WorldTag.ticks_per_monster_spawn>
// @returns DurationTag
// @mechanism WorldTag.ticks_per_monster_spawns
// @description
// Returns the world's ticks per monster spawn value.
// -->
registerTag(DurationTag.class, "ticks_per_monster_spawn", (attribute, object) -> {
return new DurationTag(object.getWorld().getTicksPerMonsterSpawns());
});
// <--[tag]
// @attribute <WorldTag.duration_since_created>
// @returns DurationTag
// @description
// Returns the total duration of time since this world was first created.
// -->
registerTag(DurationTag.class, "duration_since_created", (attribute, object) -> {
return new DurationTag(object.getWorld().getGameTime());
});
// ///////////////////
// TIME ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.time>
// @returns ElementTag(Number)
// @mechanism WorldTag.time
// @description
// Returns the relative in-game time of this world.
// -->
registerTag(ObjectTag.class, "time", (attribute, object) -> {
// -->
if (attribute.startsWith("duration", 2)) {
attribute.fulfill(1);
return new DurationTag(object.getWorld().getTime());
} else // -->
if (attribute.startsWith("full", 2)) {
attribute.fulfill(1);
return new DurationTag(object.getWorld().getFullTime());
} else // -->
if (attribute.startsWith("period", 2)) {
attribute.fulfill(1);
long time = object.getWorld().getTime();
String period;
if (time >= 23000) {
period = "dawn";
} else if (time >= 13500) {
period = "night";
} else if (time >= 12500) {
period = "dusk";
} else {
period = "day";
}
return new ElementTag(period);
} else {
return new ElementTag(object.getWorld().getTime());
}
});
// <--[tag]
// @attribute <WorldTag.moon_phase>
// @returns ElementTag(Number)
// @description
// Returns the current phase of the moon, as a number from 1 to 8.
// -->
registerTag(ElementTag.class, "moon_phase", (attribute, object) -> {
return new ElementTag((int) ((object.getWorld().getFullTime() / 24000) % 8) + 1);
}, "moonphase");
// ///////////////////
// WEATHER ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.has_storm>
// @returns ElementTag(Boolean)
// @description
// Returns whether there is currently a storm in this world.
// ie, whether it is raining. To check for thunder, use <@link tag WorldTag.thundering>.
// -->
registerTag(ElementTag.class, "has_storm", (attribute, object) -> {
return new ElementTag(object.getWorld().hasStorm());
});
// <--[tag]
// @attribute <WorldTag.thunder_duration>
// @returns DurationTag
// @mechanism WorldTag.thunder_duration
// @description
// Returns the duration of thunder.
// -->
registerTag(DurationTag.class, "thunder_duration", (attribute, object) -> {
return new DurationTag((long) object.getWorld().getThunderDuration());
});
// <--[tag]
// @attribute <WorldTag.thundering>
// @returns ElementTag(Boolean)
// @mechanism WorldTag.thundering
// @description
// Returns whether it is currently thundering in this world.
// -->
registerTag(ElementTag.class, "thundering", (attribute, object) -> {
return new ElementTag(object.getWorld().isThundering());
});
// <--[tag]
// @attribute <WorldTag.weather_duration>
// @returns DurationTag
// @mechanism WorldTag.weather_duration
// @description
// Returns the duration of storms.
// -->
registerTag(DurationTag.class, "weather_duration", (attribute, object) -> {
return new DurationTag((long) object.getWorld().getWeatherDuration());
});
// <--[tag]
// @attribute <WorldTag.environment>
// @returns ElementTag
// @description
// Returns the environment of the world: NORMAL, NETHER, or THE_END.
// -->
registerTag(ElementTag.class, "environment", (attribute, object) -> {
return new ElementTag(object.getWorld().getEnvironment().name());
});
// ///////////////////
// WORLD BORDER ATTRIBUTES
// ///////////////
// <--[tag]
// @attribute <WorldTag.border_size>
// @returns ElementTag(Decimal)
// @description
// Returns the size of the world border in this world.
// -->
registerTag(ElementTag.class, "border_size", (attribute, object) -> {
return new ElementTag(object.getWorld().getWorldBorder().getSize());
});
// <--[tag]
// @attribute <WorldTag.border_center>
// @returns LocationTag
// @description
// Returns the center of the world border in this world.
// -->
registerTag(LocationTag.class, "border_center", (attribute, object) -> {
return new LocationTag(object.getWorld().getWorldBorder().getCenter());
});
// <--[tag]
// @attribute <WorldTag.border_damage>
// @returns ElementTag(Decimal)
// @description
// Returns the amount of damage caused by crossing the world border in this world.
// -->
registerTag(ElementTag.class, "border_damage", (attribute, object) -> {
return new ElementTag(object.getWorld().getWorldBorder().getDamageAmount());
});
// <--[tag]
// @attribute <WorldTag.border_damage_buffer>
// @returns ElementTag(Decimal)
// @description
// Returns the damage buffer of the world border in this world.
// -->
registerTag(ElementTag.class, "border_damage_buffer", (attribute, object) -> {
return new ElementTag(object.getWorld().getWorldBorder().getDamageBuffer());
});
// <--[tag]
// @attribute <WorldTag.border_warning_distance>
// @returns ElementTag(Number)
// @description
// Returns the warning distance of the world border in this world.
// -->
registerTag(ElementTag.class, "border_warning_distance", (attribute, object) -> {
return new ElementTag(object.getWorld().getWorldBorder().getWarningDistance());
});
// <--[tag]
// @attribute <WorldTag.border_warning_time>
// @returns DurationTag
// @description
// Returns warning time of the world border in this world as a duration.
// -->
registerTag(DurationTag.class, "border_warning_time", (attribute, object) -> {
return new DurationTag(object.getWorld().getWorldBorder().getWarningTime());
});
// <--[tag]
// @attribute <WorldTag.gamerule[<gamerule>]>
// @returns ElementTag
// @description
// Returns the current value of the specified gamerule in the world.
// Note that the name is case-sensitive... so "doFireTick" is correct, but "dofiretick" is not.
// -->
registerTag(ElementTag.class, "gamerule", (attribute, object) -> {
if (!attribute.hasParam()) {
attribute.echoError("The tag 'worldtag.gamerule[...]' must have an input value.");
return null;
}
GameRule rule = GameRule.getByName(attribute.getParam());
Object result = object.getWorld().getGameRuleValue(rule);
return new ElementTag(result == null ? "null" : result.toString());
});
// <--[tag]
// @attribute <WorldTag.gamerule_map>
// @returns MapTag
// @description
// Returns a map of all the current values of all gamerules in the world.
// -->
registerTag(MapTag.class, "gamerule_map", (attribute, object) -> {
MapTag map = new MapTag();
for (GameRule rule : GameRule.values()) {
Object result = object.getWorld().getGameRuleValue(rule);
if (result != null) {
map.putObject(rule.getName(), new ElementTag(result.toString()));
}
}
return map;
});
// <--[tag]
// @attribute <WorldTag.dragon_portal_location>
// @returns LocationTag
// @description
// Returns the location of the ender dragon exit portal, if any (only for end worlds).
// -->
registerTag(LocationTag.class, "dragon_portal_location", (attribute, object) -> {
DragonBattle battle = object.getWorld().getEnderDragonBattle();
if (battle == null) {
return null;
}
if (battle.getEndPortalLocation() == null) {
return null;
}
return new LocationTag(battle.getEndPortalLocation());
});
// <--[tag]
// @attribute <WorldTag.ender_dragon>
// @returns EntityTag
// @description
// Returns the ender dragon entity currently fighting in this world, if any (only for end worlds).
// -->
registerTag(EntityTag.class, "ender_dragon", (attribute, object) -> {
DragonBattle battle = object.getWorld().getEnderDragonBattle();
if (battle == null) {
return null;
}
if (battle.getEnderDragon() == null) {
return null;
}
return new EntityTag(battle.getEnderDragon());
});
// <--[tag]
// @attribute <WorldTag.gateway_locations>
// @returns ListTag(LocationTag)
// @description
// Returns a list of possible gateway portal locations, if any (only for end worlds).
// Not all of these will necessarily generate.
// In current implementation, this is a list of exactly 20 locations in a circle around the world origin (with radius of 96 blocks).
// -->
registerTag(ListTag.class, "gateway_locations", (attribute, object) -> {
DragonBattle battle = object.getWorld().getEnderDragonBattle();
if (battle == null) {
return null;
}
ListTag list = new ListTag();
for (int i = 0; i < 20; i++) {
// This math based on EndDragonFight#spawnNewGateway
int x = (int) Math.floor(96.0D * Math.cos(2.0D * (-Math.PI + (Math.PI / 20.0) * i)));
int z = (int) Math.floor(96.0D * Math.sin(2.0D * (-Math.PI + (Math.PI / 20.0) * i)));
list.addObject(new LocationTag(object.getWorld(), x, 75, z));
}
return list;
});
// <--[tag]
// @attribute <WorldTag.biomes>
// @returns ListTag(BiomeTag)
// @description
// Returns a list of all biomes in this world (including custom biomes).
// -->
registerTag(ListTag.class, "biomes", (attribute, object) -> {
ListTag output = new ListTag();
for (BiomeNMS biome : NMSHandler.getInstance().getBiomes(object.getWorld())) {
output.addObject(new BiomeTag(biome));
}
return output;
});
// <--[tag]
// @attribute <WorldTag.advanced_matches[<matcher>]>
// @returns ElementTag(Boolean)
// @description
// Returns whether the world matches some matcher text, using the system behind <@link language Advanced Script Event Matching>.
// -->
registerTag(ElementTag.class, "advanced_matches", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
return new ElementTag(BukkitScriptEvent.tryWorld(object, attribute.getParam()));
});
}
use of com.denizenscript.denizencore.objects.core.MapTag in project Denizen-For-Bukkit by DenizenScript.
the class BukkitElementProperties method registerTags.
public static void registerTags() {
// <--[tag]
// @attribute <ElementTag.as_biome>
// @returns BiomeTag
// @group conversion
// @description
// Returns the element as a BiomeTag. Note: the value must be a valid biome.
// -->
PropertyParser.<BukkitElementProperties, BiomeTag>registerStaticTag(BiomeTag.class, "as_biome", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), BiomeTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "BiomeTag", attribute.hasAlternative());
});
// <--[tag]
// @attribute <ElementTag.as_chunk>
// @returns ChunkTag
// @group conversion
// @description
// Returns the element as a chunk. Note: the value must be a valid chunk.
// -->
PropertyParser.<BukkitElementProperties, ChunkTag>registerTag(ChunkTag.class, "as_chunk", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), ChunkTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "ChunkTag", attribute.hasAlternative());
}, "aschunk");
// <--[tag]
// @attribute <ElementTag.as_color>
// @returns ColorTag
// @group conversion
// @description
// Returns the element as a ColorTag. Note: the value must be a valid color.
// -->
PropertyParser.<BukkitElementProperties, ColorTag>registerStaticTag(ColorTag.class, "as_color", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), ColorTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "ColorTag", attribute.hasAlternative());
}, "ascolor");
// <--[tag]
// @attribute <ElementTag.as_cuboid>
// @returns CuboidTag
// @group conversion
// @description
// Returns the element as a cuboid. Note: the value must be a valid cuboid.
// -->
PropertyParser.<BukkitElementProperties, CuboidTag>registerTag(CuboidTag.class, "as_cuboid", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), CuboidTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "CuboidTag", attribute.hasAlternative());
}, "ascuboid");
// <--[tag]
// @attribute <ElementTag.as_ellipsoid>
// @returns EllipsoidTag
// @group conversion
// @description
// Returns the element as an EllipsoidTag. Note: the value must be a valid ellipsoid.
// -->
PropertyParser.<BukkitElementProperties, EllipsoidTag>registerTag(EllipsoidTag.class, "as_ellipsoid", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), EllipsoidTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "EllipsoidTag", attribute.hasAlternative());
});
// <--[tag]
// @attribute <ElementTag.as_enchantment>
// @returns EnchantmentTag
// @group conversion
// @description
// Returns the element as an EnchantmentTag. Note: the value must be a valid enchantment.
// -->
PropertyParser.<BukkitElementProperties, EnchantmentTag>registerStaticTag(EnchantmentTag.class, "as_enchantment", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), EnchantmentTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "EnchantmentTag", attribute.hasAlternative());
});
// <--[tag]
// @attribute <ElementTag.as_entity>
// @returns EntityTag
// @group conversion
// @description
// Returns the element as an entity. Note: the value must be a valid entity.
// -->
PropertyParser.<BukkitElementProperties, EntityTag>registerTag(EntityTag.class, "as_entity", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), EntityTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "EntityTag", attribute.hasAlternative());
}, "asentity");
// <--[tag]
// @attribute <ElementTag.as_inventory>
// @returns InventoryTag
// @group conversion
// @description
// Returns the element as an inventory. Note: the value must be a valid inventory.
// -->
PropertyParser.<BukkitElementProperties, InventoryTag>registerTag(InventoryTag.class, "as_inventory", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), InventoryTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "InventoryTag", attribute.hasAlternative());
}, "asinventory");
// <--[tag]
// @attribute <ElementTag.as_item>
// @returns ItemTag
// @group conversion
// @description
// Returns the element as an item. Note: the value must be a valid item.
// -->
PropertyParser.<BukkitElementProperties, ItemTag>registerTag(ItemTag.class, "as_item", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), ItemTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "ItemTag", attribute.hasAlternative());
}, "asitem");
// <--[tag]
// @attribute <ElementTag.as_location>
// @returns LocationTag
// @group conversion
// @description
// Returns the element as a location. Note: the value must be a valid location.
// -->
PropertyParser.<BukkitElementProperties, LocationTag>registerTag(LocationTag.class, "as_location", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), LocationTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "LocationTag", attribute.hasAlternative());
}, "aslocation");
// <--[tag]
// @attribute <ElementTag.as_material>
// @returns MaterialTag
// @group conversion
// @description
// Returns the element as a material. Note: the value must be a valid material.
// -->
PropertyParser.<BukkitElementProperties, MaterialTag>registerStaticTag(MaterialTag.class, "as_material", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), MaterialTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "MaterialTag", attribute.hasAlternative());
}, "asmaterial");
// <--[tag]
// @attribute <ElementTag.as_npc>
// @returns NPCTag
// @group conversion
// @description
// Returns the element as an NPC. Note: the value must be a valid NPC.
// -->
PropertyParser.<BukkitElementProperties, NPCTag>registerTag(NPCTag.class, "as_npc", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), NPCTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "NPCTag", attribute.hasAlternative());
}, "asnpc");
// <--[tag]
// @attribute <ElementTag.as_player>
// @returns PlayerTag
// @group conversion
// @description
// Returns the element as a player. Note: the value must be a valid player. Can be online or offline.
// -->
PropertyParser.<BukkitElementProperties, PlayerTag>registerTag(PlayerTag.class, "as_player", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), PlayerTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "PlayerTag", attribute.hasAlternative());
}, "asplayer");
// <--[tag]
// @attribute <ElementTag.as_plugin>
// @returns PluginTag
// @group conversion
// @description
// Returns the element as a plugin. Note: the value must be a valid plugin.
// -->
PropertyParser.<BukkitElementProperties, PluginTag>registerStaticTag(PluginTag.class, "as_plugin", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), PluginTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "PluginTag", attribute.hasAlternative());
}, "asplugin");
// <--[tag]
// @attribute <ElementTag.as_polygon>
// @returns PolygonTag
// @group conversion
// @description
// Returns the element as a PolygonTag. Note: the value must be a valid polygon.
// -->
PropertyParser.<BukkitElementProperties, PolygonTag>registerTag(PolygonTag.class, "as_polygon", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), PolygonTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "PolygonTag", attribute.hasAlternative());
});
// <--[tag]
// @attribute <ElementTag.as_trade>
// @returns TradeTag
// @group conversion
// @description
// Returns the element as a TradeTag. Note: the value must be a valid trade.
// -->
PropertyParser.<BukkitElementProperties, TradeTag>registerStaticTag(TradeTag.class, "as_trade", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), TradeTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "TradeTag", attribute.hasAlternative());
});
// <--[tag]
// @attribute <ElementTag.as_world>
// @returns WorldTag
// @group conversion
// @description
// Returns the element as a world. Note: the value must be a valid world.
// -->
PropertyParser.<BukkitElementProperties, WorldTag>registerTag(WorldTag.class, "as_world", (attribute, object) -> {
return ElementTag.handleNull(object.asString(), WorldTag.valueOf(object.asString(), new BukkitTagContext(attribute.getScriptEntry())), "WorldTag", attribute.hasAlternative());
}, "asworld");
// <--[tag]
// @attribute <ElementTag.format[<script>]>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the text re-formatted according to a format script.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerTag(ElementTag.class, "format", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
FormatScriptContainer format = ScriptRegistry.getScriptContainer(attribute.getParam());
if (format == null) {
attribute.echoError("Could not find format script matching '" + attribute.getParam() + "'");
return null;
} else {
return new ElementTag(format.getFormattedText(object.asString(), attribute.getScriptEntry() != null ? ((BukkitScriptEntryData) attribute.getScriptEntry().entryData).getNPC() : null, attribute.getScriptEntry() != null ? ((BukkitScriptEntryData) attribute.getScriptEntry().entryData).getPlayer() : null));
}
});
// <--[tag]
// @attribute <ElementTag.split_lines_by_width[<#>]>
// @returns ElementTag
// @group element manipulation
// @description
// Returns the element split into separate lines based on a maximum width in pixels per line.
// This uses character width, so for example 20 "W"s and 20 "i"s will be treated differently.
// The width used is based on the vanilla minecraft font. This will not be accurate for other fonts.
// This only currently supports ASCII symbols properly. Unicode symbols will be estimated as 6 pixels.
// Spaces will be preferred to become newlines, unless a line does not contain any spaces.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "split_lines_by_width", (attribute, object) -> {
int width = attribute.getIntParam();
return new ElementTag(TextWidthHelper.splitLines(object.asString(), width));
});
// <--[tag]
// @attribute <ElementTag.text_width>
// @returns ElementTag(Number)
// @group element manipulation
// @description
// Returns the width, in pixels, of the text.
// The width used is based on the vanilla minecraft font. This will not be accurate for other fonts.
// This only currently supports ASCII symbols properly. Unicode symbols will be estimated as 6 pixels.
// If the element contains newlines, will return the widest line width.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "text_width", (attribute, object) -> {
return new ElementTag(TextWidthHelper.getWidth(object.asString()));
});
// <--[tag]
// @attribute <ElementTag.lines_to_colored_list>
// @returns ListTag
// @group element manipulation
// @description
// Returns a list of lines in the element, with colors spread over the lines manually.
// Useful for things like item lore.
// -->
PropertyParser.<BukkitElementProperties, ListTag>registerStaticTag(ListTag.class, "lines_to_colored_list", (attribute, object) -> {
ListTag output = new ListTag();
String colors = "";
for (String line : CoreUtilities.split(object.asString(), '\n')) {
output.add(colors + line);
colors = org.bukkit.ChatColor.getLastColors(colors + line);
}
return output;
});
// <--[tag]
// @attribute <ElementTag.last_color>
// @returns ElementTag
// @group text checking
// @description
// Returns the ChatColors used last in an element.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "last_color", (attribute, object) -> {
return new ElementTag(org.bukkit.ChatColor.getLastColors(object.asString()));
});
// <--[tag]
// @attribute <ElementTag.strip_color>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the element with all color encoding stripped.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "strip_color", (attribute, object) -> {
return new ElementTag(FormattedTextHelper.parse(object.asString(), ChatColor.WHITE)[0].toPlainText());
});
// <--[tag]
// @attribute <ElementTag.parse_color[(<prefix>)]>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the element with all color codes parsed.
// Optionally, specify a character to prefix the color ids. Defaults to '&' if not specified.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "parse_color", (attribute, object) -> {
char prefix = '&';
if (attribute.hasParam()) {
prefix = attribute.getParam().charAt(0);
}
String parsed = ChatColor.translateAlternateColorCodes(prefix, object.asString());
parsed = replaceEssentialsHexColors(prefix, parsed);
return new ElementTag(parsed);
});
// <--[tag]
// @attribute <ElementTag.to_itemscript_hash>
// @returns ElementTag
// @group conversion
// @description
// Shortens the element down to an itemscript hash ID, made of invisible color codes.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerTag(ElementTag.class, "to_itemscript_hash", (attribute, object) -> {
return new ElementTag(ItemScriptHelper.createItemScriptID(object.asString()));
});
// <--[tag]
// @attribute <ElementTag.to_secret_colors>
// @returns ElementTag
// @group conversion
// @description
// Hides the element's text in invisible color codes.
// Inverts <@link tag ElementTag.from_secret_colors>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "to_secret_colors", (attribute, object) -> {
String text = object.asString();
byte[] bytes = text.getBytes(StandardCharsets.UTF_8);
String hex = CoreUtilities.hexEncode(bytes);
StringBuilder colors = new StringBuilder(text.length() * 2);
for (int i = 0; i < hex.length(); i++) {
colors.append(ChatColor.COLOR_CHAR).append(hex.charAt(i));
}
return new ElementTag(colors.toString());
});
// <--[tag]
// @attribute <ElementTag.from_secret_colors>
// @returns ElementTag
// @group conversion
// @description
// Un-hides the element's text from invisible color codes back to normal text.
// Inverts <@link tag ElementTag.to_secret_colors>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "from_secret_colors", (attribute, object) -> {
String text = object.asString().replace(String.valueOf(ChatColor.COLOR_CHAR), "");
byte[] bytes = CoreUtilities.hexDecode(text);
return new ElementTag(new String(bytes, StandardCharsets.UTF_8));
});
// <--[tag]
// @attribute <ElementTag.to_raw_json>
// @returns ElementTag
// @group conversion
// @description
// Converts normal colored text to Minecraft-style "raw JSON" format.
// Inverts <@link tag ElementTag.from_raw_json>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "to_raw_json", (attribute, object) -> {
return new ElementTag(ComponentSerializer.toString(FormattedTextHelper.parse(object.asString(), ChatColor.WHITE)));
});
// <--[tag]
// @attribute <ElementTag.from_raw_json>
// @returns ElementTag
// @group conversion
// @description
// Un-hides the element's text from invisible color codes back to normal text.
// Inverts <@link tag ElementTag.to_raw_json>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "from_raw_json", (attribute, object) -> {
return new ElementTag(FormattedTextHelper.stringify(ComponentSerializer.parse(object.asString()), ChatColor.WHITE));
});
// <--[tag]
// @attribute <ElementTag.on_hover[<message>]>
// @returns ElementTag
// @group text manipulation
// @description
// Adds a hover message to the element, which makes the element display the input hover text when the mouse is left over it.
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerTag(ElementTag.class, "on_hover", (attribute, object) -> {
// non-static due to hacked sub-tag
if (!attribute.hasParam()) {
return null;
}
String hoverText = attribute.getParam();
String type = "SHOW_TEXT";
// -->
if (attribute.startsWith("type", 2)) {
type = attribute.getContext(2);
attribute.fulfill(1);
}
return new ElementTag(ChatColor.COLOR_CHAR + "[hover=" + type + ";" + FormattedTextHelper.escape(hoverText) + "]" + object.asString() + ChatColor.COLOR_CHAR + "[/hover]");
});
// <--[tag]
// @attribute <ElementTag.on_click[<command>]>
// @returns ElementTag
// @group text manipulation
// @description
// Adds a click command to the element, which makes the element execute the input command when clicked.
// To execute a command "/" should be used at the start. Otherwise, it will display as chat.
// For example: - narrate "You can <element[click here].on_click[wow]> to say wow!"
// For example: - narrate "You can <element[click here].on_click[/help]> for help!"
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerTag(ElementTag.class, "on_click", (attribute, object) -> {
// non-static due to hacked sub-tag
if (!attribute.hasParam()) {
return null;
}
String clickText = attribute.getParam();
String type = "RUN_COMMAND";
// -->
if (attribute.startsWith("type", 2)) {
type = attribute.getContext(2);
attribute.fulfill(1);
}
return new ElementTag(ChatColor.COLOR_CHAR + "[click=" + type + ";" + FormattedTextHelper.escape(clickText) + "]" + object.asString() + ChatColor.COLOR_CHAR + "[/click]");
});
// <--[tag]
// @attribute <ElementTag.with_insertion[<message>]>
// @returns ElementTag
// @group text manipulation
// @description
// Adds an insertion message to the element, which makes the element insert the input message to chat when shift-clicked.
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "with_insertion", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
String insertionText = attribute.getParam();
return new ElementTag(ChatColor.COLOR_CHAR + "[insertion=" + FormattedTextHelper.escape(insertionText) + "]" + object.asString() + ChatColor.COLOR_CHAR + "[/insertion]");
});
// <--[tag]
// @attribute <ElementTag.no_reset>
// @returns ElementTag
// @group text manipulation
// @description
// Makes a color code (&0123456789abcdef) not reset other formatting details.
// Use like '<&c.no_reset>' or '<red.no_reset>'.
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "no_reset", (attribute, object) -> {
if (object.asString().length() == 2 && object.asString().charAt(0) == ChatColor.COLOR_CHAR) {
return new ElementTag(ChatColor.COLOR_CHAR + "[color=" + object.asString().charAt(1) + "]");
}
return null;
});
// <--[tag]
// @attribute <ElementTag.end_format>
// @returns ElementTag
// @group text manipulation
// @description
// Makes a chat format code (&klmno, or &[font=...]) be the end of a format, as opposed to the start.
// Use like '<&o.end_format>' or '<italic.end_format>'.
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "end_format", (attribute, object) -> {
if (object.asString().length() == 2 && object.asString().charAt(0) == ChatColor.COLOR_CHAR) {
return new ElementTag(ChatColor.COLOR_CHAR + "[reset=" + object.asString().charAt(1) + "]");
} else if (object.asString().startsWith(ChatColor.COLOR_CHAR + "[font=") && object.asString().endsWith("]")) {
return new ElementTag(ChatColor.COLOR_CHAR + "[reset=font]");
}
return null;
});
// <--[tag]
// @attribute <ElementTag.italicize>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text italic. Equivalent to "<&o><ELEMENT_HERE><&o.end_format>"
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "italicize", (attribute, object) -> {
return new ElementTag(ChatColor.ITALIC + object.asString() + ChatColor.COLOR_CHAR + "[reset=o]");
});
// <--[tag]
// @attribute <ElementTag.bold>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text bold. Equivalent to "<&l><ELEMENT_HERE><&l.end_format>"
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "bold", (attribute, object) -> {
return new ElementTag(ChatColor.BOLD + object.asString() + ChatColor.COLOR_CHAR + "[reset=l]");
});
// <--[tag]
// @attribute <ElementTag.underline>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text underlined. Equivalent to "<&n><ELEMENT_HERE><&n.end_format>"
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "underline", (attribute, object) -> {
return new ElementTag(ChatColor.UNDERLINE + object.asString() + ChatColor.COLOR_CHAR + "[reset=n]");
});
// <--[tag]
// @attribute <ElementTag.strikethrough>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text struck-through. Equivalent to "<&m><ELEMENT_HERE><&m.end_format>"
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "strikethrough", (attribute, object) -> {
return new ElementTag(ChatColor.STRIKETHROUGH + object.asString() + ChatColor.COLOR_CHAR + "[reset=m]");
});
// <--[tag]
// @attribute <ElementTag.obfuscate>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text obfuscated. Equivalent to "<&k><ELEMENT_HERE><&k.end_format>"
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "obfuscate", (attribute, object) -> {
return new ElementTag(ChatColor.MAGIC + object.asString() + ChatColor.COLOR_CHAR + "[reset=k]");
});
// <--[tag]
// @attribute <ElementTag.custom_color[<name>]>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text colored by the custom color value based on the common base color names defined in the Denizen config file.
// If the color name is unrecognized, returns the value of color named 'default'.
// Default color names are 'base', 'emphasis', 'warning', 'error'.
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "custom_color", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
return new ElementTag(ChatColor.COLOR_CHAR + "[color=f]" + CustomColorTagBase.getColor(attribute.getParam(), attribute.context) + object.asString() + ChatColor.COLOR_CHAR + "[reset=color]");
});
// <--[tag]
// @attribute <ElementTag.color[<color>]>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text colored by the input color. Equivalent to "<COLOR><ELEMENT_HERE><COLOR.end_format>"
// Color can be a color name, color code, hex, or ColorTag... that is: ".color[gold]", ".color[6]", and ".color[#AABB00]" are all valid.
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "color", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
String colorName = attribute.getParam();
String colorOut = null;
if (colorName.length() == 1) {
ChatColor color = ChatColor.getByChar(colorName.charAt(0));
if (color != null) {
colorOut = color.toString();
}
} else if (colorName.length() == 7 && colorName.startsWith("#")) {
return new ElementTag(ChatColor.COLOR_CHAR + "[color=" + colorName + "]" + object.asString() + ChatColor.COLOR_CHAR + "[reset=color]");
} else if (colorName.length() == 14 && colorName.startsWith(ChatColor.COLOR_CHAR + "x")) {
return new ElementTag(ChatColor.COLOR_CHAR + "[color=#" + CoreUtilities.replace(colorName.substring(2), String.valueOf(ChatColor.COLOR_CHAR), "") + "]" + object.asString() + ChatColor.COLOR_CHAR + "[reset=color]");
} else if (colorName.startsWith("co@")) {
ColorTag color = ColorTag.valueOf(colorName, attribute.context);
StringBuilder hex = new StringBuilder(Integer.toHexString(color.getColor().asRGB()));
while (hex.length() < 6) {
hex.insert(0, "0");
}
return new ElementTag(ChatColor.COLOR_CHAR + "[color=#" + hex + "]" + object.asString() + ChatColor.COLOR_CHAR + "[reset=color]");
}
if (colorOut == null) {
try {
ChatColor color = ChatColor.of(colorName.toUpperCase());
String colorStr = color.toString().replace(String.valueOf(ChatColor.COLOR_CHAR), "").replace("x", "#");
colorOut = ChatColor.COLOR_CHAR + "[color=" + colorStr + "]";
} catch (IllegalArgumentException ex) {
attribute.echoError("Color '" + colorName + "' doesn't exist (for ElementTag.color[...]).");
return null;
}
}
return new ElementTag(colorOut + object.asString() + ChatColor.COLOR_CHAR + "[reset=color]");
});
// <--[tag]
// @attribute <ElementTag.font[<font>]>
// @returns ElementTag
// @group text manipulation
// @description
// Makes the input text display with the input font name. Equivalent to "<&font[new-font]><ELEMENT_HERE><&font[new-font].end_format>"
// The default font is "minecraft:default".
// Note that this is a magic Denizen tool - refer to <@link language Denizen Text Formatting>.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "font", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
String fontName = attribute.getParam();
return new ElementTag(ChatColor.COLOR_CHAR + "[font=" + fontName + "]" + object.asString() + ChatColor.COLOR_CHAR + "[reset=font]");
});
// <--[tag]
// @attribute <ElementTag.rainbow[(<pattern>)]>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the element with rainbow colors applied.
// Optionally, specify a color pattern to follow. By default, this is "4c6e2ab319d5".
// That is, a repeating color of: Red, Orange, Yellow, Green, Cyan, Blue, Purple.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "rainbow", (attribute, object) -> {
String str = object.asString();
String pattern = "4c6e2ab319d5";
if (attribute.hasParam()) {
pattern = attribute.getParam();
}
StringBuilder output = new StringBuilder(str.length() * 3);
for (int i = 0; i < str.length(); i++) {
output.append(ChatColor.COLOR_CHAR).append(pattern.charAt(i % pattern.length())).append(str.charAt(i));
}
return new ElementTag(output.toString());
});
// <--[tag]
// @attribute <ElementTag.hex_rainbow[(<length>)]>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the element with RGB rainbow colors applied.
// Optionally, specify a length (how many characters before the colors repeat). If unspecified, will use the input element length.
// If the element starts with a hex color code, that will be used as the starting color of the rainbow.
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "hex_rainbow", (attribute, object) -> {
String str = object.asString();
int[] HSB = new int[] { 0, 255, 255 };
if (str.startsWith(ChatColor.COLOR_CHAR + "x") && str.length() > 14) {
char[] colors = new char[6];
for (int i = 0; i < 6; i++) {
colors[i] = str.charAt(3 + (i * 2));
}
int rgb = Integer.parseInt(new String(colors), 16);
HSB = new ColorTag(Color.fromRGB(rgb)).toHSB();
str = str.substring(14);
}
float hue = HSB[0] / 255f;
int length = ChatColor.stripColor(str).length();
if (length == 0) {
return new ElementTag("");
}
if (attribute.hasParam()) {
length = attribute.getIntParam();
}
float increment = 1.0f / length;
String addedFormat = "";
StringBuilder output = new StringBuilder(str.length() * 8);
for (int i = 0; i < str.length(); i++) {
char c = str.charAt(i);
if (c == ChatColor.COLOR_CHAR && i + 1 < str.length()) {
char c2 = str.charAt(i + 1);
if (FORMAT_CODES_MATCHER.isMatch(c2)) {
addedFormat += String.valueOf(ChatColor.COLOR_CHAR) + c2;
} else {
addedFormat = "";
}
i++;
continue;
}
String hex = Integer.toHexString(ColorTag.fromHSB(HSB).getColor().asRGB());
output.append(FormattedTextHelper.stringifyRGBSpigot(hex)).append(addedFormat).append(c);
hue += increment;
HSB[0] = Math.round(hue * 255f);
}
return new ElementTag(output.toString());
});
// <--[tag]
// @attribute <ElementTag.color_gradient[from=<color>;to=<color>]>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the element with an RGB color gradient applied - tends to produce smooth gradients, as opposed to <@link tag ElementTag.hsb_color_gradient>,
// with a unique color per character.
// Specify the input as a map with keys 'from' and 'to' both set to hex colors (or any valid ColorTag).
// For example: <element[these are the shades of gray].color_gradient[from=white;to=black]>
// Or: <element[this looks kinda like fire doesn't it].color_gradient[from=#FF0000;to=#FFFF00]>
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "color_gradient", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
String str = object.asString();
int length = ChatColor.stripColor(str).length();
if (length == 0) {
return new ElementTag("");
}
MapTag inputMap = attribute.paramAsType(MapTag.class);
if (inputMap == null) {
return null;
}
ObjectTag fromObj = inputMap.getObject("from");
ObjectTag toObj = inputMap.getObject("to");
if (fromObj == null || toObj == null) {
return null;
}
ColorTag fromColor = fromObj.asType(ColorTag.class, attribute.context);
ColorTag toColor = toObj.asType(ColorTag.class, attribute.context);
if (fromColor == null || toColor == null) {
return null;
}
float red = ColorTag.fromSRGB(fromColor.getColor().getRed());
float green = ColorTag.fromSRGB(fromColor.getColor().getGreen());
float blue = ColorTag.fromSRGB(fromColor.getColor().getBlue());
float targetRed = ColorTag.fromSRGB(toColor.getColor().getRed());
float targetGreen = ColorTag.fromSRGB(toColor.getColor().getGreen());
float targetBlue = ColorTag.fromSRGB(toColor.getColor().getBlue());
float brightness = (float) Math.pow(red + green + blue, 0.43);
float toBrightness = (float) Math.pow(targetRed + targetGreen + targetBlue, 0.43);
float brightnessMove = (toBrightness - brightness) / length;
float redMove = (targetRed - red) / length;
float greenMove = (targetGreen - green) / length;
float blueMove = (targetBlue - blue) / length;
String addedFormat = "";
StringBuilder output = new StringBuilder(str.length() * 15);
for (int i = 0; i < str.length(); i++) {
char c = str.charAt(i);
if (c == ChatColor.COLOR_CHAR && i + 1 < str.length()) {
char c2 = str.charAt(i + 1);
if (FORMAT_CODES_MATCHER.isMatch(c2)) {
addedFormat += String.valueOf(ChatColor.COLOR_CHAR) + c2;
} else {
addedFormat = "";
}
i++;
continue;
}
// Based on https://stackoverflow.com/questions/22607043/color-gradient-algorithm/49321304#49321304
float newRed = red, newGreen = green, newBlue = blue;
float sum = newRed + newGreen + newBlue;
if (sum > 0) {
float multiplier = (float) Math.pow(brightness, 1f / 0.43f) / sum;
newRed *= multiplier;
newGreen *= multiplier;
newBlue *= multiplier;
}
newRed = ColorTag.toSRGB(newRed);
newGreen = ColorTag.toSRGB(newGreen);
newBlue = ColorTag.toSRGB(newBlue);
String hex = Integer.toHexString((((int) newRed) << 16) | (((int) newGreen) << 8) | ((int) newBlue));
output.append(FormattedTextHelper.stringifyRGBSpigot(hex)).append(addedFormat).append(str.charAt(i));
brightness += brightnessMove;
red += redMove;
green += greenMove;
blue += blueMove;
}
return new ElementTag(output.toString());
});
// <--[tag]
// @attribute <ElementTag.hsb_color_gradient[from=<color>;to=<color>]>
// @returns ElementTag
// @group text manipulation
// @description
// Returns the element with an HSB color gradient applied - tends to produce bright rainbow-like color patterns, as opposed to <@link tag ElementTag.color_gradient>,
// with a unique color per character.
// Specify the input as a map with keys 'from' and 'to' both set to hex colors (or any valid ColorTag).
// -->
PropertyParser.<BukkitElementProperties, ElementTag>registerStaticTag(ElementTag.class, "hsb_color_gradient", (attribute, object) -> {
if (!attribute.hasParam()) {
return null;
}
String str = object.asString();
int length = ChatColor.stripColor(str).length();
if (length == 0) {
return new ElementTag("");
}
MapTag inputMap = attribute.paramAsType(MapTag.class);
if (inputMap == null) {
return null;
}
ObjectTag fromObj = inputMap.getObject("from");
ObjectTag toObj = inputMap.getObject("to");
if (fromObj == null || toObj == null) {
return null;
}
ColorTag fromColor = fromObj.asType(ColorTag.class, attribute.context);
ColorTag toColor = toObj.asType(ColorTag.class, attribute.context);
if (fromColor == null || toColor == null) {
return null;
}
int[] fromHSB = fromColor.toHSB();
int[] toHSB = toColor.toHSB();
float hue = fromHSB[0];
float saturation = fromHSB[1];
float brightness = fromHSB[2];
float targetHue = toHSB[0];
float targetSaturation = toHSB[1];
float targetBrightness = toHSB[2];
float hueMove = (targetHue - hue) / length;
float saturationMove = (targetSaturation - saturation) / length;
float brightnessMove = (targetBrightness - brightness) / length;
String addedFormat = "";
StringBuilder output = new StringBuilder(str.length() * 15);
for (int i = 0; i < str.length(); i++) {
char c = str.charAt(i);
if (c == ChatColor.COLOR_CHAR && i + 1 < str.length()) {
char c2 = str.charAt(i + 1);
if (FORMAT_CODES_MATCHER.isMatch(c2)) {
addedFormat += String.valueOf(ChatColor.COLOR_CHAR) + c2;
} else {
addedFormat = "";
}
i++;
continue;
}
fromHSB[0] = (int) hue;
fromHSB[1] = (int) saturation;
fromHSB[2] = (int) brightness;
ColorTag currentColor = ColorTag.fromHSB(fromHSB);
String hex = Integer.toHexString(currentColor.getColor().asRGB());
output.append(FormattedTextHelper.stringifyRGBSpigot(hex)).append(addedFormat).append(c);
hue += hueMove;
saturation += saturationMove;
brightness += brightnessMove;
}
return new ElementTag(output.toString());
});
}
use of com.denizenscript.denizencore.objects.core.MapTag in project Denizen-For-Bukkit by DenizenScript.
the class InventoryTag method getEquipmentMap.
public MapTag getEquipmentMap() {
MapTag output = new MapTag();
if (inventory instanceof PlayerInventory) {
ItemStack[] equipment = ((PlayerInventory) inventory).getArmorContents();
addToMapIfNonAir(output, "boots", equipment[0]);
addToMapIfNonAir(output, "leggings", equipment[1]);
addToMapIfNonAir(output, "chestplate", equipment[2]);
addToMapIfNonAir(output, "helmet", equipment[3]);
} else if (inventory instanceof HorseInventory) {
addToMapIfNonAir(output, "saddle", ((HorseInventory) inventory).getSaddle());
addToMapIfNonAir(output, "armor", ((HorseInventory) inventory).getArmor());
} else {
return null;
}
return output;
}
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