mirror of
https://github.com/Melledy/Grasscutter.git
synced 2024-11-25 13:01:03 +00:00
Update SetPropCommand strings, send cmd usage on target fail
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parent
40eeba9d90
commit
f5c8959688
@ -253,16 +253,19 @@ public final class CommandMap {
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Command.TargetRequirement targetRequirement = annotation.targetRequirement();
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Command.TargetRequirement targetRequirement = annotation.targetRequirement();
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if (targetRequirement != Command.TargetRequirement.NONE) {
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if (targetRequirement != Command.TargetRequirement.NONE) {
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if (targetPlayer == null) {
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if (targetPlayer == null) {
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CommandHandler.sendTranslatedMessage(null, "commands.execution.need_target");
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handler.sendUsageMessage(player);
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CommandHandler.sendTranslatedMessage(player, "commands.execution.need_target");
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return;
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return;
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}
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}
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if ((targetRequirement == Command.TargetRequirement.ONLINE) && !targetPlayer.isOnline()) {
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if ((targetRequirement == Command.TargetRequirement.ONLINE) && !targetPlayer.isOnline()) {
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handler.sendUsageMessage(player);
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CommandHandler.sendTranslatedMessage(player, "commands.execution.need_target_online");
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CommandHandler.sendTranslatedMessage(player, "commands.execution.need_target_online");
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return;
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return;
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}
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}
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if ((targetRequirement == Command.TargetRequirement.OFFLINE) && targetPlayer.isOnline()) {
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if ((targetRequirement == Command.TargetRequirement.OFFLINE) && targetPlayer.isOnline()) {
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handler.sendUsageMessage(player);
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CommandHandler.sendTranslatedMessage(player, "commands.execution.need_target_offline");
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CommandHandler.sendTranslatedMessage(player, "commands.execution.need_target_offline");
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return;
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return;
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}
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}
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@ -22,11 +22,11 @@ public final class SetPropCommand implements CommandHandler {
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TOWER_LEVEL,
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TOWER_LEVEL,
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BP_LEVEL,
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BP_LEVEL,
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GOD_MODE,
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GOD_MODE,
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NO_STAMINA,
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UNLIMITED_STAMINA,
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UNLIMITED_ENERGY,
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UNLIMITED_ENERGY,
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SET_OPENSTATE,
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SET_OPENSTATE,
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UNSET_OPENSTATE,
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UNSET_OPENSTATE,
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UNLOCKMAP
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UNLOCK_MAP
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}
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}
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static class Prop {
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static class Prop {
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@ -85,28 +85,30 @@ public final class SetPropCommand implements CommandHandler {
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this.props.put("bp", bplevel);
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this.props.put("bp", bplevel);
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this.props.put("battlepass", bplevel);
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this.props.put("battlepass", bplevel);
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Prop godmode = new Prop("godmode", PseudoProp.GOD_MODE);
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Prop godmode = new Prop("GodMode", PseudoProp.GOD_MODE);
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this.props.put("godmode", godmode);
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this.props.put("godmode", godmode);
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this.props.put("god", godmode);
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this.props.put("god", godmode);
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Prop nostamina = new Prop("nostamina", PseudoProp.NO_STAMINA);
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Prop nostamina = new Prop("UnlimitedStamina", PseudoProp.UNLIMITED_STAMINA);
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this.props.put("unlimitedstamina", nostamina);
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this.props.put("us", nostamina);
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this.props.put("nostamina", nostamina);
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this.props.put("nostamina", nostamina);
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this.props.put("nostam", nostamina);
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this.props.put("nostam", nostamina);
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this.props.put("ns", nostamina);
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this.props.put("ns", nostamina);
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Prop unlimitedenergy = new Prop("unlimitedenergy", PseudoProp.UNLIMITED_ENERGY);
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Prop unlimitedenergy = new Prop("UnlimitedEnergy", PseudoProp.UNLIMITED_ENERGY);
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this.props.put("unlimitedenergy", unlimitedenergy);
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this.props.put("unlimitedenergy", unlimitedenergy);
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this.props.put("ue", unlimitedenergy);
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this.props.put("ue", unlimitedenergy);
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Prop setopenstate = new Prop("setopenstate", PseudoProp.SET_OPENSTATE);
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Prop setopenstate = new Prop("SetOpenstate", PseudoProp.SET_OPENSTATE);
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this.props.put("setopenstate", setopenstate);
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this.props.put("setopenstate", setopenstate);
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this.props.put("so", setopenstate);
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this.props.put("so", setopenstate);
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Prop unsetopenstate = new Prop("unsetopenstate", PseudoProp.UNSET_OPENSTATE);
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Prop unsetopenstate = new Prop("UnsetOpenstate", PseudoProp.UNSET_OPENSTATE);
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this.props.put("unsetopenstate", unsetopenstate);
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this.props.put("unsetopenstate", unsetopenstate);
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this.props.put("uo", unsetopenstate);
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this.props.put("uo", unsetopenstate);
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Prop unlockmap = new Prop("unlockmap", PseudoProp.UNLOCKMAP);
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Prop unlockmap = new Prop("UnlockMap", PseudoProp.UNLOCK_MAP);
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this.props.put("unlockmap", unlockmap);
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this.props.put("unlockmap", unlockmap);
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this.props.put("um", unlockmap);
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this.props.put("um", unlockmap);
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}
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}
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@ -144,10 +146,10 @@ public final class SetPropCommand implements CommandHandler {
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case WORLD_LEVEL -> targetPlayer.setWorldLevel(value);
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case WORLD_LEVEL -> targetPlayer.setWorldLevel(value);
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case BP_LEVEL -> targetPlayer.getBattlePassManager().setLevel(value);
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case BP_LEVEL -> targetPlayer.getBattlePassManager().setLevel(value);
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case TOWER_LEVEL -> this.setTowerLevel(sender, targetPlayer, value);
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case TOWER_LEVEL -> this.setTowerLevel(sender, targetPlayer, value);
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case GOD_MODE, NO_STAMINA, UNLIMITED_ENERGY -> this.setBool(sender, targetPlayer, prop.pseudoProp, value);
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case GOD_MODE, UNLIMITED_STAMINA, UNLIMITED_ENERGY -> this.setBool(sender, targetPlayer, prop.pseudoProp, value);
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case SET_OPENSTATE -> this.setOpenState(targetPlayer, value, 1);
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case SET_OPENSTATE -> this.setOpenState(targetPlayer, value, 1);
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case UNSET_OPENSTATE -> this.setOpenState(targetPlayer, value, 0);
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case UNSET_OPENSTATE -> this.setOpenState(targetPlayer, value, 0);
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case UNLOCKMAP -> unlockMap(targetPlayer);
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case UNLOCK_MAP -> unlockMap(targetPlayer);
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default -> targetPlayer.setProperty(prop.prop, value);
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default -> targetPlayer.setProperty(prop.prop, value);
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};
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};
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@ -197,7 +199,7 @@ public final class SetPropCommand implements CommandHandler {
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private boolean setBool(Player sender, Player targetPlayer, PseudoProp pseudoProp, int value) {
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private boolean setBool(Player sender, Player targetPlayer, PseudoProp pseudoProp, int value) {
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boolean enabled = switch (pseudoProp) {
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boolean enabled = switch (pseudoProp) {
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case GOD_MODE -> targetPlayer.inGodmode();
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case GOD_MODE -> targetPlayer.inGodmode();
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case NO_STAMINA -> targetPlayer.getUnlimitedStamina();
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case UNLIMITED_STAMINA -> targetPlayer.getUnlimitedStamina();
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case UNLIMITED_ENERGY -> !targetPlayer.getEnergyManager().getEnergyUsage();
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case UNLIMITED_ENERGY -> !targetPlayer.getEnergyManager().getEnergyUsage();
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default -> false;
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default -> false;
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};
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};
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@ -211,7 +213,7 @@ public final class SetPropCommand implements CommandHandler {
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case GOD_MODE:
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case GOD_MODE:
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targetPlayer.setGodmode(enabled);
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targetPlayer.setGodmode(enabled);
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break;
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break;
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case NO_STAMINA:
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case UNLIMITED_STAMINA:
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targetPlayer.setUnlimitedStamina(enabled);
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targetPlayer.setUnlimitedStamina(enabled);
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break;
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break;
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case UNLIMITED_ENERGY:
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case UNLIMITED_ENERGY:
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@ -271,7 +271,7 @@
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"description": "Sets your fetter level for your current active character"
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"description": "Sets your fetter level for your current active character"
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},
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},
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"setProp": {
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"setProp": {
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"description": "Sets accountwide properties. Things like godmode can be enabled this way, as well as changing things like unlocked abyss floor and battle pass progress.\n\tValues for <prop>: godmode | nostamina | unlimitedenergy | abyss | worldlevel | bplevel\n\t(cont.) see PlayerProperty enum for other possible values, of form PROP_MAX_SPRING_VOLUME -> max_spring_volume"
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"description": "Sets accountwide properties. Things like godmode can be enabled this way, as well as changing things like unlocked abyss floor and battle pass progress.\n\tValues for <prop> (case-insensitive): GodMode | UnlimitedStamina | UnlimitedEnergy | TowerLevel | WorldLevel | BPLevel | SetOpenState | UnsetOpenState | UnlockMap\n\t(cont.) see PlayerProperty enum for other possible values, of the form PROP_MAX_SPRING_VOLUME -> max_spring_volume"
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},
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},
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"setStats": {
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"setStats": {
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"description": "Sets fight property for your current active character\n\tValues for <stat>: hp | maxhp | def | atk | em | er | crate | cdmg | cdr | heal | heali | shield | defi\n\t(cont.) Elemental DMG Bonus: epyro | ecryo | ehydro | egeo | edendro | eelectro | ephys\n\t(cont.) Elemental RES: respyro | rescryo | reshydro | resgeo | resdendro | reselectro | resphys",
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"description": "Sets fight property for your current active character\n\tValues for <stat>: hp | maxhp | def | atk | em | er | crate | cdmg | cdr | heal | heali | shield | defi\n\t(cont.) Elemental DMG Bonus: epyro | ecryo | ehydro | egeo | edendro | eelectro | ephys\n\t(cont.) Elemental RES: respyro | rescryo | reshydro | resgeo | resdendro | reselectro | resphys",
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