Main Features
Player Storage
BaseIO provides an easy way to store data for the players. To use this feature just create a new class extending com.unitedworldminers.BaseIO.storage.PlayerStorage
. This will be your storage class. Every player will have an instance of this class. You have to implement void onNewUser()
, this method will be called everytime BaseIO has to create a new user. With getUUID()
you can always retrieve the players UUID. onNewUser
allows to throw a NewInstanceException
when you don't want to create a storage for that user. But be warned, when retrieving userdata you will have to check for null storages.
BaseIO saves your storage based on your modID! Changing the modID will result in data loss!
The data itself on the other hand won't be deleted. You can try to modify the storage for that, but there will be no support for this.
To now save some values you just create your fields in your storage class. Every field in that class will be stored, if you don't want this you can give the transistent
attribute to that field.
An example storage might be:
public class MyStorage extends PlayerStorage {
boolean aBool;
String aString;
transient String bString;
@Override
protected void onNewUser() throws NewInstanceException {
aString = "UUID: " + getUUID();
bString = "This value won't be saved";
}
}
To get a player's storage instance you just use one of the methods of the PlayerIO
class.
-
get(String modID, UUID uuid)
is the fastest way to get your storage. ModID is the id you defined in your @Mod annotation. Use this method for cases running multiple times per second (e.g. tick events). -
get(UUID uuid)
will retrieve your modID automatically, which is more expensive. Use this method only for user-input purposes (e.g. in commands). -
get(String name)
will retrieve the player's UUID by the name and uses the method above next. -
get(ICommandSender sender)
is a simplified method for general purpose, but only EntityPlayer is allowed (FakePlayer is a subclass of EntityPlayer).
Additionally you can retrieve all storages of a player by calling ensuredGet(UUID uuid)
.
Additionally you can retrieve all your storages by calling getAll(Class clazz)
with clazz as your storage class.
PlayerIO will save your storage automatically.
To manually save or reload the data, use PlayerIO.save() or PlayerIO.load().
An example working with your storage:
ICommandSender caller;
MyStorage storage = PlayerIO.get(caller);
if (storage.aBool) {
storage.bString = "Permission granted.";
PlayerIO.save();
}
Simple Commands
BaseIO simplifies command creation with the class SimpleCommand
. Instead of implementing ICommand
you extend SimpleCommand
.
If you don't like the simplifications made by this feature just override the original method from ICommand.
This is what SimpleCommand can do for you:
-
Simple command names
getCommandName()
andgetCommandAliases()
are combined incommandNames()
where the first command name is the actual command name and the others are aliases. Example: -
public List<String> commandNames() {
//return Collections.singletonList("name1");
return Arrays.asList("name1", "name2", "name3");
} -
localized/default command usage
Provide a localization key incommandUsage()
and it will be localized as described in Localization. Provide an invalid or no (null) localization key and SimpleCommand creates a default command usage for you based on the arguments. -
redundancy removal
isUsernameIndex
andcompareTo
are removed.
-
Options
You can define command options ingetOptions()
. Options are arguments starting with a hyphen that can be used at any position of the arguments. Additionally options might have arguments attached to themselves. When implemented, getOptions() must return a map with the option string as the key and a string array of potential option arguments, the elements describing the option argument at its index. If found, the options will be cut out of the argument array and added to the option set that will be passed to the run method you have to implement in your command.
Example: -
@Override
public void run(MinecraftServer server, ICommandSender sender, String[] args, Map<String, String[]> options) {
System.out.println("Args: " + String.join(" ", args));
for (Map.Entry<String, String[]> option: options.entrySet()) {
System.out.println("Option " + option.getKey() + ": " + (option.getValue == null ? "null" : String.join(" ", option.getValue())));
}
}
@NotNull
@Override
protected Map<String, String[]> getOptions() {
//return Utils.mapKeys("opt1", "opt2", "opt3");
return Utils.map("opt1", new String[]{"oa1", "oa2"}, "opt2", null, "opt3", null);
}If now a player uses the command
/mycommand arg1 arg2 -opt1 A B arg3 -opt3
the output would be:Args: arg1 arg2 arg3
Option opt1: A B
Option opt3: null -
Tab Completion
Tab completions can be defined by the return string intabCompletions()
. The syntax allowes highly configurable tab completions:- The completions for each argument are seperated by a space.
- The different completions for an argument are seperated by a pipe ("|").
- Conditions for a completion are written in braces directly before it.
- If you have multiple completions for a condition you can seperate them by a comma instead of a pipe.
Examples: -
"comp1|comp2|comp3" => The completions "comp1","comp2" and "comp3" for the first argument
"compA compB1|compB2 compC" => "compA" for the first, "compB1" and "compB2" for the second and "compC" for the third argument
"compA1|compA2 (compA1)compB1,compB2|compB3" => "compA1" and "compA2" for the first argument, "compB3" for the second argument, "compB1" and "compB2" only if argument 1 is "compA1".
Variables are available for tab completions. They are defined by a leading "%" and are also customizable. Build-in variables are:-
%d
: Dimensions (can be resolved to the dimension id by WorldUtils. -
%p
: Players -
%null
: No completions (explicitly)
customTabCompletions
. This method will be called if the tab completion contains an unknown variable and requests a list of completions for this variable. The currently requested variable is found in the parametertag
without the leading%
. Other parameters are the command sender, the currently typed arguments and the completions up to that point (read-only).
Example:@Override
protected String tabCompletions() {
return "compA|%p|%var1";
}
@Override
protected Collection<String> customTabCompletions(String tag, List<String> current, ICommandSender sender, String[] args) {
if (tag.equals("var1")) {
return Collections.singletonList("result1");
}
return null;
} -
Localization
It is highly recommended that you use this feature as it also allows server admins to customize your strings.
Localization is a feature of MessageUtils.
Setup
To start working with BaseIO's localization feature just call MessageUtils.setupTranslations(langResourcePath)
. For the most basic setup use null
as parameter and you're done. Now server admins can add translations for your strings as they wish.
If you want to add your own translations to your mod fill langResourcePath
with a string path pointing to a folder in your mod resources.
For example BaseIO has MessageUtils.setupTranslations("com/unitedworldminers/BaseIO/lang")
.
It is recommended to call this method in your init method (FMLInitializationEvent
).
Creating localization mappings
The default language file is en_US.lang
. This file will be used if you aren't providing the correct language.
You can use almost any string as a key, but it's recommended to abstract them.
The mapping files itself are the same as the ones from Minecraft: <key>=<mapping>
, an example file can be found on the right sidebar. This files have to be named by the language tag given by Minecraft and must have the extension .lang
.
In the mappings you can use arguments following the same format of the java formatter (String.format
). These arguments can be injected in the method calls using localizations.
If you are a modder you put the files in your resource folder that you pointed at in setupTranslations
.
If you are a server admin you can put the files into config/lang/<modid>/
.
You can reload the mappings with /baseio reloadMessages <modid>
.
Using localizations
Your localizations can be used in
MessageUtils.messageToSender()
- Simplecommand's
commandUsage()
- Manually:
MessageUtils.getTranslation()