Denizen API: Difference between revisions

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ScriptCommands hold data about the situation surrounding the event that activates your command. Which type of script activates your Command, the ScriptCommand can have a multitude of information available.  
ScriptCommands hold data about the situation surrounding the event that activates your command. Which type of script activates your Command, the ScriptCommand can have a multitude of information available.  
* <code>.getCommand()</code> of course, contains a <code>String</code> of the name of your command.
*: Useful if your command module contains instructions for more than one command. You can register multiple commands to your module, as discussed later in this document. See the <code>ENGAGE</code> command for a useful example of utilizing this information.
* <code>.arguments()</code> has a <code>String[]</code> of all the arguments the player provided.
*: This pre-formats arguments that have used quotes, for instance, if the script command is <code>YOURCOMMAND argument1 argument2 'this is argument3'</code>, this object would have 3 items in the array.


* <code>.sendingQueue()</code> returns a <code>QueueType</code> of either <code>QueueType.TRIGGER</code>, <code>QueueType.TASK</code>, or <code>QueueType.ACTIVITY</code>
* <code>.sendingQueue()</code> returns a <code>QueueType</code> of either <code>QueueType.TRIGGER</code>, <code>QueueType.TASK</code>, or <code>QueueType.ACTIVITY</code>
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* <code>.getInitiatedTime()</code> contains a <code>Long System.currentTimeMillis()</code> of the system time in which it was sent to your Command for processing.
* <code>.getInitiatedTime()</code> contains a <code>Long System.currentTimeMillis()</code> of the system time in which it was sent to your Command for processing.


* <code>.getDelayedTime()</code> contains a <code>Long System.currentTimeMillis()</code> of the system time that was set by using the <code>.setDelay(Long newTime)</code>. This is null by default. Check out the <script>WAIT</script> command for a functional example of usage.
* <code>.getDelayedTime()</code> contains a <code>Long System.currentTimeMillis()</code> of the system time that was set by using the <code>.setDelay(Long newTime)</code>. This is null by default. Check out the <code>WAIT</code> command for a functional example of usage.


* <code>.getTexts()</code> contains a <code>String[]</code> of 2 elements.
* <code>.getTexts()</code> contains a <code>String[]</code> of 2 elements.
*: First element, <code>.getTexts[0]</code> for example, has the 'raw text' that the player typed to initiate the command. Second element, <code>.getTexts[1]</code> contains the 'friendly text', most likely the Chat Trigger that was set in the script. As you can probaly guess, if the <code>TriggerType</code> isn't a <code>TriggerType.CHAT</code> this will most likely be null.
*: First element, <code>.getTexts[0]</code> for example, has the 'raw text' that the player typed to initiate the command. Second element, <code>.getTexts[1]</code> contains the 'friendly text', most likely the Chat Trigger that was set in the script. As you can probaly guess, if the <code>TriggerType</code> isn't a <code>TriggerType.CHAT</code> this will most likely be null.

Revision as of 21:04, 5 July 2012

In Denizen, the Script Command system is extensible by design. It's very easy to make your own commands (and soon Requirements) extend the built-in features. On top of that, Denizen has some features available that may be of use to Plugin Developers.

Building your own Commands

The ScriptCommand Object

When Denizen reads scripts, each line is turned into a SciptCommand object that contains the command, the arguments, and various other data and objects, as described below. Your command is an extension of this base Command class, and each time your command is called in for execution, it's this class that is executed and handled a ScriptCommand. How the Command uses the ScriptCommand information is of course, up to you.

What a ScriptCommand holds

ScriptCommands hold data about the situation surrounding the event that activates your command. Which type of script activates your Command, the ScriptCommand can have a multitude of information available.

  • .getCommand() of course, contains a String of the name of your command.
    Useful if your command module contains instructions for more than one command. You can register multiple commands to your module, as discussed later in this document. See the ENGAGE command for a useful example of utilizing this information.
  • .arguments() has a String[] of all the arguments the player provided.
    This pre-formats arguments that have used quotes, for instance, if the script command is YOURCOMMAND argument1 argument2 'this is argument3', this object would have 3 items in the array.
  • .sendingQueue() returns a QueueType of either QueueType.TRIGGER, QueueType.TASK, or QueueType.ACTIVITY
    This contains the type of queue that sent the command. If the command was issues from a TASK script, for example, this would contain QueueType.TASK
  • .getScript() contains a String name of the script.
  • .getStep() contains an Integer of the step of the script.
    Note that if this was a TASK script, for example, this would be null.
  • .getTriggerType() contains a TriggerType of the script, that is, what type of 'TRIGGER' triggered it.
    This will be either TriggerType.ATTACK, TriggerType.CLICK, TriggerType.CHAT, TriggerType.PROXIMITY, TriggerType.TASK, or TriggerType.LOCATION. More types are likely to be implemented.
  • .getInitiatedTime() contains a Long System.currentTimeMillis() of the system time in which it was sent to your Command for processing.
  • .getDelayedTime() contains a Long System.currentTimeMillis() of the system time that was set by using the .setDelay(Long newTime). This is null by default. Check out the WAIT command for a functional example of usage.
  • .getTexts() contains a String[] of 2 elements.
    First element, .getTexts[0] for example, has the 'raw text' that the player typed to initiate the command. Second element, .getTexts[1] contains the 'friendly text', most likely the Chat Trigger that was set in the script. As you can probaly guess, if the TriggerType isn't a TriggerType.CHAT this will most likely be null.