我目前正在使用PlayerCommandPreprocessEvent
. 我使用这样的语法:
@EventHandler(priority = EventPriority.HIGHEST)
public void PlayerCommandPreprocess(PlayerCommandPreprocessEvent event){
String cmd;
String args;
if(event.getMessage().indexOf(" ") == -1){
cmd = event.getMessage().substring(1);
args = "";
getLogger().info(String.format("%s used '%s'",event.getPlayer().getDisplayName(), cmd));
}else{
cmd = event.getMessage().substring(0, event.getMessage().indexOf(" ")).substring(1);
args = event.getMessage().substring(event.getMessage().indexOf(" ")+1);
getLogger().info(String.format("%s used '%s' with args '%s'",event.getPlayer().getDisplayName(), cmd, args));
}
switch(cmd){
case "serverinfo":
event.getPlayer().sendMessage("This server is running some sort of new plugin that is not finished yet.");
event.setCancelled(true);
break;
case "spawn":
event.getPlayer().sendMessage("So you wanted to teleport to spawn to save time, right?");
event.getPlayer().sendMessage("This will teach you, cheater!");
event.getPlayer().addPotionEffect(new PotionEffect(PotionEffectType.POISON,1200,1));
event.setCancelled(true);
break;
default:
event.setCancelled(false);
break;
}
}
我想在 class 中使用单独的方法PlayerCommands
。由于这将是服务器上使用的唯一插件,我想捕获所有命令,评估它们是否具有PlayerCommands.cmd_<cmdname>()
并调用它。
我知道这可以通过java.lang.reflect
但现在我只是不知道如何在 Bukkit 服务器上实现它。