package emu.grasscutter.command.commands; import emu.grasscutter.Grasscutter; import emu.grasscutter.command.Command; import emu.grasscutter.command.CommandHandler; import emu.grasscutter.data.GameData; import emu.grasscutter.data.def.AvatarData; import emu.grasscutter.data.def.GadgetData; import emu.grasscutter.data.def.ItemData; import emu.grasscutter.data.def.MonsterData; import emu.grasscutter.game.avatar.Avatar; import emu.grasscutter.game.entity.*; import emu.grasscutter.game.player.Player; import emu.grasscutter.game.props.EntityType; import emu.grasscutter.game.props.FightProperty; import emu.grasscutter.utils.Position; import emu.grasscutter.game.world.Scene; import javax.swing.text.html.parser.Entity; import java.util.List; import java.util.Random; import static emu.grasscutter.utils.Language.translate; @Command(label = "spawn", usage = "spawn [amount] [level(monster only)]", description = "Spawns an entity near you", permission = "server.spawn") public final class SpawnCommand implements CommandHandler { @Override public void execute(Player sender, Player targetPlayer, List args) { if (targetPlayer == null) { CommandHandler.sendMessage(sender, translate("commands.execution.need_target")); return; } int id = 0; // This is just to shut up the linter, it's not a real default int amount = 1; int level = 1; switch (args.size()) { case 3: try { level = Integer.parseInt(args.get(2)); } catch (NumberFormatException ignored) { CommandHandler.sendMessage(sender, translate("commands.execution.argument_error")); } // Fallthrough case 2: try { amount = Integer.parseInt(args.get(1)); } catch (NumberFormatException ignored) { CommandHandler.sendMessage(sender, translate("commands.generic.error.amount")); } // Fallthrough case 1: try { id = Integer.parseInt(args.get(0)); } catch (NumberFormatException ignored) { CommandHandler.sendMessage(sender, translate("commands.generic.error.entityId")); } break; default: CommandHandler.sendMessage(sender, translate("commands.spawn.usage")); return; } MonsterData monsterData = GameData.getMonsterDataMap().get(id); GadgetData gadgetData = GameData.getGadgetDataMap().get(id); ItemData itemData = GameData.getItemDataMap().get(id); if (monsterData == null && gadgetData == null && itemData == null) { CommandHandler.sendMessage(sender, translate("commands.generic.error.entityId")); return; } Scene scene = targetPlayer.getScene(); double maxRadius = Math.sqrt(amount * 0.2 / Math.PI); for (int i = 0; i < amount; i++) { Position pos = GetRandomPositionInCircle(targetPlayer.getPos(), maxRadius).addY(3); GameEntity entity = null; if (itemData != null) { entity = new EntityItem(scene, null, itemData, pos, 1, true); } if (gadgetData != null) { entity = new EntityVehicle(scene, targetPlayer.getSession().getPlayer(), gadgetData.getId(), 0, pos, targetPlayer.getRotation()); // TODO: does targetPlayer.getSession().getPlayer() have some meaning? int gadgetId = gadgetData.getId(); switch (gadgetId) { // TODO: Not hardcode this. Waverider (skiff) case 45001001, 45001002 -> { entity.addFightProperty(FightProperty.FIGHT_PROP_BASE_HP, 10000); entity.addFightProperty(FightProperty.FIGHT_PROP_BASE_ATTACK, 100); entity.addFightProperty(FightProperty.FIGHT_PROP_CUR_ATTACK, 100); entity.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, 10000); entity.addFightProperty(FightProperty.FIGHT_PROP_CUR_DEFENSE, 0); entity.addFightProperty(FightProperty.FIGHT_PROP_CUR_SPEED, 0); entity.addFightProperty(FightProperty.FIGHT_PROP_CHARGE_EFFICIENCY, 0); entity.addFightProperty(FightProperty.FIGHT_PROP_MAX_HP, 10000); } default -> {} } } if (monsterData != null) { entity = new EntityMonster(scene, monsterData, pos, level); } scene.addEntity(entity); } CommandHandler.sendMessage(sender, translate("commands.spawn.success", Integer.toString(amount), Integer.toString(id))); } private Position GetRandomPositionInCircle(Position origin, double radius){ Position target = origin.clone(); double angle = Math.random() * 360; double r = Math.sqrt(Math.random() * radius * radius); target.addX((float) (r * Math.cos(angle))).addZ((float) (r * Math.sin(angle))); return target; } }