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Arguments

Argumenttypes are datatypes that we can use instead of strings.

Experimental

Paper's command system is still experimental and may change in the future.

Basic usage of arguments

You can add arguments to a command by doing the following:

YourPluginClass.java
public class YourPluginClass extends JavaPlugin {
@Override
public void onEnable() {
LifecycleEventManager<Plugin> manager = this.getLifecycleManager();
manager.registerEventHandler(LifecycleEvents.COMMANDS, event -> {
final Commands commands = event.registrar();
commands.register(
Commands.literal("enchantmentargumentcommand")
.then(
Commands.argument("enchantmentargument", ArgumentTypes.resource(RegistryKey.ENCHANTMENT))
.executes(ctx -> {
ctx.getSource().getSender().sendPlainMessage(
ctx.getArgument("enchantmentargument", Enchantment.class).getKey().asString()
);
return Command.SINGLE_SUCCESS;
})
).build()
);
});
}
}

This command has one argument of the Enchantment datatype. The advantage of using Brigadier over the TabExecutor interface is that you don't have to convert the string that is passed to the CommandExecutor#onCommand() function as an argument to an enchantment in this case because ctx.getArgument("enchantmentargument", Enchantment.class) returns a value of the Enchantment datatype. Additionally, you don't have to write error handling functionality yourself as the client checks whether the argument the user wrote in the chat is one of the minecraft:enchantment type and if it isn't, the user will get an error. Another advantage ArgumentTypes have over string-based argument systems like Bukkit's TabExecutor is that we can work with our own types and the completions list is not always sorted alphanumerically. This may sound insignificant but when you want an input of the type integer and suggest the numbers 0-10, for example, your list will look like this because it needs to be converted to strings:0, 1, 10, 2, 3, .... Looks awful, right?

Enchantment types

By default, you can use registries to get simple argument types like blocks, items, potions and many more. In the example above, we used the Enchantment Argument type but there are many others:

Predefined types (Registry)

Registry key nameReturn datatype classDescription
GAME_EVENTGameEventEvents in the game (eating, flying with an elytra etc.)
STRUCTURE_TYPEStructureTypeStructures - Beware that, as of Paper 1.20.6-147, there is also a Registry named STRUCTURE that is not recognized by the client and makes it unable to connect. This has been reported to Paper developers and will be fixed in a future release.
INSTRUMENTCraftMusicInstrumentNote block instrument
ENCHANTMENTEnchantmentEnchantment type
MOB_EFFECTPotionEffectTypePotion effect
BLOCKBlockTypeBlock type - not modifiable
ITEMItemTypeItem type - not modifiable
BIOMEBiomeBiome type
TRIM_MATERIALTrimMaterialMaterials used to trim armor
TRIM_PATTERNTrimPatternTrim patterns
DAMAGE_TYPEDamageTypeAll types of damage dealt to an entity
WOLF_VARIANTWolf.VariantWolf variants since 1.20.5
PAINTING_VARIANTArtAll paintings
ATTRIBUTEAttributeEntity attribute
BANNER_PATTERNPatternTypeArmor Pattern type
CAT_VARIANTCat.TypeCat variants
ENTITY_TYPEEntityTypeEvery entity type
PARTICLE_TYPEParticleEvery particle type
POTIONPotionTypeEvery potion type
SOUND_EVENTSoundEvents that trigger sound effects
VILLAGER_PROFESSIONVillager.ProfessionVillager professions
VILLAGER_TYPEVillager.TypeVillager biome specific type
MEMORY_MODULE_TYPEMemoryKeyKeys for saving per-entity data
FROG_VARIANTFrog.VariantFrog variants
MAP_DECORATION_TYPEMapCursor.TypeTypes of sprites displayed on a map
FLUIDFluidFluid types

Predefined types (in Brigadier itself)

Brigadier itself also specifies many argument types. For more information on them, see LifecycleEventManager

Custom types

Custom arguments can be created by implementing the CustomArgumentType interface.

Now, lets say that we want to implement a command which lets you order ice cream. For that, we add a

public enum IceCreamType {
VANILLA,
CHOCOLATE,
STRAWBERRY,
MINT,
COOKIES
}

Now, we have to define the argument itself. We do this by implementing the CustomArgumentType.Converted interface:

public class IceCreamTypeArgument implements CustomArgumentType.Converted<IceCreamType, String> {

@Override
public @NotNull IceCreamType convert(String nativeType) throws CommandSyntaxException {
try {
return IceCreamType.valueOf(nativeType.toUpperCase());
} catch (Exception e) {
Message message = MessageComponentSerializer.message().serialize(Component.text("Invalid flavor %s!".formatted(nativeType), NamedTextColor.RED));

throw new CommandSyntaxException(new SimpleCommandExceptionType(message), message);
}
}

@Override
public @NotNull ArgumentType<String> getNativeType() {
return StringArgumentType.word();
}

@Override
public <S> CompletableFuture<Suggestions> listSuggestions(CommandContext<S> context, SuggestionsBuilder builder) {
for (IceCreamType flavor : IceCreamType.values()) {
builder.suggest(flavor.name(), MessageComponentSerializer.message().serialize(Component.text("look at this cool green tooltip!", NamedTextColor.GREEN)));
}

return CompletableFuture.completedFuture(
builder.build()
);
}
}

That's a lot of code, so let's start from the top. We implemented the CustomArgumentType.Converted interface. This interface takes two type arguments: our custom enum, T, and a type that is native to Minecraft, such as String, Integer, etc., called N. The native type exists so that the client can use the input data, as it doesn't know what our custom IceCreamType is.

The first method called convert() converts the native type (in this case String) into our own custom type called IceCreamType, as the name suggests. This is so we can keep using our custom type internally. If we wouldn't do that, there would be no point in using a custom type. If the specified input isn't found in our enum of available flavors, we output an error.

The second method called getNativeType() returns the type of string that our command argument uses. In our case, we're using a single word, so we return StringArgumentType.word().

In the last method, listSuggestions(), we return CompletableFuture<Suggestions> so that the client can suggest all available options. We can even add tooltips to the suggestions to explain them in greater detail.

As a last step, we need to register the Command:

public void onEnable() {
LifecycleEventManager manager = this.getLifecycleManager();
manager.registerEventHandler(LifecycleEvents.COMMANDS, event -> {
final Commands commands = event.registrar();
commands.register(Commands.literal("ordericecream")
.then(
Commands.argument("flavor", new IceCreamTypeArgument()).executes((commandContext -> {
IceCreamType argumentResponse = commandContext.getArgument("flavor", IceCreamType.class); // Gets the raw argument
commandContext.getSource().getSender().sendMessage(Component.text("You ordered: " + argumentResponse));
return 1;
}))
).build()
);
});
}

Now that we have registered the command, we can execute it ingame:

command with suggestions Look, we can even see our tooltip and if we execute the command, we get the message we specified

executed command