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MCP Base Server
A TypeScript-based template for rapidly developing MCP servers with modular tool architecture, built-in validation using Zod schemas, and comprehensive error handling.
Create your first own server
Okay, here's a simple MCP (Minecraft Coder Pack) server-side modification (mod) in Java that counts the occurrences of the character "r" in chat messages. This is a basic example and will need to be adapted to your specific MCP setup and desired functionality. ```java package com.example.mod; // Replace with your mod's package import net.minecraft.server.MinecraftServer; import net.minecraft.util.text.TextComponentString; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.ServerChatEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLServerStartingEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; @Mod(modid = "r_counter", name = "R Counter Mod", version = "1.0") // Replace with your mod info public class RCounterMod { @EventHandler public void serverStarting(FMLServerStartingEvent event) { MinecraftForge.EVENT_BUS.register(this); // Register this class to receive events } @SubscribeEvent public void onServerChat(ServerChatEvent event) { String message = event.getMessage(); int rCount = 0; // Count the 'r' characters (case-insensitive) for (int i = 0; i < message.length(); i++) { if (Character.toLowerCase(message.charAt(i)) == 'r') { rCount++; } } // Send a message back to the player who sent the chat String playerName = event.getUsername(); String response = "Player " + playerName + ", your message contained " + rCount + " 'r' characters."; // Send the message to the player event.getPlayer().sendMessage(new TextComponentString(response)); } } ``` **Explanation:** 1. **Package and Imports:** * `package com.example.mod;`: Change this to your mod's package structure. This is crucial for organization and avoiding naming conflicts. * `import ...;`: Imports the necessary Minecraft Forge classes for handling events, server information, and chat messages. 2. **`@Mod` Annotation:** * `@Mod(modid = "r_counter", name = "R Counter Mod", version = "1.0")`: This annotation tells Forge that this class is a mod. * `modid`: A unique identifier for your mod (e.g., "r_counter"). This *must* be unique. * `name`: The human-readable name of your mod (e.g., "R Counter Mod"). * `version`: The version number of your mod (e.g., "1.0"). 3. **`serverStarting` Method:** * `@EventHandler public void serverStarting(FMLServerStartingEvent event)`: This method is called when the server is starting up. * `MinecraftForge.EVENT_BUS.register(this);`: This is *essential*. It registers this class (`RCounterMod`) with the Forge event bus. This allows the `@SubscribeEvent` annotated methods (like `onServerChat`) to receive events. 4. **`onServerChat` Method:** * `@SubscribeEvent public void onServerChat(ServerChatEvent event)`: This method is called whenever a player sends a chat message to the server. The `ServerChatEvent` object contains information about the chat message. * `String message = event.getMessage();`: Gets the chat message text. * `int rCount = 0;`: Initializes a counter for the 'r' characters. * **Counting the 'r's:** * The `for` loop iterates through each character in the message. * `Character.toLowerCase(message.charAt(i)) == 'r'`: Converts the character to lowercase and checks if it's equal to 'r'. This makes the counting case-insensitive. * `rCount++;`: Increments the counter if an 'r' is found. * `String playerName = event.getUsername();`: Gets the name of the player who sent the message. * `String response = "Player " + playerName + ", your message contained " + rCount + " 'r' characters.";`: Creates the response message to send back to the player. * `event.getPlayer().sendMessage(new TextComponentString(response));`: Sends the response message back to the player. `event.getPlayer()` gets the `EntityPlayerMP` object representing the player, and `sendMessage()` sends them a chat message. `TextComponentString` is used to create a simple text component for the message. **How to Use (General Steps - Adapt to Your MCP Setup):** 1. **Set up your MCP environment:** Make sure you have a working MCP development environment. This involves downloading MCP, deobfuscating Minecraft, and setting up your IDE (e.g., Eclipse or IntelliJ IDEA). Follow the official MCP documentation for your Minecraft version. 2. **Create a new mod project:** Within your MCP environment, create a new mod project. This usually involves creating a new source folder and setting up the necessary build files (e.g., `build.gradle` if you're using Gradle). 3. **Create the Java class:** Create a new Java class (e.g., `RCounterMod.java`) in your mod's source folder and paste the code above into it. *Make sure to change the `package` declaration to match your project's package structure.* 4. **Configure `build.gradle` (if using Gradle):** Add the necessary dependencies to your `build.gradle` file. You'll need to include the Minecraft Forge API as a dependency. The exact configuration will depend on your MCP setup and Forge version. A basic example might look like this: ```gradle buildscript { repositories { mavenCentral() maven { name = "Forge" url = "http://files.minecraftforge.net/maven" } } dependencies { classpath 'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT' // Or the appropriate version } } apply plugin: 'net.minecraftforge.gradle.forge' version = "1.0" group = "com.example.mod" // Change this to your group ID archivesBaseName = "r_counter" // Change this to your mod's name minecraft { version = "1.12.2-14.23.5.2860" // Change this to your Minecraft version and Forge version runDir = "run" mappings = "stable_39" // Or the appropriate mappings } dependencies { // Add any other dependencies here } processResources { inputs.property "version", project.version from(sourceSets.main.resources.srcDirs) { include 'mcmod.info' expand 'version': project.version } } ``` 5. **Create `mcmod.info`:** Create a file named `mcmod.info` in your `src/main/resources` folder. This file contains metadata about your mod. A basic example: ```json [ { "modid": "r_counter", "name": "R Counter Mod", "description": "Counts the number of 'r' characters in chat messages.", "version": "${version}", "mcversion": "${mcversion}", "url": "", "updateUrl": "", "authorList": ["Your Name"], "credits": "Created using Minecraft Forge.", "logoFile": "", "screenshots": [], "dependencies": [] } ] ``` 6. **Build the mod:** Use your IDE or Gradle to build the mod. This will create a `.jar` file containing your mod. 7. **Install the mod:** Place the `.jar` file in the `mods` folder of your Minecraft server. 8. **Run the server:** Start your Minecraft server. The mod should load automatically. 9. **Test the mod:** Join the server and send chat messages. You should see the server respond with the count of 'r' characters in your messages. **Important Considerations:** * **MCP Setup:** The exact steps for setting up your MCP environment and building the mod will vary depending on the version of Minecraft and Forge you are using. Refer to the official MCP documentation for your version. * **Error Handling:** This is a very basic example. You might want to add error handling to handle cases where the player's name is not available or if there are issues with the chat message. * **Performance:** For very large servers, counting characters in every chat message might have a slight performance impact. Consider optimizing the code if necessary. * **Configuration:** You could add a configuration file to allow server administrators to customize the mod's behavior (e.g., enable/disable the mod, change the response message). * **Permissions:** You might want to add permissions to restrict who can use the mod's features. * **Case Sensitivity:** The code currently counts 'r' and 'R'. If you only want to count lowercase 'r', remove the `Character.toLowerCase()` part. * **Dependencies:** Make sure you have the correct Minecraft Forge dependencies in your `build.gradle` file. The versions should match your Minecraft and Forge versions. * **Obfuscation:** When you distribute your mod, you'll need to reobfuscate it using MCP's reobfuscation tools. This detailed explanation and code example should give you a good starting point for creating your simple MCP server mod. Remember to adapt the code and build process to your specific MCP setup. Good luck!
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