2013-01-15 21:55:41 +01:00
|
|
|
load(__folder + "../events/events.js");
|
2013-01-11 23:32:44 +01:00
|
|
|
//
|
|
|
|
// signs module declaration
|
|
|
|
//
|
|
|
|
var signs = signs || {};
|
|
|
|
/**
|
|
|
|
* signs.select returns a function which when passed an org.bukkit.block.Sign object, will
|
|
|
|
* turn that sign into an interactive menu with a list of options which can be changed by
|
|
|
|
* right-clicking the sign.
|
|
|
|
* Usage:
|
|
|
|
*
|
|
|
|
* var dinnerMenu = signs.select("Dinner",["Lamb","Pork","Chicken","Duck","Beef"],
|
|
|
|
* function(player,sign,selectedText,selectedIndex){
|
|
|
|
* player.sendMessage("You chose " + selectedText);
|
|
|
|
* });
|
|
|
|
* ... get an org.bukkit.block.Sign object...
|
|
|
|
* var aSign = aBlock.state;
|
|
|
|
* ... turn the sign into an interactive menu.
|
|
|
|
* var dinnerMenuSign = dinnerMenu(aSign);
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
signs.select = function(/* String */ label, /* Array */ options, /* Function */ callback, /* Number */ selectedIndex){};
|
|
|
|
|
|
|
|
(function(){
|
|
|
|
if (typeof signs._refresh != "undefined")
|
|
|
|
return;
|
|
|
|
var _refresh = function(p_sign,p_selectedIndex,p_displayOptions)
|
|
|
|
{
|
|
|
|
var optLen = p_displayOptions.length;
|
|
|
|
// the offset is where the menu window begins
|
|
|
|
var offset = Math.max(0, Math.min(optLen-3, Math.floor(p_selectedIndex/3) * 3));
|
|
|
|
for (var i = 0;i < 3; i++){
|
|
|
|
var text = "";
|
|
|
|
if (offset+i < optLen)
|
|
|
|
text = p_displayOptions[offset+i];
|
|
|
|
if (offset+i == p_selectedIndex)
|
|
|
|
text = ("" + text).replace(/^ /,">");
|
|
|
|
p_sign.setLine(i+1,text);
|
|
|
|
}
|
|
|
|
p_sign.update(true);
|
|
|
|
};
|
|
|
|
var _select = function(
|
|
|
|
/* String */ label,
|
|
|
|
/* Array */ options,
|
|
|
|
/* Function */ callback,
|
|
|
|
/* Number */ selectedIndex)
|
|
|
|
{
|
|
|
|
importPackage(org.bukkit.block);
|
|
|
|
|
|
|
|
if (typeof selectedIndex == "undefined")
|
|
|
|
selectedIndex = 0;
|
|
|
|
|
|
|
|
//
|
|
|
|
// variables common to all instances of this menu can go here
|
|
|
|
//
|
|
|
|
var labelPadding = "---------------";
|
|
|
|
var optionPadding = " ";
|
|
|
|
|
|
|
|
var paddedLabel = (labelPadding+label+labelPadding).substr(((label.length+30)/2)-7,15);
|
|
|
|
var optLen = options.length;
|
|
|
|
var displayOptions = [];
|
|
|
|
for (var i =0;i < options.length;i++){
|
|
|
|
displayOptions[i] = (" " + options[i] + optionPadding).substring(0,15);
|
|
|
|
}
|
|
|
|
|
|
|
|
return function(/* Sign */ sign){
|
|
|
|
if (typeof sign == "undefined"){
|
|
|
|
var mouseLoc = getMousePos();
|
|
|
|
if (mouseLoc){
|
|
|
|
sign = mouseLoc.block.state;
|
|
|
|
}else{
|
|
|
|
throw new Exception("You must provide a sign!");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
// per-sign variables go here
|
|
|
|
//
|
|
|
|
var cSelectedIndex = selectedIndex;
|
|
|
|
sign.setLine(0,paddedLabel);
|
|
|
|
var _updateSign = function(p_player,p_sign) {
|
|
|
|
cSelectedIndex = (cSelectedIndex+1) % optLen;
|
|
|
|
_refresh(p_sign,cSelectedIndex,displayOptions);
|
|
|
|
callback(p_player,p_sign,options[cSelectedIndex],cSelectedIndex);
|
|
|
|
};
|
|
|
|
// initialize the sign
|
|
|
|
_refresh(sign,cSelectedIndex,displayOptions);
|
|
|
|
//
|
|
|
|
// update it every time player interacts with it.
|
|
|
|
//
|
2013-01-15 21:55:41 +01:00
|
|
|
events.on("player.PlayerInteractEvent",function(listener, event) {
|
2013-01-11 23:32:44 +01:00
|
|
|
if (event.clickedBlock.state.equals(sign))
|
|
|
|
_updateSign(event.player,sign);
|
|
|
|
});
|
|
|
|
};
|
|
|
|
};
|
|
|
|
signs.select = _select;
|
|
|
|
}());
|
|
|
|
|
|
|
|
//
|
|
|
|
// Usage:
|
|
|
|
// In game, create a sign , target it and type /js signs.testSelect()
|
|
|
|
//
|
|
|
|
signs.testSelect = signs.select("Dinner",
|
|
|
|
["Lamb","Pork","Chicken","Duck","Beef"],
|
|
|
|
function(player,sign,selectedText,selectedIndex){
|
|
|
|
player.sendMessage("You chose " + selectedText);
|
|
|
|
});
|
|
|
|
//
|
|
|
|
// This is an example sign that displays a menu of times of day
|
|
|
|
// interacting with the sign will change the time of day accordingly.
|
|
|
|
//
|
|
|
|
// In game, create a sign , target it and type /js signs.timeOfDay()
|
|
|
|
//
|
|
|
|
signs.timeOfDay = signs.select("Time",
|
|
|
|
["Dawn","Midday","Dusk","Midnight"],
|
|
|
|
function(player,sign,selectedText,selectedIndex){
|
|
|
|
player.location.world.setTime(selectedIndex*6000);
|
|
|
|
});
|