Merge remote branch 'origin/master' into some-docs
This commit is contained in:
commit
01322d00cd
6 changed files with 209 additions and 81 deletions
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@ -97,7 +97,7 @@ the Bukkit ScriptCraft plugin...
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* `__plugin` - the ScriptCraft Plugin itself. This is a useful starting point for accessing other Bukkit objects. The `__plugin` object is of type [org.bukkit.plugin.java.JavaPlugin][api] and all of its properties and methods are accessible. For example... `js __plugin.server.motd` returns the server's message of the day (javascript is more concise than the equivalent java code: __plugin.getServer().getMotd() ).
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* `self` - The player/command-block or server console operator who invoked the js command. Again, this is a good jumping off point for diving into the Bukkit API.
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* `bukkit` - The top-level Bukkit object. See the [Bukkit API docs][bukapi] for reference.
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* `server` - The top-level org.bukkit.Server object. See the [Bukkit API docs][bukapi] for reference.
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[dl]: http://walterhiggins.net/blog/files/scriptcraft/
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[api]: http://jd.bukkit.org/apidocs/org/bukkit/plugin/java/JavaPlugin.html
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@ -107,8 +107,14 @@ the Bukkit ScriptCraft plugin...
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Further Reading
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===============
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* If you want to get started using ScriptCraft to Learn Javascript I recommend [reading this][yp].
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* If you want to delve deeper into creating your own minecraft mod, I recommend [reading this][mm].
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You can find more information about [ScriptCraft on my blog][blog].
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[blog]: http://walterhiggins.net/blog/cat-index-scriptcraft.html
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[buk]: https://github.com/walterhiggins/ScriptCraft/blob/master/bukkit.md
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[yp]: http://walterhiggins.net/blog/YoungPersonProgrammingMinecraft
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[mm]: http://walterhiggins.net/blog/ScriptCraft-1-Month-later
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@ -54,6 +54,8 @@ command("alias",function(params){
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self.sendMessage(alias.list(self));
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return;
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}
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if (params.length == 0)
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return self.sendMessage(alias.help());
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var playerHasAliases = alias.store.players[self.name];
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if (!playerHasAliases)
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@ -65,7 +67,7 @@ command("alias",function(params){
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for (var i = 0;i < commands.length; i++){
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// fill in template
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var cmd = commands[i];
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cmd = cmd.replace(/{([0-9]*)}/g,function(dummy,index){ return params[index];})
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cmd = cmd.replace(/{([0-9]*)}/g,function(dummy,index){ return params[index] || "";})
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self.performCommand(cmd);
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}
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return true;
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@ -65,9 +65,11 @@ var global = this;
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};
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var _putSign = function(texts, x, y, z, blockId, meta){
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if (blockId != 63 && blockId != 68)
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throw new Error("Invalid Parameter: blockId must be 63 or 68");
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putBlock(x,y,z,blockId,meta);
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var block = _getBlockObject(x,y,z);
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state = block.state;
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var state = block.state;
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if (state instanceof org.bukkit.block.Sign){
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for (var i = 0;i < texts.length; i++)
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state.setLine(i%4,texts[i]);
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@ -21,9 +21,9 @@
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var global = this;
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var verbose = verbose || false;
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/*
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wph 20130124 - make self, plugin and bukkit public - these are far more useful now that tab-complete works.
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wph 20130124 - make self, plugin and server public - these are far more useful now that tab-complete works.
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*/
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var bukkit = org.bukkit.Bukkit;
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var server = org.bukkit.Bukkit.server;
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//
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// private implementation
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//
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@ -128,7 +128,6 @@ var bukkit = org.bukkit.Bukkit;
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Save a javascript object to a file (saves using JSON notation)
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*/
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var _save = function(object, filename){
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print(filename);
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var objectToStr = null;
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try{
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objectToStr = JSON.stringify(object);
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@ -175,7 +174,8 @@ var bukkit = org.bukkit.Bukkit;
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command management - allow for non-ops to execute approved javascript code.
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*/
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var _commands = {};
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var _command = function(name,func,options,intercepts){
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var _command = function(name,func,options,intercepts)
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{
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if (typeof name == "undefined"){
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// it's an invocation from the Java Plugin!
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if (__cmdArgs.length === 0)
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@ -266,13 +266,37 @@ var bukkit = org.bukkit.Bukkit;
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var __onTabCompleteJSP = function() {
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var result = global.__onTC_result;
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var args = global.__onTC_args;
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var cmd = _commands[args[0]];
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if (cmd)
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for (var i = 0;i < cmd.options.length; i++)
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result.add(cmd.options[i]);
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else
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var cmdInput = args[0];
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var cmd = _commands[cmdInput];
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if (cmd){
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var opts = cmd.options;
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var len = opts.length;
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if (args.length == 1){
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for (var i = 0;i < len; i++)
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result.add(opts[i]);
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}else{
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// partial e.g. /jsp chat_color dar
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for (var i = 0;i < len; i++){
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if (opts[i].indexOf(args[1]) == 0){
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result.add(opts[i]);
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}
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}
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}
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}else{
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if (args.length == 0){
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for (var i in _commands)
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result.add(i);
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}else{
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// partial e.g. /jsp al
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// should tabcomplete to alias
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//
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for (var c in _commands){
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if (c.indexOf(cmdInput) == 0){
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result.add(c);
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}
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}
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}
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}
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return result;
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};
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/*
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@ -341,7 +341,7 @@ var Drone = Drone || {
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}
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var bm = _getBlockIdAndMeta(block);
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block = bm[0];
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meta = bm[1];
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var meta = bm[1];
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if (block != 63 && block != 68){
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print("ERROR: Invalid block id for use in signs");
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return;
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@ -653,7 +653,7 @@ var Drone = Drone || {
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return [parseInt(bs),0];
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}
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b = parseInt(bs.substring(0,sp));
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md = parseInt(bs.substring(sp+1,bs.length));
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var md = parseInt(bs.substring(sp+1,bs.length));
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return [b,md];
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}else{
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return [b,0];
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94
src/main/javascript/minigames/SnowBallFight.js
Normal file
94
src/main/javascript/minigames/SnowBallFight.js
Normal file
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load(__folder + "events/events.js");
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/*
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OK - this is a rough and ready prototype of a simple multi-player shoot-em-up.
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Get a bunch of players in close proximity and issue the following commands...
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/js var redTeam = ['<player1>','<player2>',...etc]
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/js var blueTeam = ['<player3>','<player4>,...etc]
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/js var greenTeam = ['<player5>','<player6>,...etc]
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/js new SnowBallFight({red: redTeam,blue: blueTeam,green: greenTeam},60).start();
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(where <player1> etc are the names of actual players)
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You specify the teams in the game as an object where each property's name is a team name and
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each property's value is the list of players on that team.
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You specify the duration of the game (in seconds)
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You kick off the game with the start() method.
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I need to work on a better in-game mechanism for players to choose teams and start the game
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but this will do for now.
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When the game starts, each player is put in survival mode and given 192 snowballs. The aim of the
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game is to hit players on opposing teams. If you hit a player on your own team, you lose a point.
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At the end of the game the scores for each team are broadcast. Create a small arena
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with a couple of small buildings for cover to make the game more fun :-)
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*/
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var SnowBallFight = function(teams,duration)
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{
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this.teams = teams;
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this.duration = duration;
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};
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SnowBallFight.prototype.start = function()
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{
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// put all players in survival mode and give them each 200 snowballs
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var snowBalls = new org.bukkit.inventory.ItemStack(org.bukkit.Material.SNOW_BALL, 64);
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var teamScores = {};
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var gameOver = false;
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for (var teamName in this.teams){
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teamScores[teamName] = 0;
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var team = this.teams[teamName];
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for (var i = 0;i < team.length;i++)
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{
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var player = server.getPlayer(team[i]);
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player.gameMode = org.bukkit.GameMode.SURVIVAL;
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player.inventory.addItem([snowBalls,snowBalls,snowBalls]);
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}
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}
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var that = this;
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var _getTeam = function(player){
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for (var teamName in that.teams){
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var team = that.teams[teamName];
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for (var i = 0;i < team.length; i++){
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if (team[i] == player.name)
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return teamName;
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}
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}
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return null;
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};
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var listener = events.on("entity.EntityDamageByEntityEvent",function(l,e){
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var damager = e.damager;
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var damagee = e.entity;
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var damage = e.damage;
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var shooter = damager.shooter;
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if (damager instanceof org.bukkit.entity.Snowball){
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var damagerTeam = _getTeam(shooter);
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if (!damagerTeam)
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return; // shooter wasn't in game
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var damageeTeam = _getTeam(damagee);
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if (!damageeTeam)
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return; // damagee wasn't in game
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if (damagerTeam != damageeTeam){
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teamScores[damagerTeam]++;
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}else{
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teamScores[damagerTeam]--;
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}
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}
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if (gameOver)
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e.handlers.unregister(l);
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});
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var tick = function(){
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while (that.duration--){
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java.lang.Thread.sleep(1000);
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}
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if (that.duration <=0){
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for (var tn in teamScores){
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server.broadcastMessage("Team " + tn + " scored " + teamScores[tn]);
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}
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gameOver = true;
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}
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};
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new java.lang.Thread(tick).start();
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};
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Reference in a new issue