Merge remote-tracking branch 'wh/master'
This commit is contained in:
commit
126773fc4c
7 changed files with 195 additions and 26 deletions
38
build.xml
38
build.xml
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@ -1,6 +1,7 @@
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<project name="scriptcraft" default="package" basedir=".">
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<property file="build.properties"/>
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<description>Builds the scriptcraft.jar file - a plugin for bukkit</description>
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<description>Builds the scriptcraft.jar file - a plugin for bukkit
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</description>
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<property name="src" location="src/main/java"/>
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<property name="build" location="target/classes"/>
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<property name="dist" location="target/" />
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@ -22,7 +23,8 @@
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unless="minecraft.present">
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<mkdir dir="${minecraft.dir}" />
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<echo>Retrieving CraftBukkit artifact info</echo>
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<echo>Retrieving CraftBukkit artifact info
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</echo>
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<get src="http://dl.bukkit.org/api/1.0/downloads/projects/CraftBukkit?_accept=application/xml"
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dest="${minecraft.dir}/bukkit.xml" />
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@ -31,22 +33,22 @@
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style="build/bukkit-to-url.xsl"/>
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<xmlproperty file="${minecraft.dir}/ant.properties.xml" keeproot="true"/>
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<echo>Retrieving CraftBukkit jar</echo>
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<echo>Retrieving CraftBukkit jar
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</echo>
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<get src="${bukkit.url}"
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dest="${minecraft.dir}/craftbukkit.jar"
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verbose="true"/>
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<echo>Creating default ops.txt for your user</echo>
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<echo>Creating default ops.txt for your user
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</echo>
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<echo message="${op.name}" file="${minecraft.dir}/ops.txt" />
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<echo>Retrieving Coffeescript compiler</echo>
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<mkdir dir="${minecraft.dir}/js-plugins/core" />
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<get src="https://raw.github.com/jashkenas/coffee-script/master/extras/coffee-script.js"
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dest="${minecraft.dir}/js-plugins/core/_coffeescript.js"/>
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</target>
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<target name="run" depends="server-setup, package, update-live-cb" description="Starts Bukkit with ScriptCraft">
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<echo>Starting Bukkit with ScriptCraft</echo>
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<echo>Starting Bukkit with ScriptCraft
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</echo>
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<java jar="${minecraft.dir}/craftbukkit.jar"
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maxmemory="1024m"
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fork="true"
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@ -69,8 +71,19 @@
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</java>
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</target>
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<target name="zip_js" depends="init">
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<zip zipfile="${build}/js-plugins.zip" basedir="./src/main/javascript"/>
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<target name="coffeescript_setup" depends="init" description="Gets latest coffeescript compiler">
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<echo>Retrieving Coffeescript compiler
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</echo>
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<mkdir dir="${build}/coffeescript/core" />
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<get src="https://raw.github.com/jashkenas/coffee-script/master/extras/coffee-script.js"
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dest="${build}/coffeescript/core/_coffeescript.js"/>
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</target>
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<target name="zip_js" depends="coffeescript_setup">
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<zip destfile="${build}/js-plugins.zip">
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<zipfileset dir="./src/main/javascript" />
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<zipfileset dir="${build}/coffeescript" />
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</zip>
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</target>
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<target name="package" depends="gendocs,zip_js,compile"
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@ -79,7 +92,8 @@
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<delete file="${build}/plugin.yml" />
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<copy file="src/main/resources/plugin.yml" todir="${build}"/>
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<replace file="${build}/plugin.yml" value="${bukkit-version}-${DSTAMP}">
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<replacetoken>[[version]]</replacetoken>
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<replacetoken>[[version]]
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</replacetoken>
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</replace>
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<!-- Put everything in ${build} into the MyProject-${DSTAMP}.jar file -->
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34
docs/api.md
34
docs/api.md
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@ -209,6 +209,37 @@ The execution of the function object passed to the `ready()` function
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is *deferred* until all of the plugins/modules have loaded. That way
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you are guaranteed that when the function is invoked, all of the
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plugins/modules have been loaded and evaluated and are ready to use.
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setTimeout() function
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---------------------
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This function mimics the setTimeout() function used in browser-based javascript.
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However, the function will only accept a function reference, not a string of javascript code.
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Where setTimeout() in the browser returns a numeric value which can be subsequently passed to
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clearTimeout(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearTimeout() implementation.
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If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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clearTimeout() function
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---------------------
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A scriptcraft implementation of clearTimeout().
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setInterval() function
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---------------------
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This function mimics the setInterval() function used in browser-based javascript.
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However, the function will only accept a function reference, not a string of javascript code.
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Where setInterval() in the browser returns a numeric value which can be subsequently passed to
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clearInterval(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearInterval() implementation.
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If Node.js supports setInterval() then it's probably good for ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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clearInterval() function
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---------------------
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A scriptcraft implementation of clearInterval().
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Core Module - Special Variables
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===============================
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@ -1389,10 +1420,11 @@ Example
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To warn players when night is approaching...
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utils.at( "19:00", function() {
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/* it's 7 in the evening so warn all players that night is coming ! */
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utils.foreach( server.onlinePlayers, function(player){
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player.chat("The night is dark and full of terrors!");
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});
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}, self.world);
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String class extensions
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@ -99,10 +99,13 @@ public class ScriptCraftPlugin extends JavaPlugin implements Listener
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this.engine.put("__script",boot.getCanonicalPath().replaceAll("\\\\","/"));
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reader = new FileReader(boot);
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this.engine.eval(reader);
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/*
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wph 20130811 Need to disable coffeescript support until issues loading and evaluating it are resolved.
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See issue #92
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// Load the CoffeeScript compiler
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File coffeescript = new File(JS_PLUGINS_DIR + "/core/_coffeescript.js");
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this.engine.eval(new FileReader(coffeescript));
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*/
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}catch(Exception e){
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e.printStackTrace();
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@ -153,10 +156,10 @@ public class ScriptCraftPlugin extends JavaPlugin implements Listener
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this.engine.put("__cmdArgs",args);
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result = true;
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} else if (cmd.getName().equalsIgnoreCase("coffee")) {
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for (int i = 0;i < args.length; i++)
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for (int i = 0;i < args.length; i++)
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javascriptCode += args[i] + " ";
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javascriptCode = "eval(CoffeeScript.compile(\""+javascriptCode+"\", {bare: true}))";
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result = true;
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javascriptCode = "eval(CoffeeScript.compile(\""+javascriptCode+"\", {bare: true}))";
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result = true;
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}
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if (result){
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@ -210,7 +210,74 @@ The execution of the function object passed to the `ready()` function
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is *deferred* until all of the plugins/modules have loaded. That way
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you are guaranteed that when the function is invoked, all of the
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plugins/modules have been loaded and evaluated and are ready to use.
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***/
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var global = this;
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/*************************************************************************
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setTimeout() function
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---------------------
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This function mimics the setTimeout() function used in browser-based javascript.
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However, the function will only accept a function reference, not a string of javascript code.
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Where setTimeout() in the browser returns a numeric value which can be subsequently passed to
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clearTimeout(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearTimeout() implementation.
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If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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***/
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global.setTimeout = function( callback, delayInMillis){
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//
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// javascript programmers familiar with setTimeout know that it expects
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// a delay in milliseconds. However, bukkit's scheduler expects a delay in ticks
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// (where 1 tick = 1/20th second)
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//
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var bukkitTask = server.scheduler.runTaskLater(__plugin, callback, delayInMillis/50);
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return bukkitTask;
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};
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/*************************************************************************
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clearTimeout() function
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---------------------
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A scriptcraft implementation of clearTimeout().
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***/
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global.clearTimeout = function(bukkitTask){
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bukkitTask.cancel();
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};
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/*************************************************************************
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setInterval() function
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---------------------
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This function mimics the setInterval() function used in browser-based javascript.
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However, the function will only accept a function reference, not a string of javascript code.
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Where setInterval() in the browser returns a numeric value which can be subsequently passed to
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clearInterval(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearInterval() implementation.
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If Node.js supports setInterval() then it's probably good for ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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***/
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global.setInterval = function(callback, intervalInMillis){
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var delay = intervalInMillis/ 50;
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var bukkitTask = server.scheduler.runTaskTimer(__plugin, callback, delay, delay);
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return bukkitTask;
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};
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/*************************************************************************
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clearInterval() function
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---------------------
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A scriptcraft implementation of clearInterval().
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***/
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global.clearInterval = function(bukkitTask){
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bukkitTask.cancel();
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};
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/*************************************************************************
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Core Module - Special Variables
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===============================
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There are a couple of special javascript variables available in ScriptCraft...
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@ -221,8 +288,6 @@ There are a couple of special javascript variables available in ScriptCraft...
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* self - the current player. (Note - this value should not be used in multi-threaded scripts - it's not thread-safe)
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***/
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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 server public - these are far more useful now that tab-complete works.
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@ -691,6 +756,7 @@ See [issue #69][issue69] for more information.
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__plugin.pluginLoader.enablePlugin(__plugin);
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};
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global.load = _load;
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global.save = _save;
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global.plugin = _plugin;
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@ -699,6 +765,7 @@ See [issue #69][issue69] for more information.
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global._onTabComplete = __onTabCompleteJS;
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global.addUnloadHandler = _addUnloadHandler;
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//
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// assumes this was loaded from js-plugins/core/
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// load all of the plugins.
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@ -700,12 +700,15 @@ Used when placing torches so that they face towards the drone.
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this.record = false;
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var usePlayerCoords = false;
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var playerPos = getPlayerPos();
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if (typeof x == "undefined"){
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if (typeof x == "undefined")
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{
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var mp = getMousePos();
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if (mp){
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this.x = mp.x;
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this.y = mp.y;
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this.z = mp.z;
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if (playerPos)
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this.dir = _getDirFromRotation(playerPos.yaw);
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this.world = mp.world;
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}else{
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// base it on the player's current location
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this.x = playerPos.x;
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this.y = playerPos.y;
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this.z = playerPos.z;
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this.dir = _getDirFromRotation(playerPos.yaw);
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this.world = playerPos.world;
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}
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}else{
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@ -746,14 +750,14 @@ Used when placing torches so that they face towards the drone.
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}
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}
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// for debugging
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//self.sendMessage("New Drone " + this.toString());
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if (usePlayerCoords){
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this.fwd(3);
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}
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this.chkpt('start');
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this.record = true;
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this.history = [];
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// for debugging
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// self.sendMessage("New Drone " + this.toString());
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return this;
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};
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//
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48
src/main/javascript/minigames/NumberGuess.js
Normal file
48
src/main/javascript/minigames/NumberGuess.js
Normal file
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/*
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A basic number-guessing game that uses the Bukkit Conversation API.
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*/
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ready(function(){
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global.GuessTheNumber = function()
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{
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importPackage(org.bukkit.conversations);
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var number = Math.ceil(Math.random() * 10);
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var prompt = new Prompt()
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{
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getPromptText: function(ctx){
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var hint = "";
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var h = ctx.getSessionData("hint");
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if (h){
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hint = h;
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}
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return hint + "Think of a number between 1 and 10";
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},
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acceptInput: function(ctx, s)
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{
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s = s.replace(/^[^0-9]+/,""); // strip leading non-numeric characters (e.g. '/' )
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s = parseInt(s);
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if (s == number){
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setTimeout(function(){
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ctx.forWhom.sendRawMessage("You guessed Correct!");
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},100);
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return null;
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}else{
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if (s < number)
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ctx.setSessionData("hint","too low\n");
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if (s > number)
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ctx.setSessionData("hint","too high\n");
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return prompt;
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}
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},
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blocksForInput: function(ctx){ return true; }
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};
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var cf = new ConversationFactory(__plugin);
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var conv = cf.withModality(true)
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.withFirstPrompt(prompt)
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.withPrefix(new ConversationPrefix(){ getPrefix: function(ctx){ return "[1-10] ";} })
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.buildConversation(self);
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conv.begin();
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};
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});
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@ -178,10 +178,11 @@ Example
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To warn players when night is approaching...
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utils.at( "19:00", function() {
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/* it's 7 in the evening so warn all players that night is coming ! */
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utils.foreach( server.onlinePlayers, function(player){
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player.chat("The night is dark and full of terrors!");
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});
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}, self.world);
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***/
|
||||
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|
Reference in a new issue