improved require function

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walterhiggins 2013-12-17 23:49:00 +00:00
parent 4fb370bfea
commit 249d3dda31
4 changed files with 1653 additions and 126 deletions

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docs/API-Reference.md Normal file

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@ -1,6 +1,5 @@
/************************************************************************
ScriptCraft API Reference
=========================
# ScriptCraft API Reference
Walter Higgins
@ -8,8 +7,8 @@ Walter Higgins
[email]: mailto:walter.higgins@gmail.com?subject=ScriptCraft_API_Reference
Module Loading
==============
## Module Loading
At server startup the ScriptCraft Java plugin is loaded and once
loaded the Java plugin will in turn begin loading all of the
javascript (.js) files it finds in the js-plugins directory (in the
@ -19,10 +18,12 @@ will be created and all of the bundled javascript files will be
unzipped into it from a bundled resource within the Java plugin. The
very first javascript file to load will always be
js-plugins/core/_scriptcraft.js. Then all other javascript files are
loaded.
loaded except for filenames begin with `_` (underscore), such files
are considered to be private modules and will not be automatically
loaded at startup.
### Directory structure
Directory structure
-------------------
The js-plugins directory is loosely organised into subdirectories -
one for each module. Each subdirectory in turn can contain one or more
javascript files. Within each directory, a javascript file with the
@ -32,8 +33,8 @@ always load before any other files in the drone/ directory. Similarly
utils/utils.js will always load before any other files in the utils/
directory.
Directories
-----------
### Directories
As of February 10 2013, the js-plugins directory has the following sub-directories...
* core - Contains javascript files containing Core functionality crucial to ScriptCraft and modules which use it.
@ -45,8 +46,8 @@ As of February 10 2013, the js-plugins directory has the following sub-directori
* chat - The chat plugin/module
* alias - The alias plugin/module
Core Module
===========
## Core Module
This module defines commonly used functions by all plugins...
* load (filename,warnOnFileNotFound) - loads and evaluates a javascript file, returning the evaluated object.
@ -56,16 +57,18 @@ This module defines commonly used functions by all plugins...
* plugin (name, interface, isPersistent) - defines a new plugin. If
isPersistent is true then the plugin doesn't have to worry about
loading and saving state - that will be done by the framework. Just
make sure that anything you want to save (and restore) is in the
make sure that anything you want to save (and restore) is in the plugin's
'store' property - this will be created automatically if not
already defined. (its type is object {} )
already defined. (its type is object {} ) . More on plugins below.
* ready (function) - specifies code to be executed only when all the plugins have loaded.
* command (name, function) - defines a command that can be used by non-operators.
* command (name, function) - defines a command that can be used by
non-operators. The `command` function provides a way for plugin
developers to provide new commands for use by players.
### load() function
load() function
---------------
The load() function is used by ScriptCraft at startup to load all of
the javascript modules and data. You normally wouldn't need to call
this function directly. If you put a javascript file anywhere in the
@ -75,18 +78,16 @@ with an underscore `_` character. These files will not be
automatically loaded at startup as they are assumed to be files
managed / loaded by plugins.
Parameters
----------
#### Parameters
* filenames - An array of file names or a single file name.
* filename - The name of the file to load.
* warnOnFileNotFound (optional - default: false) - warn if the file was not found.
Return
------
#### Return
load() will return the result of the last statement evaluated in the file.
Example
-------
#### Example
load(__folder + "myFile.js"); // loads a javascript file and evaluates it.
@ -94,17 +95,18 @@ Example
myData.json contents...
__data = {players:{
walterh:{
h: ["jsp home {1}"],
sunny:["time set 0",
"weather clear"]
}
}
}
__data = {
players: {
walterh: {
h: ["jsp home {1}"],
sunny:["time set 0",
"weather clear"]
}
}
}
### save() function
save() function
---------------
The save() function saves an in-memory javascript object to a
specified file. Under the hood, save() uses JSON (specifically
json2.js) to save the object. Again, there will usually be no need to
@ -113,14 +115,12 @@ automatically if they are declared using the `plugin()` function. Any
in-memory object saved using the `save()` function can later be
restored using the `load()` function.
Parameters
----------
#### Parameters
* objectToSave : The object you want to save.
* filename : The name of the file you want to save it to.
Example
-------
#### Example
var myObject = { name: 'John Doe',
aliases: ['John Ray', 'John Mee'],
@ -133,8 +133,8 @@ johndoe.json contents...
"aliases": ["John Ray", "John Mee"],
"date_of_birth": "1982/01/31" };
plugin() function
-----------------
### plugin() function
The `plugin()` function should be used to declare a javascript module
whose state you want to have managed by ScriptCraft - that is - a
Module whose state will be loaded at start up and saved at shut down.
@ -145,23 +145,22 @@ automatically saved at shutdown and loaded at startup by
ScriptCraft. This makes it easier to write plugins which need to
persist data.
Parameters
----------
#### Parameters
* pluginName (String) : The name of the plugin - this becomes a global variable.
* pluginDefinition (Object) : The various functions and members of the plugin object.
* isPersistent (boolean - optional) : Specifies whether or not the plugin/object state should be loaded and saved by ScriptCraft.
Example
-------
#### Example
See chat/color.js for an example of a simple plugin - one which lets
players choose a default chat color. See also [Anatomy of a
ScriptCraft Plugin][anatomy].
[anatomy]: http://walterhiggins.net/blog/ScriptCraft-1-Month-later
command() function
------------------
### command() function
The `command()` function is used to expose javascript functions for
use by non-operators (regular players). Only operators should be
allowed use raw javascript using the `/js ` command because it is too
@ -169,8 +168,7 @@ powerful for use by regular players and can be easily abused. However,
the `/jsp ` command lets you (the operator / server administrator /
plugin author) safely expose javascript functions for use by players.
Parameters
----------
#### Parameters
* commandName : The name to give your command - the command will be invoked like this by players `/jsp commandName`
* commandFunction: The javascript function which will be invoked when the command is invoked by a player.
@ -181,12 +179,12 @@ Parameters
can intercept Tab-Completion of the `/jsp ` command - advanced
usage - see alias/alias.js for example.
Example
-------
#### Example
See chat/colors.js or alias/alias.js or homes/homes.js for examples of how to use the `command()` function.
ready() function
----------------
### ready() function
The `ready()` function provides a way for plugins to do additional
setup once all of the other plugins/modules have loaded. For example,
event listener registration can only be done after the
@ -210,72 +208,11 @@ The execution of the function object passed to the `ready()` function
is *deferred* until all of the plugins/modules have loaded. That way
you are guaranteed that when the function is invoked, all of the
plugins/modules have been loaded and evaluated and are ready to use.
***/
var global = this;
/*************************************************************************
setTimeout() function
---------------------
This function mimics the setTimeout() function used in browser-based javascript.
However, the function will only accept a function reference, not a string of javascript code.
Where setTimeout() in the browser returns a numeric value which can be subsequently passed to
clearTimeout(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearTimeout() implementation.
If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too.
[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
***/
global.setTimeout = function( callback, delayInMillis){
//
// javascript programmers familiar with setTimeout know that it expects
// a delay in milliseconds. However, bukkit's scheduler expects a delay in ticks
// (where 1 tick = 1/20th second)
//
var bukkitTask = server.scheduler.runTaskLater(__plugin, callback, delayInMillis/50);
return bukkitTask;
};
/*************************************************************************
clearTimeout() function
---------------------
A scriptcraft implementation of clearTimeout().
***/
global.clearTimeout = function(bukkitTask){
bukkitTask.cancel();
};
/*************************************************************************
setInterval() function
---------------------
This function mimics the setInterval() function used in browser-based javascript.
However, the function will only accept a function reference, not a string of javascript code.
Where setInterval() in the browser returns a numeric value which can be subsequently passed to
clearInterval(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearInterval() implementation.
If Node.js supports setInterval() then it's probably good for ScriptCraft to support it too.
[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
***/
global.setInterval = function(callback, intervalInMillis){
var delay = intervalInMillis/ 50;
var bukkitTask = server.scheduler.runTaskTimer(__plugin, callback, delay, delay);
return bukkitTask;
};
/*************************************************************************
clearInterval() function
---------------------
A scriptcraft implementation of clearInterval().
***/
global.clearInterval = function(bukkitTask){
bukkitTask.cancel();
};
/*************************************************************************
Core Module - Special Variables
@ -317,6 +254,23 @@ var server = org.bukkit.Bukkit.server;
var _require = function(path)
{
var file = new java.io.File(path);
if (!file.exists()){
if (path.match(/\.js$/i)){
__plugin.logger.warning('require("' + path + '") failed. File not found');
return;
}else{
path = path + '.js';
file = new java.io.File(path);
if (!file.exists()){
__plugin.logger.warning('require("' + path + '") failed. File not found');
return;
}
}
}
if (file.isDirectory()){
__plugin.logger.warning('require("' + path + '") directories not yet supported.');
return;
}
var canonizedFilename = _canonize(file);
if (_loadedModules[canonizedFilename]){
return _loadedModules[canonizedFilename];
@ -327,12 +281,17 @@ var server = org.bukkit.Bukkit.server;
var reader = new java.io.FileReader(file);
var br = new java.io.BufferedReader(reader);
var code = "";
var module = {id: canonizedFilename};
while ((r = br.readLine()) !== null) code += r + "\n";
code = "var result = {};(function(exports){ " + code + "; return exports;}(result))";
var head = "var result = {};(function(exports,module){ ";
var tail = "; return exports;}(result," + JSON.stringify(module) + "))";
code = head + code + tail;
_loadedModules[canonizedFilename] = __engine.eval(code);
return _loadedModules[canonizedFilename];
};
global.loadedModules = _loadedModules;
global.require = _require;
@ -769,8 +728,81 @@ var server = org.bukkit.Bukkit.server;
};
/*************************************************************************
refresh() function
------------------
## Miscellaneous Core Functions
### setTimeout() function
This function mimics the setTimeout() function used in browser-based javascript.
However, the function will only accept a function reference, not a string of javascript code.
Where setTimeout() in the browser returns a numeric value which can be subsequently passed to
clearTimeout(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearTimeout() implementation.
If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too.
[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
#### Example
//
// start a storm in 5 seconds
//
setTimeout( function() {
var world = server.worlds.get(0);
world.setStorm(true);
}, 5000);
***/
global.setTimeout = function( callback, delayInMillis){
//
// javascript programmers familiar with setTimeout know that it expects
// a delay in milliseconds. However, bukkit's scheduler expects a delay in ticks
// (where 1 tick = 1/20th second)
//
var bukkitTask = server.scheduler.runTaskLater(__plugin, callback, delayInMillis/50);
return bukkitTask;
};
/*************************************************************************
### clearTimeout() function
A scriptcraft implementation of clearTimeout().
***/
global.clearTimeout = function(bukkitTask){
bukkitTask.cancel();
};
/*************************************************************************
### setInterval() function
This function mimics the setInterval() function used in browser-based javascript.
However, the function will only accept a function reference, not a string of javascript code.
Where setInterval() in the browser returns a numeric value which can be subsequently passed to
clearInterval(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearInterval() implementation.
If Node.js supports setInterval() then it's probably good for ScriptCraft to support it too.
[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
***/
global.setInterval = function(callback, intervalInMillis){
var delay = intervalInMillis/ 50;
var bukkitTask = server.scheduler.runTaskTimer(__plugin, callback, delay, delay);
return bukkitTask;
};
/*************************************************************************
### clearInterval() function
A scriptcraft implementation of clearInterval().
***/
global.clearInterval = function(bukkitTask){
bukkitTask.cancel();
};
/*************************************************************************
### refresh() function
The refresh() function will ...
1. Disable the ScriptCraft plugin.
@ -822,8 +854,6 @@ See [issue #69][issue69] for more information.
_runUnloadHandlers();
org.bukkit.event.HandlerList["unregisterAll(org.bukkit.plugin.Plugin)"](__plugin);
});
}());

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@ -19,11 +19,11 @@ TLDNR; (Just read this if you're impatient)
===========================================
At the in-game command prompt type...
/js box(blocks.oak)
/js box( blocks.oak )
... creates a single wooden block at the cross-hairs or player location
/js box(5).right(2).box('35:15',4,9,1)
/js box( blocks.oak ).right(2).box( blocks.wool.black, 4, 9, 1)
... creates a single wooden block and a 2001 black obelisk that is 4
wide x 9 tall x 1 long in size. If you want to see what else
@ -36,7 +36,7 @@ Drones can be created in any of the following ways...
1. Calling any one of the methods listed below will return a Drone object. For example...
var d = box(blocks.oak)
var d = box( blocks.oak )
... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
@ -44,11 +44,22 @@ Drones can be created in any of the following ways...
This is short-hand for creating drones and is useful for playing around with Drones at the in-game
command prompt. It's shorter than typing ...
var d = new Drone().box(5)
var d = new Drone().box( blocks.oak )
... All of the Drone's methods return `this` (self) so you can chain operations together like this...
var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
var d = box( blocks.oak )
.up()
.box( blocks.oak ,3,1,3)
.down()
.fwd(2)
.box( blocks.oak )
.turn()
.fwd(2)
.box( blocks.oak )
.turn()
.fwd(2)
.box( blocks.oak );
2. Using the following form...
@ -1768,7 +1779,7 @@ Another example: This statement creates a row of trees 2 by 3 ...
// which return a drone object
// this way drones can be created and used as follows...
//
// /js box(5,7,3,4)
// /js box( blocks.oak, 7, 3, 4)
//
// ... which is a short-hand way to create a wooden building 7x3x4
//

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@ -137,7 +137,7 @@ var signs = signs || plugin("signs", {
/*
a new sign definition - need to store (in-memory only)
it's behaviour and bring back to life other signs of the
its behaviour and bring back to life other signs of the
same type in the world. Look for other static signs in the
world with this same label and make dynamic again.
*/