First draft of event handling using javascript
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69
scripts/bukkit/events.js
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69
scripts/bukkit/events.js
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var global = this;
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//
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// Usage:
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//
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// The following code will print a message on screen every time a block is broken in the game
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//
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// bukkit.on('block.BlockBreakEvent',function(evt){
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// print (evt.player.name + " broke a block!");
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// });
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//
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var bukkit = bukkit || {
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//
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// handle events in Minecraft
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// --------------------------
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// eventType can be a string (assumed to be a sub package of org.bukkit.event - e.g.
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// if the string "block.BlockBreakEvent" is supplied then it's converted to the
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// org.bukkit.event.block.BlockBreakEvent class . For custom event classes, just
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// supply the custom event class e.g.
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// bukkit.on(net.yourdomain.events.YourCustomEvent,function(e){ ... });
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//
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on: function(
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/* String or java Class */ eventType,
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/* function */ handler,
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/* (optional) String (HIGH, HIGHEST, LOW, LOWEST, NORMAL, MONITOR), */ priority
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){}
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};
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//
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// private implementation from here on in...
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//
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(function(){
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if (bukkit._eventsLoaded){
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return;
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}
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var _event = org.bukkit.event;
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var _plugin = org.bukkit.plugin;
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var theListener = new _event.Listener(){};
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//
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var _on = function(eventType, handler, priority)
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{
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if (typeof priority == "undefined"){
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priority = _event.EventPriority.NORMAL;
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}else{
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priority = _event.EventPriority[priority];
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}
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if (typeof eventType == "string"){
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var subPkgs = eventType.split('.');
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eventType = _event[subPkgs[0]];
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for (var i = 1;i < subPkgs.length; i++){
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eventType = eventType[subPkgs[i]];
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}
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}
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var handlerList = eventType.getHandlerList();
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var handlerWrapper = {
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execute: function(l,e){
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// drop listener
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handler(e);
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}
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};
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var registeredListener = new _plugin.RegisteredListener(theListener,
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handlerWrapper,
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priority,
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plugin,
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true);
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handlerList.register(registeredListener);
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};
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bukkit.on = _on;
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bukkit._eventsLoaded = true;
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}());
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