Updated example plugin docs to be included in the API reference.

This commit is contained in:
walterhiggins 2013-12-31 20:33:00 +00:00
parent bb9433a6d3
commit 6d9f2b4337
8 changed files with 435 additions and 95 deletions

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@ -570,6 +570,92 @@ To listen for events using a full class name as the `eventName` parameter...
[buk2]: http://wiki.bukkit.org/Event_API_Reference
[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
## Example Plugin #7
A simple event-driven minecraft plugin. How to handle Events.
This example demonstrates event-driven programming. The code below
will display the version of ScriptCraft every time an operator joins
the game. This module is notable from previous modules for the
following reasons...
1. It does not export any functions or variables. That's fine. Not
all modules need export stuff. Code in this module will be
executed when the module is first loaded. Because it is in the
`/scriptcraft/plugins` directory, it will be loaded automatically
when the server starts up.
2. It uses ScriptCraft's `events.on()` function to add a new *Event
Handler*. An *Event Handler* is a just a function which gets
called whenever a particular *event* happens in the game. The
function defined below will only be executed whenever a player
joins the game. This style of program is sometimes refered to as
*Event-Driven Programming*.
Adding new *Event Handlers* in ScriptCraft is relatively easy. Use the
`events.on()` function to add a new event handler. It takes 2
parameters...
1. The Event Name, in this case `'player.PlayerJoinEvent'`. You can
browse [all possible Bukkit events][bkevts] (click the 'Next
Package' and 'Previous Package' links to browse).
2. The event handling function (also sometimes refered to as a
'callback'). In ScriptCraft, this function takes 2 parameters, a
listener object and an event object. All of the information about
the event is in the event object.
In the example below, if a player joins the server and is an operator,
then the ScriptCraft plugin information will be displayed to that
player.
What's also notable about this example is how it uses the [Bukkit
API][bkapi]. The code...
if (event.player.op)
... is a succinct way of accessing object properties which in Java
would have to be written as ...
if (event.getPlayer().isOp())
... ScriptCraft uses a special version of JavaScript which comes
bundled with Java (Minecraft is written in Java) and JavaScript in
Java can access properties of Java objects more succinctly than in
Java itself. What this means in practice is that when you're perusing
the [Bukkit API Reference][bkapi] and come across a method like
[Player.getAllowFlight()][bkgaf], you can write code like this...
var allowFlight = player.getAllowFlight(); // java style
... or the more succinct ...
var allowFlight = player.allowFlight; // javascript style
... Which style you choose is up to you but `player.allowFlight` is
cleaner and more readable. Similarly where you see a method like
[Player.setAllowFlight()][bksaf], you can write ...
player.setAllowFlight(true); // java style
... or the more readable...
player.allowFlight = true; // javascript style
... Which style you choose is up to you.
[bkevts]: http://jd.bukkit.org/dev/apidocs/org/bukkit/event/package-summary.html
[bkgaf]: http://jd.bukkit.org/dev/apidocs/org/bukkit/entity/Player.html#getAllowFlight()
[bksaf]: http://jd.bukkit.org/dev/apidocs/org/bukkit/entity/Player.html#setAllowFlight()
[bkapi]: http://jd.bukkit.org/dev/apidocs/
events.on('player.PlayerJoinEvent', function (listener, event){
if (event.player.op) {
event.player.sendMessage('Welcome to ' + __plugin);
}
});
## console global variable
ScriptCraft provides a `console` global variable with the followng methods...
@ -2033,6 +2119,182 @@ global commands for a plugin, please let me know.
[pcppevt]: http://jd.bukkit.org/dev/apidocs/org/bukkit/event/player/PlayerCommandPreprocessEvent.html
## Example Plugin #5
A simple minecraft plugin. Using Modules.
### Usage:
At the in-game prompt type ...
/jsp hello-module
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the use of modules. In
example-1-hello-module.js we created a new javascript module. In
this example, we use that module...
* We load the module using the `require()` function. Because this
module and the module we require are n the same directory, we
specify `'./example-1-hello-module'` as the path (when loading a
module from the same directory, `./` at the start of the path
indicates that the file should be searched for in the same
directory.
* We assign the loaded module to a variable (`greetings`) and then
use the module's `hello` method to display the message.
var greetings = require('./example-1-hello-module');
command('hello-module', function( parameters, player ){
greetings.hello(player);
});
## Example Plugin #3
A simple minecraft plugin. Commands for operators only.
### Usage:
At the in-game prompt type ...
/jsp op-hello
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality
which is usable all players or those with the scriptcraft.proxy
permission. By default, all players are granted this permission. In
this command though, the function checks to see if the player is an
operator and if they aren't will return immediately.
This differs from example 2 in that the function will only print a
message for operators.
command('op-hello', function (parameters, player) {
if (!player.op){
player.sendMessage('Only operators can do this.');
return;
}
player.sendMessage('Hello ' + player.name);
});
## Example Plugin #1
A simple minecraft plugin. The most basic module.
### Usage:
At the in-game prompt type ...
/js hello(self)
... and a message `Hello {player-name}` will appear (where
{player-name} is replaced by your own name).
This example demonstrates the basics of adding new functionality which
is only usable by server operators or users with the
scriptcraft.evaluate permission. By default, only ops are granted this
permission.
The `hello` function below is only usable by players with the scriptcraft.evaluate
permission since it relies on the `/js` command to execute.
exports.hello = function(player){
player.sendMessage('Hello ' + player.name);
};
## Example Plugin #6
A simple minecraft plugin. Finding players by name.
### Usage:
At the in-game prompt type ...
/jsp hello-byname {player-name}
... substituting {player-name} with the name of a player currently
online and a message `Hello ...` will be sent to the named
player.
This example builds on example-5 and also introduces a new concept -
use of shared modules. That is : modules which are not specific to
any one plugin or set of plugins but which can be used by all
plugins. Shared modules should be placed in the
`scriptcraft/modules` directory.
* The utils module is used. Because the 'utils' module is
located in the modules folder we don't need to specify an exact
path, just 'utils' will do.
* The `utils.player()` function is used to obtain a player object
matching the player name. Once a player object is obtained, a
message is sent to that player.
var utils = require('utils');
var greetings = require('./example-1-hello-module');
command('hello-byname', function( parameters, sender ) {
var playerName = parameters[0];
var recipient = utils.player(playerName);
if (recipient)
greetings.hello(recipient);
else
sender.sendMessage('Player ' + playerName + ' not found.');
});
## Example Plugin #2
A simple minecraft plugin. Commands for other players.
### Usage:
At the in-game prompt type ...
/jsp hello
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality
which is usable all players or those with the scriptcraft.proxy
permission. By default, all players are granted this permission.
This differs from example 1 in that a new 'jsp ' command extension
is defined. Since all players can use the `jsp` command, all players
can use the new extension. Unlike the previous example, the `jsp hello`
command does not evaluate javascript code so this command is much more secure.
command('hello', function (parameters, player) {
player.sendMessage('Hello ' + player.name);
});
## Example Plugin #4
A simple minecraft plugin. Handling parameters.
### Usage:
At the in-game prompt type ...
/jsp hello-params Hi
/jsp hello-params Saludos
/jsp hello-params Greetings
... and a message `Hi {player-name}` or `Saludos {player-name}` etc
will appear (where {player-name} is replaced by your own name).
This example demonstrates adding and using parameters in commands.
This differs from example 3 in that the greeting can be changed from
a fixed 'Hello ' to anything you like by passing a parameter.
command('hello-params', function (parameters, player) {
var salutation = parameters[0] ;
player.sendMessage( salutation + ' ' + player.name);
});
## homes Module
The homes plugin lets players set a location as home and return to the

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@ -1,20 +1,30 @@
/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/js hello(self)
/*************************************************************************
## Example Plugin #1
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality which is only
usable by server operators or users with the scriptcraft.evaluate permission.
By default, only ops are granted this permission.
The `hello` function below is only usable by players with the scriptcraft.evaluate
permission since it relies on the `/js` command to execute.
A simple minecraft plugin. The most basic module.
*/
### Usage:
At the in-game prompt type ...
/js hello(self)
... and a message `Hello {player-name}` will appear (where
{player-name} is replaced by your own name).
This example demonstrates the basics of adding new functionality which
is only usable by server operators or users with the
scriptcraft.evaluate permission. By default, only ops are granted this
permission.
The `hello` function below is only usable by players with the scriptcraft.evaluate
permission since it relies on the `/js` command to execute.
exports.hello = function(player){
player.sendMessage('Hello ' + player.name);
};
***/
exports.hello = function(player){
player.sendMessage('Hello ' + player.name);
};

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@ -1,23 +1,31 @@
/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/jsp hello
/*************************************************************************
## Example Plugin #2
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality
which is usable all players or those with the scriptcraft.proxy
permission. By default, all players are granted this permission.
This differs from example 1 in that a new 'jsp ' command extension
is defined. Since all players can use the `jsp` command, all players
can use the new extension. Unlike the previous example, the `jsp
hello` command does not evaluate javascript code so this command is
much more secure.
A simple minecraft plugin. Commands for other players.
*/
### Usage:
At the in-game prompt type ...
/jsp hello
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality
which is usable all players or those with the scriptcraft.proxy
permission. By default, all players are granted this permission.
This differs from example 1 in that a new 'jsp ' command extension
is defined. Since all players can use the `jsp` command, all players
can use the new extension. Unlike the previous example, the `jsp hello`
command does not evaluate javascript code so this command is much more secure.
command('hello', function (parameters, player) {
player.sendMessage('Hello ' + player.name);
});
***/
command('hello', function (parameters, player) {
player.sendMessage('Hello ' + player.name);

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@ -1,22 +1,34 @@
/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/jsp op-hello
/*************************************************************************
## Example Plugin #3
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality
which is usable all players or those with the scriptcraft.proxy
permission. By default, all players are granted this permission. In
this command though, the function checks to see if the player is an
operator and if they aren't will return immediately.
This differs from example 2 in that the function will only print a
message for operators.
A simple minecraft plugin. Commands for operators only.
*/
### Usage:
At the in-game prompt type ...
/jsp op-hello
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the basics of adding new functionality
which is usable all players or those with the scriptcraft.proxy
permission. By default, all players are granted this permission. In
this command though, the function checks to see if the player is an
operator and if they aren't will return immediately.
This differs from example 2 in that the function will only print a
message for operators.
command('op-hello', function (parameters, player) {
if (!player.op){
player.sendMessage('Only operators can do this.');
return;
}
player.sendMessage('Hello ' + player.name);
});
***/
command('op-hello', function (parameters, player) {
/*

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@ -1,19 +1,29 @@
/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/jsp hello-params Hi
/jsp hello-params Saludos
/jsp hello-params Greetings
/*************************************************************************
## Example Plugin #4
A simple minecraft plugin. Handling parameters.
... and a message `Hi {player-name}` or `Saludos {player-name}` etc
will appear (where {player-name} is replaced by your own name).
### Usage:
At the in-game prompt type ...
This example demonstrates adding and using parameters in commands.
/jsp hello-params Hi
/jsp hello-params Saludos
/jsp hello-params Greetings
... and a message `Hi {player-name}` or `Saludos {player-name}` etc
will appear (where {player-name} is replaced by your own name).
This differs from example 3 in that the greeting can be changed from
a fixed 'Hello ' to anything you like by passing a parameter.
*/
This example demonstrates adding and using parameters in commands.
This differs from example 3 in that the greeting can be changed from
a fixed 'Hello ' to anything you like by passing a parameter.
command('hello-params', function (parameters, player) {
var salutation = parameters[0] ;
player.sendMessage( salutation + ' ' + player.name);
});
***/
command('hello-params', function (parameters, player) {
/*

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@ -1,15 +1,20 @@
/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/jsp hello-module
/*************************************************************************
## Example Plugin #5
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
A simple minecraft plugin. Using Modules.
### Usage:
At the in-game prompt type ...
This example demonstrates the use of modules. In
example-1-hello-module.js we created a new javascript module. In
this example, we use that module...
/jsp hello-module
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
This example demonstrates the use of modules. In
example-1-hello-module.js we created a new javascript module. In
this example, we use that module...
* We load the module using the `require()` function. Because this
module and the module we require are n the same directory, we
@ -21,7 +26,13 @@
* We assign the loaded module to a variable (`greetings`) and then
use the module's `hello` method to display the message.
*/
var greetings = require('./example-1-hello-module');
command('hello-module', function( parameters, player ){
greetings.hello(player);
});
***/
var greetings = require('./example-1-hello-module');
command('hello-module', function( parameters, player ){

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@ -1,18 +1,23 @@
/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/jsp hello-byname {player-name}
/*************************************************************************
## Example Plugin #6
... substituting {player-name} with the name of a player currently
online and a message `Hello ...` will be sent to the named
player.
A simple minecraft plugin. Finding players by name.
### Usage:
At the in-game prompt type ...
This example builds on example-5 and also introduces a new concept -
use of shared modules. That is : modules which are not specific to
any one plugin or set of plugins but which can be used by all
plugins. Shared modules should be placed in the
`scriptcraft/modules` directory.
/jsp hello-byname {player-name}
... substituting {player-name} with the name of a player currently
online and a message `Hello ...` will be sent to the named
player.
This example builds on example-5 and also introduces a new concept -
use of shared modules. That is : modules which are not specific to
any one plugin or set of plugins but which can be used by all
plugins. Shared modules should be placed in the
`scriptcraft/modules` directory.
* The utils module is used. Because the 'utils' module is
located in the modules folder we don't need to specify an exact
@ -21,7 +26,19 @@
* The `utils.player()` function is used to obtain a player object
matching the player name. Once a player object is obtained, a
message is sent to that player.
*/
var utils = require('utils');
var greetings = require('./example-1-hello-module');
command('hello-byname', function( parameters, sender ) {
var playerName = parameters[0];
var recipient = utils.player(playerName);
if (recipient)
greetings.hello(recipient);
else
sender.sendMessage('Player ' + playerName + ' not found.');
});
***/
var utils = require('utils');
var greetings = require('./example-1-hello-module');

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@ -1,10 +1,13 @@
/*
A simple event-driven minecraft plugin.
/*************************************************************************
## Example Plugin #7
This example demonstrates event-driven programming. The code below
will display the version of ScriptCraft every time an operator joins
the game. This module is notable from previous modules for the
following reasons...
A simple event-driven minecraft plugin. How to handle Events.
This example demonstrates event-driven programming. The code below
will display the version of ScriptCraft every time an operator joins
the game. This module is notable from previous modules for the
following reasons...
1. It does not export any functions or variables. That's fine. Not
all modules need export stuff. Code in this module will be
@ -75,7 +78,14 @@ cleaner and more readable. Similarly where you see a method like
[bkgaf]: http://jd.bukkit.org/dev/apidocs/org/bukkit/entity/Player.html#getAllowFlight()
[bksaf]: http://jd.bukkit.org/dev/apidocs/org/bukkit/entity/Player.html#setAllowFlight()
[bkapi]: http://jd.bukkit.org/dev/apidocs/
*/
events.on('player.PlayerJoinEvent', function (listener, event){
if (event.player.op) {
event.player.sendMessage('Welcome to ' + __plugin);
}
});
***/
events.on('player.PlayerJoinEvent', function (listener, event){
if (event.player.op) {
event.player.sendMessage('Welcome to ' + __plugin);