Added documentation for the 'homes' module ( issue #105)
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8 changed files with 362 additions and 172 deletions
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@ -127,27 +127,67 @@ As of December 24 2013, the `scriptcraft/plugins` directory has the following su
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* alias - The alias plugin/module - for creating custom aliases for commonly used commands.
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* home - The home module - for setting homes and visiting other homes.
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## Global variables
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There are a couple of special javascript variables available in ScriptCraft...
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### __plugin variable
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The ScriptCraft JavaPlugin object.
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### server variable
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The Minecraft Server object
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### self variable
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The current player. (Note - this value should not be used in multi-threaded scripts or event-handling code - it's not thread-safe)
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### config variable
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ScriptCraft configuration - this object is loaded and saved at startup/shutdown.
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### events variable
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The events object is used to add new event handlers to Minecraft.
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## Module variables
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The following variables are available only within the context of Modules. (not available at in-game prompt).
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### __filename variable
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The current file - this variable is only relevant from within the context of a Javascript module.
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### __dirname variable
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The current directory - this variable is only relevant from within the context of a Javascript module.
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## Global functions
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ScripCraft provides some global functions which can be used by all plugins/modules...
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### echo function
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The `echo()` function displays a message on the in-game screen. The message is displayed to the `self` player (this is usually the player who issued the `/js` or `/jsp` command).
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The `echo()` function displays a message on the in-game screen. The
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message is displayed to the `self` player (this is usually the player
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who issued the `/js` or `/jsp` command).
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### Example
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/js echo('Hello World')
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For programmers familiar with Javascript web programming, an `alert`
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function is also provided. `alert` works exactly the same as `echo`
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e.g. `alert('Hello World')`.
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* echo (message) - Displays a message on the screen.
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For example: `/js echo('Hello World')` will print Hello World on the in-game chat window.
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For programmers familiar with Javascript web programming, an `alert` function is also provided.
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`alert` works exactly the same as `echo` e.g. `alert('Hello World')`.
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### Notes
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The `echo` and `alert` functions are provided as convenience functions
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for beginning programmers. The use of these 2 functions is not
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recommended in event-handling code or multi-threaded code. In such
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cases, if you want to send a message to a given player then use the
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Bukkit API's [Player.sendMessage()][plsm] function instead.
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[plsm]:
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* require (modulename) - Will load modules. See [Node.js modules][njsmod]
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* load (filename,warnOnFileNotFound) - loads and evaluates a javascript file, returning the evaluated object. (Note: Prefer `require()` to `load()`)
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* load (filename,warnOnFileNotFound) - loads and evaluates a
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javascript file, returning the evaluated object. (Note: Prefer
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`require()` to `load()`)
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* save (object, filename) - saves an object to a file.
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@ -164,8 +204,9 @@ The `echo()` function displays a message on the in-game screen. The message is d
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### require() function
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ScriptCraft's `require()` function is used to load modules. The `require()` function takes a
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module name as a parameter and will try to load the named module.
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ScriptCraft's `require()` function is used to load modules. The
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`require()` function takes a module name as a parameter and will try
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to load the named module.
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#### Parameters
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@ -258,7 +299,8 @@ persist data.
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* pluginName (String) : The name of the plugin - this becomes a global variable.
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* pluginDefinition (Object) : The various functions and members of the plugin object.
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* isPersistent (boolean - optional) : Specifies whether or not the plugin/object state should be loaded and saved by ScriptCraft.
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* isPersistent (boolean - optional) : Specifies whether or not the
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plugin/object state should be loaded and saved by ScriptCraft.
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#### Example
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@ -290,25 +332,18 @@ plugin author) safely expose javascript functions for use by players.
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#### Example
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See chat/colors.js or alias/alias.js or homes/homes.js for examples of how to use the `command()` function.
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## global variables
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There are a couple of special javascript variables available in ScriptCraft...
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* __folder - The current working directory - this variable is only to be used within the main body of a .js file.
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* __plugin - The ScriptCraft JavaPlugin object.
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* server - The Minecraft Server object.
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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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## Miscellaneous Core Functions
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See chat/colors.js or alias/alias.js or homes/homes.js for examples of
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how to use the `command()` function.
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### setTimeout() function
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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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This function mimics the setTimeout() function used in browser-based
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javascript. However, the function will only accept a function
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reference, not a string of javascript code. Where setTimeout() in the
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browser returns a numeric value which can be subsequently passed to
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clearTimeout(), This implementation returns a [BukkitTask][btdoc]
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object which can be subsequently passed to ScriptCraft's own
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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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@ -330,12 +365,16 @@ A scriptcraft implementation of clearTimeout().
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### setInterval() function
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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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This function mimics the setInterval() function used in browser-based
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javascript. However, the function will only accept a function
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reference, not a string of javascript code. Where setInterval() in
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the browser returns a numeric value which can be subsequently passed
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to clearInterval(), This implementation returns a [BukkitTask][btdoc]
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object which can be subsequently passed to ScriptCraft's own
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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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If Node.js supports setInterval() then it's probably good for
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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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@ -356,6 +395,13 @@ See [issue #69][issue69] for more information.
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[issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69
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### addUnloadHandler() function
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The addUnloadHandler() function takes a callback function as a
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parameter. The callback will be called when the ScriptCraft plugin is
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unloaded (usually as a result of a a `reload` command or server
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shutdown).
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## require - Node.js-style module loading in ScriptCraft
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Node.js is a server-side javascript environment with an excellent
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@ -1874,9 +1920,68 @@ global commands for a plugin, please let me know.
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[pcppevt]: http://jd.bukkit.org/dev/apidocs/org/bukkit/event/player/PlayerCommandPreprocessEvent.html
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# SnowballFight mini-game
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## homes Module
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## Description
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The homes plugin lets players set a location as home and return to the
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location, invite other players to their home and also visit other
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player's homes.
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This module is a good example of how to create a javascript-based
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minecraft mod which provides...
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* A programmatic interface (API) and
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* A command extension which uses that API to provide new functionality for players.
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The module uses the `plugin()` function to specify an object and
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methods, and the `command()` function to expose functionality to
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players through a new `jsp home` command. This module also
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demonstrates how to enable autocompletion for custom commands (to see
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this in action, at the in-game prompt or server console prompt type
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`jsp home ` then press the TAB key - you should see a list of further
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possible options).
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The `jsp home` command has the following options...
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### Basic options
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* `/jsp home set` Will set your current location as your
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'home' location to which you can return at any time using the ...
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* `/jsp home` ..command will return you to your home, if you have set one.
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* `/jsp home <player>` Will take you to the home of <player> (where
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<player> is the name of the player whose home you wish to visit.
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* `/jsp home delete` Deletes your home location from the location
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database. This does not actually remove the home from the world or
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change the world in any way. This command is completely
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non-destructive and cannot be used for griefing. No blocks will be
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destroyed by this command.
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### Social options
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The following options allow players to open their homes to all or some
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players, invite players to their home and see a list of homes they can
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visit.
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* `/jsp home list` Lists home which you can visit.
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* `/jsp home ilist` Lists players who can visit your home.
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* `/jsp home invite <player>` Invites the named player to your home.
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* `/jsp home uninvite <player>` Uninvites (revokes invitation) the named player to your home.
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* `/jsp home public` Opens your home to all players (all players can visit your home).
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* `/jsp home private` Makes your home private (no longer visitable by all).
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### Administration options
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The following administration options can only be used by server operators...
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* `/jsp home listall` List all of the homes
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* `/jsp home clear <player>` Removes the player's home
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location. Again, this command does not destroy any structures in
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the world, it simply removes the location from the database. No
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blocks are destroyed by this command.
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## SnowballFight mini-game
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### Description
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This is a rough and ready prototype of a simple multi-player
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shoot-em-up. To start a game with all players playing against one another...
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@ -1915,15 +2020,15 @@ player returns to their previous mode of play (creative or
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survival). Create a small arena with a couple of small buildings for
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cover to make the game more fun.
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# NumberGuess mini-game:
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## NumberGuess mini-game:
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## Description
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### Description
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This is a very simple number guessing game. Minecraft will ask you to
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guess a number between 1 and 10 and you will tell you if you're too
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hight or too low when you guess wrong. The purpose of this mini-game
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code is to demonstrate use of Bukkit's Conversation API.
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## Example
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### Example
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/js Game_NumberGuess.start()
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@ -34,6 +34,7 @@ ScriptCraft uses Java's [String.format()][strfmt] so any string substitution ide
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[webcons]: https://developer.mozilla.org/en-US/docs/Web/API/console
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***/
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var logger = __plugin.logger;
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var argsToArray = function(args){
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var result = [];
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for (var i =0;i < args.length; i++)
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@ -1,3 +1,4 @@
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var console = require('./console');
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var File = java.io.File;
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var FileWriter = java.io.FileWriter;
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var PrintWriter = java.io.PrintWriter;
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@ -88,7 +89,7 @@ var _command = function(name,func,options,intercepts)
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try {
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result = func(params);
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}catch (e){
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logger.severe("Error while trying to execute command: " + JSON.stringify(params));
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console.error("Error while trying to execute command: " + JSON.stringify(params));
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throw e;
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}
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return result;
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@ -150,17 +151,22 @@ exports.autoload = function(dir) {
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var len = sourceFiles.length;
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if (config.verbose)
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logger.info(len + " scriptcraft plugins found.");
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console.info(len + " scriptcraft plugins found.");
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for (var i = 0;i < len; i++){
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var pluginPath = _canonize(sourceFiles[i]);
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if (config.verbose)
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logger.info("Loading plugin: " + pluginPath);
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var module = require(pluginPath);
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for (var property in module){
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/*
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all exports in plugins become global
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*/
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global[property] = module[property];
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console.info("Loading plugin: " + pluginPath);
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var module = {};
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try {
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module = require(pluginPath);
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for (var property in module){
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/*
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all exports in plugins become global
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*/
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global[property] = module[property];
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}
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}catch (e){
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}
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}
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};
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@ -1,4 +1,3 @@
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var global = this;
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/************************************************************************
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# ScriptCraft API Reference
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@ -129,27 +128,67 @@ As of December 24 2013, the `scriptcraft/plugins` directory has the following su
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* alias - The alias plugin/module - for creating custom aliases for commonly used commands.
|
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* home - The home module - for setting homes and visiting other homes.
|
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|
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## Global variables
|
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|
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There are a couple of special javascript variables available in ScriptCraft...
|
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|
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### __plugin variable
|
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The ScriptCraft JavaPlugin object.
|
||||
|
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### server variable
|
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The Minecraft Server object
|
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|
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### self variable
|
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The current player. (Note - this value should not be used in multi-threaded scripts or event-handling code - it's not thread-safe)
|
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|
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### config variable
|
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ScriptCraft configuration - this object is loaded and saved at startup/shutdown.
|
||||
|
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### events variable
|
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The events object is used to add new event handlers to Minecraft.
|
||||
|
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## Module variables
|
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The following variables are available only within the context of Modules. (not available at in-game prompt).
|
||||
|
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### __filename variable
|
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The current file - this variable is only relevant from within the context of a Javascript module.
|
||||
|
||||
### __dirname variable
|
||||
The current directory - this variable is only relevant from within the context of a Javascript module.
|
||||
|
||||
## Global functions
|
||||
|
||||
ScripCraft provides some global functions which can be used by all plugins/modules...
|
||||
|
||||
### echo function
|
||||
|
||||
The `echo()` function displays a message on the in-game screen. The message is displayed to the `self` player (this is usually the player who issued the `/js` or `/jsp` command).
|
||||
The `echo()` function displays a message on the in-game screen. The
|
||||
message is displayed to the `self` player (this is usually the player
|
||||
who issued the `/js` or `/jsp` command).
|
||||
|
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### Example
|
||||
|
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/js echo('Hello World')
|
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|
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For programmers familiar with Javascript web programming, an `alert`
|
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function is also provided. `alert` works exactly the same as `echo`
|
||||
e.g. `alert('Hello World')`.
|
||||
|
||||
* echo (message) - Displays a message on the screen.
|
||||
For example: `/js echo('Hello World')` will print Hello World on the in-game chat window.
|
||||
For programmers familiar with Javascript web programming, an `alert` function is also provided.
|
||||
`alert` works exactly the same as `echo` e.g. `alert('Hello World')`.
|
||||
### Notes
|
||||
|
||||
The `echo` and `alert` functions are provided as convenience functions
|
||||
for beginning programmers. The use of these 2 functions is not
|
||||
recommended in event-handling code or multi-threaded code. In such
|
||||
cases, if you want to send a message to a given player then use the
|
||||
Bukkit API's [Player.sendMessage()][plsm] function instead.
|
||||
|
||||
[plsm]:
|
||||
|
||||
* require (modulename) - Will load modules. See [Node.js modules][njsmod]
|
||||
|
||||
* load (filename,warnOnFileNotFound) - loads and evaluates a javascript file, returning the evaluated object. (Note: Prefer `require()` to `load()`)
|
||||
* load (filename,warnOnFileNotFound) - loads and evaluates a
|
||||
javascript file, returning the evaluated object. (Note: Prefer
|
||||
`require()` to `load()`)
|
||||
|
||||
* save (object, filename) - saves an object to a file.
|
||||
|
||||
|
@ -166,8 +205,9 @@ The `echo()` function displays a message on the in-game screen. The message is d
|
|||
|
||||
### require() function
|
||||
|
||||
ScriptCraft's `require()` function is used to load modules. The `require()` function takes a
|
||||
module name as a parameter and will try to load the named module.
|
||||
ScriptCraft's `require()` function is used to load modules. The
|
||||
`require()` function takes a module name as a parameter and will try
|
||||
to load the named module.
|
||||
|
||||
#### Parameters
|
||||
|
||||
|
@ -260,7 +300,8 @@ persist data.
|
|||
|
||||
* 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.
|
||||
* isPersistent (boolean - optional) : Specifies whether or not the
|
||||
plugin/object state should be loaded and saved by ScriptCraft.
|
||||
|
||||
#### Example
|
||||
|
||||
|
@ -292,34 +333,90 @@ plugin author) safely expose javascript functions for use by players.
|
|||
|
||||
#### Example
|
||||
|
||||
See chat/colors.js or alias/alias.js or homes/homes.js for examples of how to use the `command()` function.
|
||||
See chat/colors.js or alias/alias.js or homes/homes.js for examples of
|
||||
how to use the `command()` function.
|
||||
|
||||
### 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
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|
||||
#### Example
|
||||
|
||||
//
|
||||
// start a storm in 5 seconds
|
||||
//
|
||||
setTimeout( function() {
|
||||
var world = server.worlds.get(0);
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||||
world.setStorm(true);
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||||
}, 5000);
|
||||
|
||||
### clearTimeout() function
|
||||
|
||||
A scriptcraft implementation of clearTimeout().
|
||||
|
||||
### 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
|
||||
|
||||
### clearInterval() function
|
||||
|
||||
A scriptcraft implementation of clearInterval().
|
||||
|
||||
### refresh() function
|
||||
|
||||
The refresh() function will ...
|
||||
|
||||
1. Disable the ScriptCraft plugin.
|
||||
2. Unload all event listeners associated with the ScriptCraft plugin.
|
||||
3. Enable the ScriptCraft plugin.
|
||||
|
||||
... refresh() can be used during development to reload only scriptcraft javascript files.
|
||||
See [issue #69][issue69] for more information.
|
||||
|
||||
[issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69
|
||||
|
||||
### addUnloadHandler() function
|
||||
|
||||
The addUnloadHandler() function takes a callback function as a
|
||||
parameter. The callback will be called when the ScriptCraft plugin is
|
||||
unloaded (usually as a result of a a `reload` command or server
|
||||
shutdown).
|
||||
|
||||
***/
|
||||
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
## global variables
|
||||
|
||||
There are a couple of special javascript variables available in ScriptCraft...
|
||||
|
||||
* __folder - The current working directory - this variable is only to be used within the main body of a .js file.
|
||||
* __plugin - The ScriptCraft JavaPlugin object.
|
||||
* server - The Minecraft Server object.
|
||||
* self - the current player. (Note - this value should not be used in multi-threaded scripts - it's not thread-safe)
|
||||
|
||||
***/
|
||||
/*
|
||||
wph 20130124 - make self, plugin and server public - these are far more useful now that tab-complete works.
|
||||
*/
|
||||
var global = this;
|
||||
var server = org.bukkit.Bukkit.server;
|
||||
//
|
||||
// private implementation
|
||||
//
|
||||
/*
|
||||
private implementation
|
||||
*/
|
||||
(function(){
|
||||
//
|
||||
// don't execute this more than once
|
||||
//
|
||||
/*
|
||||
don't execute this more than once
|
||||
*/
|
||||
if (typeof load == "function")
|
||||
return ;
|
||||
var File = java.io.File;
|
||||
|
@ -333,8 +430,6 @@ var server = org.bukkit.Bukkit.server;
|
|||
var jsPluginsRootDir = parentFileObj.getParentFile();
|
||||
var jsPluginsRootDirName = _canonize(jsPluginsRootDir);
|
||||
|
||||
|
||||
|
||||
var _loaded = {};
|
||||
/*
|
||||
Load the contents of the file and evaluate as javascript
|
||||
|
@ -351,9 +446,9 @@ var server = org.bukkit.Bukkit.server;
|
|||
file = new File(filename);
|
||||
|
||||
var canonizedFilename = _canonize(file);
|
||||
//
|
||||
// wph 20130123 don't load the same file more than once.
|
||||
//
|
||||
/*
|
||||
wph 20130123 don't load the same file more than once.
|
||||
*/
|
||||
if (_loaded[canonizedFilename])
|
||||
return _loaded[canonizedFilename];
|
||||
|
||||
|
@ -399,8 +494,6 @@ var server = org.bukkit.Bukkit.server;
|
|||
if (!config)
|
||||
config = {verbose: false};
|
||||
global.config = config;
|
||||
|
||||
|
||||
/*
|
||||
Unload Handlers
|
||||
*/
|
||||
|
@ -414,99 +507,32 @@ var server = org.bukkit.Bukkit.server;
|
|||
}
|
||||
};
|
||||
|
||||
/*************************************************************************
|
||||
## 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)
|
||||
//
|
||||
/*
|
||||
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.
|
||||
2. Unload all event listeners associated with the ScriptCraft plugin.
|
||||
3. Enable the ScriptCraft plugin.
|
||||
|
||||
... refresh() can be used during development to reload only scriptcraft javascript files.
|
||||
See [issue #69][issue69] for more information.
|
||||
|
||||
[issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69
|
||||
|
||||
***/
|
||||
global.refresh = function(){
|
||||
__plugin.pluginLoader.disablePlugin(__plugin);
|
||||
__plugin.pluginLoader.enablePlugin(__plugin);
|
||||
};
|
||||
|
||||
|
||||
var _echo = function (msg) {
|
||||
__plugin.logger.info( msg );
|
||||
if (typeof self == "undefined"){
|
||||
|
@ -518,7 +544,6 @@ See [issue #69][issue69] for more information.
|
|||
global.echo = _echo;
|
||||
global.alert = _echo;
|
||||
global.load = _load;
|
||||
global.logger = __plugin.logger;
|
||||
|
||||
global.addUnloadHandler = _addUnloadHandler;
|
||||
|
||||
|
@ -530,13 +555,13 @@ See [issue #69][issue69] for more information.
|
|||
jsPluginsRootDirName + '/modules/'];
|
||||
global.require = fnRequire(__plugin.logger, __engine, config.verbose, jsPluginsRootDirName, modulePaths);
|
||||
|
||||
global.console = require('console');
|
||||
var plugins = require('plugin');
|
||||
global._onTabComplete = require('tabcomplete');
|
||||
|
||||
global.plugin = plugins.plugin;
|
||||
global.command = plugins.command;
|
||||
global.save = plugins.save;
|
||||
global.console = require('console');
|
||||
|
||||
var events = require('events');
|
||||
events.on('server.PluginDisableEvent',function(l,e){
|
||||
|
@ -551,6 +576,3 @@ See [issue #69][issue69] for more information.
|
|||
|
||||
plugins.autoload(jsPluginsRootDir);
|
||||
}());
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -135,7 +135,7 @@ var _list = function(player){
|
|||
player.sendMessage(alias + " = " + JSON.stringify(_store.global[alias]) );
|
||||
}
|
||||
}catch(e){
|
||||
logger.severe("Error in list function: " + e.message);
|
||||
console.error("Error in list function: " + e.message);
|
||||
throw e;
|
||||
}
|
||||
};
|
||||
|
@ -173,7 +173,7 @@ var _intercept = function( msg, invoker, exec)
|
|||
isAlias = true;
|
||||
}else{
|
||||
if (config.verbose){
|
||||
logger.info("No global alias found for command: " + command);
|
||||
console.info("No global alias found for command: " + command);
|
||||
}
|
||||
}
|
||||
/*
|
||||
|
@ -186,7 +186,7 @@ var _intercept = function( msg, invoker, exec)
|
|||
isAlias = true;
|
||||
}else{
|
||||
if (config.verbose){
|
||||
logger.info("No player alias found for command: " + command);
|
||||
console.info("No player alias found for command: " + command);
|
||||
}
|
||||
}
|
||||
for (var i = 0;i < template.length; i++)
|
||||
|
|
|
@ -1,15 +1,71 @@
|
|||
/*************************************************************************
|
||||
## homes Module
|
||||
|
||||
The homes plugin lets players set a location as home and return to the
|
||||
location, invite other players to their home and also visit other
|
||||
player's homes.
|
||||
|
||||
This module is a good example of how to create a javascript-based
|
||||
minecraft mod which provides...
|
||||
|
||||
* A programmatic interface (API) and
|
||||
* A command extension which uses that API to provide new functionality for players.
|
||||
|
||||
The module uses the `plugin()` function to specify an object and
|
||||
methods, and the `command()` function to expose functionality to
|
||||
players through a new `jsp home` command. This module also
|
||||
demonstrates how to enable autocompletion for custom commands (to see
|
||||
this in action, at the in-game prompt or server console prompt type
|
||||
`jsp home ` then press the TAB key - you should see a list of further
|
||||
possible options).
|
||||
|
||||
The `jsp home` command has the following options...
|
||||
|
||||
### Basic options
|
||||
|
||||
* `/jsp home set` Will set your current location as your
|
||||
'home' location to which you can return at any time using the ...
|
||||
|
||||
* `/jsp home` ..command will return you to your home, if you have set one.
|
||||
|
||||
* `/jsp home <player>` Will take you to the home of <player> (where
|
||||
<player> is the name of the player whose home you wish to visit.
|
||||
|
||||
* `/jsp home delete` Deletes your home location from the location
|
||||
database. This does not actually remove the home from the world or
|
||||
change the world in any way. This command is completely
|
||||
non-destructive and cannot be used for griefing. No blocks will be
|
||||
destroyed by this command.
|
||||
|
||||
### Social options
|
||||
The following options allow players to open their homes to all or some
|
||||
players, invite players to their home and see a list of homes they can
|
||||
visit.
|
||||
|
||||
* `/jsp home list` Lists home which you can visit.
|
||||
* `/jsp home ilist` Lists players who can visit your home.
|
||||
* `/jsp home invite <player>` Invites the named player to your home.
|
||||
* `/jsp home uninvite <player>` Uninvites (revokes invitation) the named player to your home.
|
||||
* `/jsp home public` Opens your home to all players (all players can visit your home).
|
||||
* `/jsp home private` Makes your home private (no longer visitable by all).
|
||||
|
||||
### Administration options
|
||||
The following administration options can only be used by server operators...
|
||||
|
||||
* `/jsp home listall` List all of the homes
|
||||
* `/jsp home clear <player>` Removes the player's home
|
||||
location. Again, this command does not destroy any structures in
|
||||
the world, it simply removes the location from the database. No
|
||||
blocks are destroyed by this command.
|
||||
|
||||
***/
|
||||
var utils = require('utils');
|
||||
/*
|
||||
TODO: Document this plugin!
|
||||
*/
|
||||
var _store = {
|
||||
houses: {},
|
||||
openHouses: {},
|
||||
invites: {}
|
||||
};
|
||||
/*
|
||||
The homes plugin lets players set a location as home and return to the location, invite
|
||||
other players to their home and also visit other player's homes.
|
||||
*/
|
||||
var homes = plugin("homes", {
|
||||
help: function(){
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
/*************************************************************************
|
||||
# NumberGuess mini-game:
|
||||
## NumberGuess mini-game:
|
||||
|
||||
## Description
|
||||
### Description
|
||||
This is a very simple number guessing game. Minecraft will ask you to
|
||||
guess a number between 1 and 10 and you will tell you if you're too
|
||||
hight or too low when you guess wrong. The purpose of this mini-game
|
||||
code is to demonstrate use of Bukkit's Conversation API.
|
||||
|
||||
## Example
|
||||
### Example
|
||||
|
||||
/js Game_NumberGuess.start()
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*************************************************************************
|
||||
# SnowballFight mini-game
|
||||
## SnowballFight mini-game
|
||||
|
||||
## Description
|
||||
### Description
|
||||
|
||||
This is a rough and ready prototype of a simple multi-player
|
||||
shoot-em-up. To start a game with all players playing against one another...
|
||||
|
|
Reference in a new issue