Major overhaul of plugin and module loading system and scriptcraft directory layout

This commit is contained in:
walterhiggins 2013-12-24 00:09:49 +00:00
parent 4ffc5f6850
commit a7dcb503aa
49 changed files with 5115 additions and 486 deletions

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/*
json2.js
2012-10-08
Public Domain.
NO WARRANTY EXPRESSED OR IMPLIED. USE AT YOUR OWN RISK.
See http://www.JSON.org/js.html
This code should be minified before deployment.
See http://javascript.crockford.com/jsmin.html
USE YOUR OWN COPY. IT IS EXTREMELY UNWISE TO LOAD CODE FROM SERVERS YOU DO
NOT CONTROL.
This file creates a global JSON object containing two methods: stringify
and parse.
JSON.stringify(value, replacer, space)
value any JavaScript value, usually an object or array.
replacer an optional parameter that determines how object
values are stringified for objects. It can be a
function or an array of strings.
space an optional parameter that specifies the indentation
of nested structures. If it is omitted, the text will
be packed without extra whitespace. If it is a number,
it will specify the number of spaces to indent at each
level. If it is a string (such as '\t' or ' '),
it contains the characters used to indent at each level.
This method produces a JSON text from a JavaScript value.
When an object value is found, if the object contains a toJSON
method, its toJSON method will be called and the result will be
stringified. A toJSON method does not serialize: it returns the
value represented by the name/value pair that should be serialized,
or undefined if nothing should be serialized. The toJSON method
will be passed the key associated with the value, and this will be
bound to the value
For example, this would serialize Dates as ISO strings.
Date.prototype.toJSON = function (key) {
function f(n) {
// Format integers to have at least two digits.
return n < 10 ? '0' + n : n;
}
return this.getUTCFullYear() + '-' +
f(this.getUTCMonth() + 1) + '-' +
f(this.getUTCDate()) + 'T' +
f(this.getUTCHours()) + ':' +
f(this.getUTCMinutes()) + ':' +
f(this.getUTCSeconds()) + 'Z';
};
You can provide an optional replacer method. It will be passed the
key and value of each member, with this bound to the containing
object. The value that is returned from your method will be
serialized. If your method returns undefined, then the member will
be excluded from the serialization.
If the replacer parameter is an array of strings, then it will be
used to select the members to be serialized. It filters the results
such that only members with keys listed in the replacer array are
stringified.
Values that do not have JSON representations, such as undefined or
functions, will not be serialized. Such values in objects will be
dropped; in arrays they will be replaced with null. You can use
a replacer function to replace those with JSON values.
JSON.stringify(undefined) returns undefined.
The optional space parameter produces a stringification of the
value that is filled with line breaks and indentation to make it
easier to read.
If the space parameter is a non-empty string, then that string will
be used for indentation. If the space parameter is a number, then
the indentation will be that many spaces.
Example:
text = JSON.stringify(['e', {pluribus: 'unum'}]);
// text is '["e",{"pluribus":"unum"}]'
text = JSON.stringify(['e', {pluribus: 'unum'}], null, '\t');
// text is '[\n\t"e",\n\t{\n\t\t"pluribus": "unum"\n\t}\n]'
text = JSON.stringify([new Date()], function (key, value) {
return this[key] instanceof Date ?
'Date(' + this[key] + ')' : value;
});
// text is '["Date(---current time---)"]'
JSON.parse(text, reviver)
This method parses a JSON text to produce an object or array.
It can throw a SyntaxError exception.
The optional reviver parameter is a function that can filter and
transform the results. It receives each of the keys and values,
and its return value is used instead of the original value.
If it returns what it received, then the structure is not modified.
If it returns undefined then the member is deleted.
Example:
// Parse the text. Values that look like ISO date strings will
// be converted to Date objects.
myData = JSON.parse(text, function (key, value) {
var a;
if (typeof value === 'string') {
a =
/^(\d{4})-(\d{2})-(\d{2})T(\d{2}):(\d{2}):(\d{2}(?:\.\d*)?)Z$/.exec(value);
if (a) {
return new Date(Date.UTC(+a[1], +a[2] - 1, +a[3], +a[4],
+a[5], +a[6]));
}
}
return value;
});
myData = JSON.parse('["Date(09/09/2001)"]', function (key, value) {
var d;
if (typeof value === 'string' &&
value.slice(0, 5) === 'Date(' &&
value.slice(-1) === ')') {
d = new Date(value.slice(5, -1));
if (d) {
return d;
}
}
return value;
});
This is a reference implementation. You are free to copy, modify, or
redistribute.
*/
/*jslint evil: true, regexp: true */
/*members "", "\b", "\t", "\n", "\f", "\r", "\"", JSON, "\\", apply,
call, charCodeAt, getUTCDate, getUTCFullYear, getUTCHours,
getUTCMinutes, getUTCMonth, getUTCSeconds, hasOwnProperty, join,
lastIndex, length, parse, prototype, push, replace, slice, stringify,
test, toJSON, toString, valueOf
*/
// Create a JSON object only if one does not already exist. We create the
// methods in a closure to avoid creating global variables.
if (typeof JSON !== 'object') {
JSON = {};
}
(function () {
'use strict';
function f(n) {
// Format integers to have at least two digits.
return n < 10 ? '0' + n : n;
}
if (typeof Date.prototype.toJSON !== 'function') {
Date.prototype.toJSON = function (key) {
return isFinite(this.valueOf())
? this.getUTCFullYear() + '-' +
f(this.getUTCMonth() + 1) + '-' +
f(this.getUTCDate()) + 'T' +
f(this.getUTCHours()) + ':' +
f(this.getUTCMinutes()) + ':' +
f(this.getUTCSeconds()) + 'Z'
: null;
};
String.prototype.toJSON =
Number.prototype.toJSON =
Boolean.prototype.toJSON = function (key) {
return this.valueOf();
};
}
var cx = /[\u0000\u00ad\u0600-\u0604\u070f\u17b4\u17b5\u200c-\u200f\u2028-\u202f\u2060-\u206f\ufeff\ufff0-\uffff]/g,
escapable = /[\\\"\x00-\x1f\x7f-\x9f\u00ad\u0600-\u0604\u070f\u17b4\u17b5\u200c-\u200f\u2028-\u202f\u2060-\u206f\ufeff\ufff0-\uffff]/g,
gap,
indent,
meta = { // table of character substitutions
'\b': '\\b',
'\t': '\\t',
'\n': '\\n',
'\f': '\\f',
'\r': '\\r',
'"' : '\\"',
'\\': '\\\\'
},
rep;
function quote(string) {
// If the string contains no control characters, no quote characters, and no
// backslash characters, then we can safely slap some quotes around it.
// Otherwise we must also replace the offending characters with safe escape
// sequences.
escapable.lastIndex = 0;
return escapable.test(string) ? '"' + string.replace(escapable, function (a) {
var c = meta[a];
return typeof c === 'string'
? c
: '\\u' + ('0000' + a.charCodeAt(0).toString(16)).slice(-4);
}) + '"' : '"' + string + '"';
}
function str(key, holder) {
// Produce a string from holder[key].
var i, // The loop counter.
k, // The member key.
v, // The member value.
length,
mind = gap,
partial,
value = holder[key];
// If the value has a toJSON method, call it to obtain a replacement value.
if (value && typeof value === 'object' &&
typeof value.toJSON === 'function') {
value = value.toJSON(key);
}
// If we were called with a replacer function, then call the replacer to
// obtain a replacement value.
if (typeof rep === 'function') {
value = rep.call(holder, key, value);
}
// What happens next depends on the value's type.
switch (typeof value) {
case 'string':
return quote(value);
case 'number':
// JSON numbers must be finite. Encode non-finite numbers as null.
return isFinite(value) ? String(value) : 'null';
case 'boolean':
case 'null':
// If the value is a boolean or null, convert it to a string. Note:
// typeof null does not produce 'null'. The case is included here in
// the remote chance that this gets fixed someday.
return String(value);
// If the type is 'object', we might be dealing with an object or an array or
// null.
case 'object':
// Due to a specification blunder in ECMAScript, typeof null is 'object',
// so watch out for that case.
if (!value) {
return 'null';
}
// Make an array to hold the partial results of stringifying this object value.
gap += indent;
partial = [];
// Is the value an array?
if (Object.prototype.toString.apply(value) === '[object Array]') {
// The value is an array. Stringify every element. Use null as a placeholder
// for non-JSON values.
length = value.length;
for (i = 0; i < length; i += 1) {
partial[i] = str(i, value) || 'null';
}
// Join all of the elements together, separated with commas, and wrap them in
// brackets.
v = partial.length === 0
? '[]'
: gap
? '[\n' + gap + partial.join(',\n' + gap) + '\n' + mind + ']'
: '[' + partial.join(',') + ']';
gap = mind;
return v;
}
// If the replacer is an array, use it to select the members to be stringified.
if (rep && typeof rep === 'object') {
length = rep.length;
for (i = 0; i < length; i += 1) {
if (typeof rep[i] === 'string') {
k = rep[i];
v = str(k, value);
if (v) {
partial.push(quote(k) + (gap ? ': ' : ':') + v);
}
}
}
} else {
// Otherwise, iterate through all of the keys in the object.
for (k in value) {
if (Object.prototype.hasOwnProperty.call(value, k)) {
v = str(k, value);
if (v) {
partial.push(quote(k) + (gap ? ': ' : ':') + v);
}
}
}
}
// Join all of the member texts together, separated with commas,
// and wrap them in braces.
v = partial.length === 0
? '{}'
: gap
? '{\n' + gap + partial.join(',\n' + gap) + '\n' + mind + '}'
: '{' + partial.join(',') + '}';
gap = mind;
return v;
}
}
// If the JSON object does not yet have a stringify method, give it one.
if (typeof JSON.stringify !== 'function') {
JSON.stringify = function (value, replacer, space) {
// The stringify method takes a value and an optional replacer, and an optional
// space parameter, and returns a JSON text. The replacer can be a function
// that can replace values, or an array of strings that will select the keys.
// A default replacer method can be provided. Use of the space parameter can
// produce text that is more easily readable.
var i;
gap = '';
indent = '';
// If the space parameter is a number, make an indent string containing that
// many spaces.
if (typeof space === 'number') {
for (i = 0; i < space; i += 1) {
indent += ' ';
}
// If the space parameter is a string, it will be used as the indent string.
} else if (typeof space === 'string') {
indent = space;
}
// If there is a replacer, it must be a function or an array.
// Otherwise, throw an error.
rep = replacer;
if (replacer && typeof replacer !== 'function' &&
(typeof replacer !== 'object' ||
typeof replacer.length !== 'number')) {
throw new Error('JSON.stringify');
}
// Make a fake root object containing our value under the key of ''.
// Return the result of stringifying the value.
return str('', {'': value});
};
}
// If the JSON object does not yet have a parse method, give it one.
if (typeof JSON.parse !== 'function') {
JSON.parse = function (text, reviver) {
// The parse method takes a text and an optional reviver function, and returns
// a JavaScript value if the text is a valid JSON text.
var j;
function walk(holder, key) {
// The walk method is used to recursively walk the resulting structure so
// that modifications can be made.
var k, v, value = holder[key];
if (value && typeof value === 'object') {
for (k in value) {
if (Object.prototype.hasOwnProperty.call(value, k)) {
v = walk(value, k);
if (v !== undefined) {
value[k] = v;
} else {
delete value[k];
}
}
}
}
return reviver.call(holder, key, value);
}
// Parsing happens in four stages. In the first stage, we replace certain
// Unicode characters with escape sequences. JavaScript handles many characters
// incorrectly, either silently deleting them, or treating them as line endings.
text = String(text);
cx.lastIndex = 0;
if (cx.test(text)) {
text = text.replace(cx, function (a) {
return '\\u' +
('0000' + a.charCodeAt(0).toString(16)).slice(-4);
});
}
// In the second stage, we run the text against regular expressions that look
// for non-JSON patterns. We are especially concerned with '()' and 'new'
// because they can cause invocation, and '=' because it can cause mutation.
// But just to be safe, we want to reject all unexpected forms.
// We split the second stage into 4 regexp operations in order to work around
// crippling inefficiencies in IE's and Safari's regexp engines. First we
// replace the JSON backslash pairs with '@' (a non-JSON character). Second, we
// replace all simple value tokens with ']' characters. Third, we delete all
// open brackets that follow a colon or comma or that begin the text. Finally,
// we look to see that the remaining characters are only whitespace or ']' or
// ',' or ':' or '{' or '}'. If that is so, then the text is safe for eval.
if (/^[\],:{}\s]*$/
.test(text.replace(/\\(?:["\\\/bfnrt]|u[0-9a-fA-F]{4})/g, '@')
.replace(/"[^"\\\n\r]*"|true|false|null|-?\d+(?:\.\d*)?(?:[eE][+\-]?\d+)?/g, ']')
.replace(/(?:^|:|,)(?:\s*\[)+/g, ''))) {
// In the third stage we use the eval function to compile the text into a
// JavaScript structure. The '{' operator is subject to a syntactic ambiguity
// in JavaScript: it can begin a block or an object literal. We wrap the text
// in parens to eliminate the ambiguity.
j = eval('(' + text + ')');
// In the optional fourth stage, we recursively walk the new structure, passing
// each name/value pair to a reviver function for possible transformation.
return typeof reviver === 'function'
? walk({'': j}, '')
: j;
}
// If the text is not JSON parseable, then a SyntaxError is thrown.
throw new SyntaxError('JSON.parse');
};
}
}());

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var File = java.io.File;
var FileWriter = java.io.FileWriter;
var PrintWriter = java.io.PrintWriter;
/*
Save a javascript object to a file (saves using JSON notation)
*/
var _save = function(object, filename){
var objectToStr = null;
try{
objectToStr = JSON.stringify(object);
}catch(e){
print("ERROR: " + e.getMessage() + " while saving " + filename);
return;
}
var f = (filename instanceof File) ? filename : new File(filename);
var out = new PrintWriter(new FileWriter(f));
out.println( objectToStr );
out.close();
};
/*
plugin management
*/
var _plugins = {};
var _plugin = function(/* String */ moduleName, /* Object */ moduleObject, isPersistent)
{
//
// don't load plugin more than once
//
if (typeof _plugins[moduleName] != "undefined")
return _plugins[moduleName].module;
var pluginData = {persistent: isPersistent, module: moduleObject};
moduleObject.store = moduleObject.store || {};
_plugins[moduleName] = pluginData;
if (isPersistent){
var loadedStore = load(dataDir.canonicalPath + "/" + moduleName + "-store.json");
if (loadedStore){
moduleObject.store = loadedStore;
}else{
if (!moduleObject.store){
moduleObject.store = {};
}
}
}
return moduleObject;
};
/*
allow for deferred execution (once all modules have loaded)
*/
var _deferred = [];
var _ready = function( func ){
_deferred.push(func);
};
var _cmdInterceptors = [];
/*
command management - allow for non-ops to execute approved javascript code.
*/
var _commands = {};
exports.commands = _commands;
var _command = function(name,func,options,intercepts)
{
if (typeof name == "undefined"){
// it's an invocation from the Java Plugin!
if (__cmdArgs.length === 0)
throw new Error("Usage: jsp command-name command-parameters");
var name = __cmdArgs[0];
var cmd = _commands[name];
if (typeof cmd === "undefined"){
// it's not a global command - pass it on to interceptors
var intercepted = false;
for (var i = 0;i < _cmdInterceptors.length;i++){
if (_cmdInterceptors[i](__cmdArgs))
intercepted = true;
}
if (!intercepted)
self.sendMessage("Command '" + name + "' is not recognised");
}else{
func = cmd.callback;
var params = [];
for (var i =1; i < __cmdArgs.length;i++){
params.push("" + __cmdArgs[i]);
}
return func(params);
}
}else{
if (typeof options == "undefined")
options = [];
_commands[name] = {callback: func, options: options};
if (intercepts)
_cmdInterceptors.push(func);
return func;
}
};
exports.plugin = _plugin;
exports.command = _command;
exports.save = _save;
var scriptCraftDir = null;
var pluginDir = null;
var dataDir = null;
exports.autoload = function(dir) {
scriptCraftDir = dir;
pluginDir = new File(dir, "plugins");
dataDir = new File(dir, "data");
var _canonize = function(file){
return "" + file.getCanonicalPath().replaceAll("\\\\","/");
};
/*
recursively walk the given directory and return a list of all .js files
*/
var _listSourceFiles = function(store,dir)
{
var files = dir.listFiles();
for (var i = 0;i < files.length; i++) {
var file = files[i];
if (file.isDirectory()){
_listSourceFiles(store,file);
}else{
if ((file.getCanonicalPath().endsWith(".js")
|| file.getCanonicalPath().endsWith(".coffee"))
) {
store.push(file);
}
}
}
};
/*
sort so that .js files with same name as parent directory appear before
other files in the same directory
*/
var sortByModule = function(a,b){
a = _canonize(a);
b = _canonize(b);
var aparts = (""+a).split(/\//);
var bparts = (""+b).split(/\//);
//var adir = aparts[aparts.length-2];
var adir = aparts.slice(0,aparts.length-1).join("/");
var afile = aparts[aparts.length-1];
//var bdir = bparts[bparts.length-2];
var bdir = bparts.slice(0,bparts.length-1).join("/");
var bfile = bparts[bparts.length-1];
if(adir<bdir) return -1;
if(adir>bdir) return 1;
afile = afile.match(/[a-zA-Z0-9\-_]+/)[0];
if (adir.match(new RegExp(afile + "$")))
return -1;
else
return 1;
};
/*
Reload all of the .js files in the given directory
*/
var _reload = function(pluginDir)
{
_loaded = [];
var sourceFiles = [];
_listSourceFiles(sourceFiles,pluginDir);
//sourceFiles.sort(sortByModule);
//
// script files whose name begins with _ (underscore)
// will not be loaded automatically at startup.
// These files are assumed to be dependencies/private to plugins
//
// E.g. If you have a plugin called myMiniGame.js in the myMiniGame directory
// and which in addition to myMiniGame.js also includes _myMiniGame_currency.js _myMiniGame_events.js etc.
// then it's assumed that _myMiniGame_currency.js and _myMiniGame_events.js will be loaded
// as dependencies by myMiniGame.js and do not need to be loaded via js reload
//
var len = sourceFiles.length;
if (config.verbose)
logger.info(len + " scriptcraft plugins found.");
for (var i = 0;i < len; i++){
var pluginPath = _canonize(sourceFiles[i]);
if (config.verbose)
logger.info("Loading plugin: " + pluginPath);
var module = require(pluginPath);
for (var property in module){
/*
all exports in plugins become global
*/
global[property] = module[property];
}
}
};
_reload(pluginDir);
};
addUnloadHandler(function(){
//
// save all plugins which have persistent data
//
for (var moduleName in _plugins){
var pluginData = _plugins[moduleName];
if (pluginData.persistent)
_save(pluginData.module.store, dataDir.canonicalPath + "/" + moduleName + "-store.json");
}
});

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{
name: 'fireworks',
main: './fireworks.js'
}

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{
"name": "http",
"main": "./request.js"
}

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/**
* Create a partial function
*
* Parameters:
* func - base function
* [remaining arguments] - arguments bound to the partial function
*/
module.exports = function (func /*, 0..n args */) {
var args = Array.prototype.slice.call(arguments, 1);
return function() {
var allArguments = args.concat(Array.prototype.slice.call(arguments));
return func.apply(this, allArguments);
};
}

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{
name: 'signs',
main: './menu.js'
}

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{
name: 'underscore',
main: './underscore.js'
}

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{
"name": 'utils',
"main": './utils.js'
}

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/************************************************************************
Blocks Module
=============
You hate having to lookup [Data Values][dv] when you use ScriptCraft's Drone() functions. So do I.
So I created this blocks object which is a helper object for use in construction.
Examples
--------
box( blocks.oak ); // creates a single oak wood block
box( blocks.sand, 3, 2, 1 ); // creates a block of sand 3 wide x 2 high x 1 long
box( blocks.wool.green, 2 ); // creates a block of green wool 2 blocks wide
Color aliased properties that were a direct descendant of the blocks object are no longer used to avoid confusion with carpet and stained clay blocks. In addition, there's a convenience array `blocks.rainbow` which is an array of the 7 colors of the rainbow (or closest approximations).
***/
var blocks = {
air: 0,
stone: 1,
grass: 2,
dirt: 3,
cobblestone: 4,
oak: 5,
spruce: '5:1',
birch: '5:2',
jungle: '5:3',
sapling: {
oak: 6,
spruce: '6:1',
birch: '62:2',
jungle: '6:3'
},
bedrock: 7,
water: 8,
water_still: 9,
lava: 10,
lava_still: 11,
sand: 12,
gravel: 13,
gold_ore: 14,
iron_ore: 15,
coal_ore: 16,
wood: 17,
leaves: 18,
sponge: 19,
glass: 20,
lapis_lazuli_ore: 21,
lapis_lazuli_block: 22,
dispenser: 23,
sandstone: 24,
note: 25,
bed: 26,
powered_rail: 27,
detector_rail: 28,
sticky_piston: 29,
cobweb: 30,
grass_tall: 31,
dead_bush: 32,
piston: 33,
piston_extn: 34,
wool: {
white: 35 // All other colors added below
},
dandelion: 37,
flower_yellow: 37,
rose: 38,
flower_red: 38,
mushroom_brown: 39,
mushroom_red: 40,
gold: 41,
iron: 42,
tnt: 46,
bookshelf: 47,
moss_stone: 48,
obsidian: 49,
torch: 50,
fire: 51,
monster_spawner: 52,
stairs: {
oak: 53,
cobblestone: 67,
brick: 108,
stone: 109,
nether: 114,
sandstone: 128,
spruce: 134,
birch: 135,
jungle: 136,
quartz: 156
},
chest: 54,
redstone_wire: 55,
diamond_ore: 56,
diamond: 57,
crafting_table: 58,
wheat_seeds: 59,
farmland: 60,
furnace: 61,
furnace_burning: 62,
sign_post: 63,
door_wood: 64,
ladder: 65,
rail: 66,
sign: 68,
lever: 69,
pressure_plate_stone: 70,
door_iron: 71,
pressure_plate_wood: 72,
redstone_ore: 73,
redstone_ore_glowing: 74,
torch_redstone: 75,
torch_redstone_active: 76,
stone_button: 77,
ice: 79,
snow: 80,
cactus: 81,
clay: 82,
sugar_cane: 83,
jukebox: 84,
fence: 85,
pumpkin: 86,
netherrack: 87,
soulsand: 88,
glowstone: 89,
netherportal: 90,
jackolantern: 91,
cake: 92,
redstone_repeater: 93,
redeston_repeater_active: 94,
chest_locked: 95,
trapdoor: 96,
monster_egg: 97,
brick: {
stone: 98,
mossy: '98:1',
cracked: '98:2',
chiseled: '98:3',
red: 45
},
mushroom_brown_huge: 99,
mushroom_red_huge: 100,
iron_bars: 101,
glass_pane: 102,
melon: 103,
pumpkin_stem: 104,
melon_stem: 105,
vines: 106,
fence_gate: 107,
mycelium: 110,
lily_pad: 111,
nether: 112,
nether_fence: 113,
netherwart: 115,
table_enchantment: 116,
brewing_stand: 117,
cauldron: 118,
endportal: 119,
endportal_frame: 120,
endstone: 121,
dragon_egg: 122,
redstone_lamp: 123,
redstone_lamp_active: 124,
slab: {
snow: 78,
stone: 44,
sandstone: '44:1',
wooden: '44:2',
cobblestone: '44:3',
brick: '44:4',
stonebrick: '44:5',
netherbrick:'44:6',
quartz: '44:7',
oak: 126,
spruce: '126:1',
birch: '126:2',
jungle: '126:3',
upper: {
stone: '44:8',
sandstone: '44:9',
wooden: '44:10',
cobblestone: '44:11',
brick: '44:12',
stonebrick: '44:13',
netherbrick:'44:14',
quartz: '44:15',
oak: '126:8',
spruce: '126:9',
birch: '126:10',
jungle: '126:11',
}
},
cocoa: 127,
emerald_ore: 129,
enderchest: 130,
tripwire_hook: 131,
tripwire: 132,
emerald: 133,
command: 137,
beacon: 138,
cobblestone_wall: 139,
flowerpot: 140,
carrots: 141,
potatoes: 142,
button_wood: 143,
mobhead: 144,
anvil: 145,
chest_trapped: 146,
pressure_plate_weighted_light: 147,
pressure_plate_weighted_heavy: 148,
redstone_comparator: 149,
redstone_comparator_active: 150,
daylight_sensor: 151,
redstone: 152,
netherquartzore: 153,
hopper: 154,
quartz: 155,
rail_activator: 157,
dropper: 158,
stained_clay: {
white: 159 // All other colors added below
},
hay: 170,
carpet: {
white: 171 // All other colors added below
},
hardened_clay: 172,
coal_block: 173
};
// Add all available colors to colorized block collections
var colors = {
orange: ':1',
magenta: ':2',
lightblue: ':3',
yellow: ':4',
lime: ':5',
pink: ':6',
gray: ':7',
lightgray: ':8',
cyan: ':9',
purple: ':10',
blue: ':11',
brown: ':12',
green: ':13',
red: ':14',
black: ':15'
};
var colorized_blocks = ["wool", "stained_clay", "carpet"];
for (var i = 0, len = colorized_blocks.length; i < len; i++) {
var block = colorized_blocks[i],
data_value = blocks[block].white;
for (var color in colors) {
blocks[block][color] = data_value + colors[color];
}
};
/*
rainbow colors - a convenience
Color aliased properties that were a direct descendant of the blocks
object are no longer used to avoid confusion with carpet and stained
clay blocks.
*/
blocks.rainbow = [blocks.wool.red,
blocks.wool.orange,
blocks.wool.yellow,
blocks.wool.lime,
blocks.wool.lightblue,
blocks.wool.blue,
blocks.wool.purple];
module.exports = blocks;

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var Drone = require('./drone');
var blocks = require('./blocks');
module.exports = Drone;
/************************************************************************
Drone.blocktype() method
========================
Creates the text out of blocks. Useful for large-scale in-game signs.
Parameters
----------
* message - The message to create - (use `\n` for newlines)
* foregroundBlock (default: black wool) - The block to use for the foreground
* backgroundBlock (default: none) - The block to use for the background
Example
-------
To create a 2-line high message using glowstone...
blocktype("Hello\nWorld",blocks.glowstone);
![blocktype example][imgbt1]
[imgbt1]: img/blocktype1.png
***/
var bitmaps = {
raw: {
'0':' ### '+
' # # '+
' # # '+
' # # '+
' ### ',
'1':' # '+
' ## '+
' # '+
' # '+
' ### ',
'2':' ### '+
' # '+
' ### '+
' # '+
' ### ',
'3':' ### '+
' # '+
' ## '+
' # '+
' ### ',
'4':' # '+
' ## '+
' # # '+
' ### '+
' # ',
'5':' ### '+
' # '+
' ### '+
' # '+
' ### ',
'6':' ### '+
' # '+
' ### '+
' # # '+
' ### ',
'7':' ### '+
' # '+
' # '+
' # '+
' # ',
'8':' ### '+
' # # '+
' ### '+
' # # '+
' ### ',
'9':' ### '+
' # # '+
' ### '+
' # '+
' ### ',
'a':' ### '+
' # # '+
' ### '+
' # # '+
' # # ',
'b':' ## '+
' # # '+
' ## '+
' # # '+
' ## ',
'c':' ## '+
' # '+
' # '+
' # '+
' ## ',
'd':' ## '+
' # # '+
' # # '+
' # # '+
' ## ',
'e':' ### '+
' # '+
' ## '+
' # '+
' ### ',
'f':' ### '+
' # '+
' ## '+
' # '+
' # ',
'g':' ### '+
' # '+
' # '+
' # # '+
' ### ',
'h':' # # '+
' # # '+
' ### '+
' # # '+
' # # ',
'i':' ### '+
' # '+
' # '+
' # '+
' ### ',
'j':' ### '+
' # '+
' # '+
' # '+
' # ',
'k':' # '+
' # # '+
' ## '+
' # # '+
' # # ',
'l':' # '+
' # '+
' # '+
' # '+
' ### ',
'm':' # # '+
' ### '+
' # # '+
' # # '+
' # # ',
'n':' ## '+
' # # '+
' # # '+
' # # '+
' # # ',
'o':' # '+
' # # '+
' # # '+
' # # '+
' # ',
'p':' ### '+
' # # '+
' ### '+
' # '+
' # ',
'q':' ### '+
' # # '+
' # # '+
' ### '+
' # ',
'r':' ## '+
' # # '+
' ## '+
' # # '+
' # # ',
's':' ## '+
' # '+
' ### '+
' # '+
' ## ',
't':' ### '+
' # '+
' # '+
' # '+
' # ',
'u':' # # '+
' # # '+
' # # '+
' # # '+
' ### ',
'v':' # # '+
' # # '+
' # # '+
' # # '+
' # ',
'w':' # # '+
' # # '+
' # # '+
' ### '+
' # # ',
'x':' # # '+
' # # '+
' # '+
' # # '+
' # # ',
'y':' # # '+
' # # '+
' # # '+
' # '+
' # ',
'z':' ### '+
' # '+
' # '+
' # '+
' ### ',
'!':' # '+
' # '+
' # '+
' '+
' # ',
':':' '+
' # '+
' '+
' # '+
' ',
';':' '+
' # '+
' '+
' # '+
' # ',
',':' '+
' '+
' '+
' # '+
' # ',
'/':' # '+
' # '+
' # '+
' # '+
' # ',
'+':' '+
' # '+
' ### '+
' # '+
' ',
'-':' '+
' '+
' ### '+
' '+
' ',
'.':' '+
' '+
' '+
' '+
' # ',
"'":' # '+
' # '+
' '+
' '+
' ',
' ':' '+
' '+
' '+
' '+
' '
},
computed: {}
};
/*
wph 20130121 compute the width, and x,y coords of pixels ahead of time
*/
for (var c in bitmaps.raw){
var bits = bitmaps.raw[c];
var width = bits.length/5;
var bmInfo = {"width": width,"pixels":[]}
bitmaps.computed[c] = bmInfo;
for (var j = 0; j < bits.length; j++){
if (bits.charAt(j) != ' '){
bmInfo.pixels.push([j%width,Math.ceil(j/width)]);
}
}
}
//
// message
// string with text to be displayed
// fg
// foreground material. The material the text will be in.
// bg
// background material, optional. The negative space within the bounding box of the text.
//
Drone.extend('blocktype', function(message,fg,bg){
this.chkpt('blocktext');
if (typeof fg == "undefined")
fg = blocks.wool.black;
var bmfg = this._getBlockIdAndMeta(fg);
var bmbg = null;
if (typeof bg != "undefined")
bmbg = this._getBlockIdAndMeta(bg);
var lines = message.split("\n");
var lineCount = lines.length;
for (var h = 0;h < lineCount; h++) {
var line = lines[h];
line = line.toLowerCase().replace(/[^0-9a-z \.\-\+\/\;\'\:\!]/g,"");
this.up(7*(lineCount-(h+1)));
for (var i =0;i < line.length; i++) {
var ch = line.charAt(i)
var bits = bitmaps.computed[ch];
if (typeof bits == "undefined"){
bits = bitmaps.computed[' '];
}
var charWidth = bits.width;
if (typeof bg != "undefined")
this.cuboidX(bmbg[0],bmbg[1],charWidth,7,1);
for (var j = 0;j < bits.pixels.length;j++){
this.chkpt('btbl');
var x = bits.pixels[j][0];
var y = bits.pixels[j][1];
this.up(6-y).right(x).cuboidX(bmfg[0],bmfg[1]);
this.move('btbl');
}
this.right(charWidth-1);
}
this.move('blocktext');
}
return this.move('blocktext');
});

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var Drone = require('../drone');
module.exports = Drone;
//
// a castle is just a big wide fort with 4 taller forts at each corner
//
Drone.extend('castle', function(side, height)
{
//
// use sensible default parameter values
// if no parameters are supplied
//
if (typeof side == "undefined")
side = 24;
if (typeof height == "undefined")
height = 10;
if (height < 8 || side < 20)
throw new java.lang.RuntimeException("Castles must be at least 20 wide X 8 tall");
//
// remember where the drone is so it can return 'home'
//
this.chkpt('castle');
//
// how big the towers at each corner will be...
//
var towerSide = 10;
var towerHeight = height+4;
//
// the main castle building will be front and right of the first tower
//
this.fwd(towerSide/2).right(towerSide/2);
//
// the castle is really just a big fort with 4 smaller 'tower' forts at each corner
//
this.fort(side,height);
//
// move back to start position
//
this.move('castle');
//
// now place 4 towers at each corner (each tower is another fort)
//
for (var corner = 0; corner < 4; corner++)
{
// construct a 'tower' fort
this.fort(towerSide,towerHeight);
// move forward the length of the castle then turn right
this.fwd(side+towerSide-1).turn();
}
return this.move('castle');
});

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var Drone = require('../drone');
var blocks = require('../blocks');
module.exports = Drone;
/**
* Creates a tile pattern of given block types and size
*
* Paramters:
* whiteBlock - blockId used for the traditional white portion of the chessboard
* blackBlock - blockId used for the traditional black portion of the chessboard
* width - width of the chessboard
* height - height of the chessboard
*/
Drone.extend("chessboard", function(whiteBlock, blackBlock, width, depth) {
this.chkpt('chessboard-start');
if (typeof whiteBlock == "undefined")
whiteBlock = blocks.wool.white;
if (typeof blackBlock == "undefined")
blackBlock = blocks.wool.black;
if (typeof width == "undefined")
width = 8;
if (typeof depth == "undefined")
depth = width;
for(var i = 0; i < width; ++i) {
for(var j = 0; j < depth; ++j) {
var block = blackBlock;
if((i+j)%2 == 1) {
block = whiteBlock;
}
this.box(block);
this.right();
}
this.move('chessboard-start').fwd(i+1);
}
return this.move('chessboard-start');
});

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var Drone = require('../drone');
module.exports = Drone;
//
// usage:
// [1] to build a cottage at the player's current location or the cross-hairs location...
//
// /js cottage();
//
// [2] to build a cottage using an existing drone...
//
// /js drone.cottage();
//
Drone.extend('cottage',function ()
{
this.chkpt('cottage')
.box0(48,7,2,6) // 4 walls
.right(3).door() // door front and center
.up(1).left(2).box(102) // windows to left and right
.right(4).box(102)
.left(5).up().prism0(53,7,6);
//
// put up a sign near door.
//
this.down().right(4).sign(["Home","Sweet","Home"],68);
return this.move('cottage');
});
//
// a more complex script that builds an tree-lined avenue with
// cottages on both sides.
//
Drone.extend('cottage_road', function(numberCottages)
{
if (typeof numberCottages == "undefined"){
numberCottages = 6;
}
var i=0, distanceBetweenTrees = 11;
//
// step 1 build the road.
//
var cottagesPerSide = Math.floor(numberCottages/2);
this
.chkpt("cottage_road") // make sure the drone's state is saved.
.box(43,3,1,cottagesPerSide*(distanceBetweenTrees+1)) // build the road
.up().right() // now centered in middle of road
.chkpt("cr"); // will be returning to this position later
//
// step 2 line the road with trees
//
for (; i < cottagesPerSide+1;i++){
this
.left(5).oak()
.right(10).oak()
.left(5) // return to middle of road
.fwd(distanceBetweenTrees+1); // move forward.
}
this.move("cr").back(6); // move back 1/2 the distance between trees
// this function builds a path leading to a cottage.
function pathAndCottage(d){
return d.down().box(43,1,1,5).fwd(5).left(3).up().cottage();
};
//
// step 3 build cottages on each side
//
for (i = 0;i < cottagesPerSide; i++)
{
this.fwd(distanceBetweenTrees+1).chkpt("r"+i);
// build cottage on left
pathAndCottage(this.turn(3)).move("r"+i);
// build cottage on right
pathAndCottage(this.turn()).move("r"+i);
}
// return drone to where it was at start of function
return this.move("cottage_road");
});

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var Drone = require('../drone');
module.exports = Drone;
//
// Create a floor of colored tiles some of which emit light.
// The tiles change color every second creating a strobe-lit dance-floor.
//
// See it in action here => http://www.youtube.com/watch?v=UEooBt6NTFo
//
Drone.extend('dancefloor',function(width,length)
{
if (typeof width == "undefined")
width = 5;
if (typeof length == "undefined")
length = width;
//
// create a separate Drone object to lay down disco tiles
//
var disco = new Drone(this.x, this.y, this.z, this.dir, this.world);
//
// under-floor lighting
//
disco.down().box(89,width,1,length).up();
var floorTiles = [35,35,'35:1','35:2','35:3','35:4','35:4','35:4','35:6',20,20];
//
// strobe gets called in a java thread - disco only lasts 30 seconds.
//
var discoTicks = 30;
var task = null;
var strobe = function() {
disco.rand(floorTiles,width,1,length);
if (!discoTicks--)
task.cancel();
};
var now = 0;
var everySecond = 20;
task = server.scheduler.runTaskTimer(__plugin,strobe,now,everySecond);
return this;
});

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var Drone = require('../drone');
module.exports = Drone;
//
// constructs a medieval fort
//
Drone.extend('fort', function(side, height)
{
if (typeof side == "undefined")
side = 18;
if (typeof height == "undefined")
height = 6;
// make sure side is even
if (side%2)
side++;
if (height < 4 || side < 10)
throw new java.lang.RuntimeException("Forts must be at least 10 wide X 4 tall");
var brick = 98;
//
// build walls.
//
this.chkpt('fort').box0(brick,side,height-1,side);
//
// build battlements
//
this.up(height-1);
for (i = 0;i <= 3;i++){
var turret = [];
this.box(brick) // solid brick corners
.up().box('50:5').down() // light a torch on each corner
.fwd();
turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[this.dir]);
turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[(this.dir+2)%4]);
try{
this.boxa(turret,1,1,side-2).fwd(side-2).turn();
}catch(e){
self.sendMessage("ERROR: " + e.toString());
}
}
//
// build battlement's floor
//
this.move('fort');
this.up(height-2).fwd().right().box('126:0',side-2,1,side-2);
var battlementWidth = 3;
if (side <= 12)
battlementWidth = 2;
this.fwd(battlementWidth).right(battlementWidth)
.box(0,side-((1+battlementWidth)*2),1,side-((1+battlementWidth)*2));
//
// add door
//
var torch = '50:' + Drone.PLAYER_TORCH_FACING[this.dir];
this.move('fort').right((side/2)-1).door2() // double doors
.back().left().up()
.box(torch) // left torch
.right(3)
.box(torch); // right torch
//
// add ladder up to battlements
//
var ladder = '65:' + Drone.PLAYER_SIGN_FACING[(this.dir+2)%4];
this.move('fort').right((side/2)-3).fwd(1) // move inside fort
.box(ladder, 1,height-1,1);
return this.move('fort');
});

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var Drone = require('../drone');
module.exports = Drone;
//
// Constructs the JS logo
// https://raw.github.com/voodootikigod/logo.js/master/js.png
//
// fg
// the material that the letters JS will be made of
// bg
// the material that the square will be made of
//
Drone.extend('logojs', function(fg, bg) {
// foreground defaults to gray wool
if (typeof fg == "undefined")
fg = '35:7';
// background defaults to gold blocks
if (typeof bg == "undefined")
bg = 41;
// Draw the sqaure
this.chkpt('logojs-start')
.up()
.box(bg, 100, 100, 1);
// Draw the J, starting with the hook
this.right(30).up(13)
.box(fg)
.right().down()
.box(fg, 1, 3, 1)
.right().down()
.box(fg, 1, 5, 1)
.right().down()
.box(fg, 1, 7, 1)
.right()
.box(fg, 1, 8, 1)
.right().down()
.box(fg, 1, 10, 1)
.right()
.box(fg, 1, 9, 1)
.right()
.box(fg, 1, 8, 1)
.right().down()
.box(fg, 2, 8, 1)
.right(2)
.box(fg, 4, 7, 1)
.right(4)
.box(fg, 1, 8, 1)
.right()
.box(fg, 1, 9, 1)
.right().up()
.box(fg, 3, 10, 1)
.right(3).up()
.box(fg, 2, 9, 1)
.right(2).up()
.box(fg, 2, 8, 1)
.right(2).up()
.box(fg, 1, 7, 1)
.right().up()
.box(fg, 1, 6, 1)
.right().up()
.box(fg, 1, 5, 1)
.right().up(2)
.box(fg, 1, 3, 1)
.left(9).up(3)
.box(fg, 10, 31, 1)
// Draw the S
// It's drawn in three strokes from bottom to top. Look for when
// it switches from .right() to .left() then back again
// move to starting point for S
.right(22).down(6)
// stroke 1
.box(fg)
.right().down()
.box(fg, 1, 3, 1)
.right().down()
.box(fg, 1, 5, 1)
.right().down()
.box(fg, 1, 7, 1)
.right()
.box(fg, 1, 8, 1)
.right().down()
.box(fg, 1, 10, 1)
.right()
.box(fg, 1, 9, 1)
.right()
.box(fg, 1, 8, 1)
.right().down()
.box(fg, 2, 8, 1)
.right(2)
.box(fg, 4, 7, 1)
.right(4)
.box(fg, 2, 8, 1)
.right(2)
.box(fg, 1, 9, 1)
.right().up()
.box(fg, 1, 9, 1)
.right()
.box(fg, 1, 10, 1)
.right()
.box(fg, 1, 22, 1)
.right().up()
.box(fg, 2, 20, 1)
.right().up()
.box(fg, 1, 18, 1)
.right().up()
.box(fg, 1, 17, 1)
.right().up()
.box(fg, 1, 15, 1)
.right().up()
.box(fg, 1, 13, 1)
.right().up(2)
.box(fg, 1, 9, 1)
.right().up(2)
.box(fg, 1, 5, 1)
// stroke 2
.left(8).up(4)
.box(fg, 1, 9, 1)
.left().up()
.box(fg, 1, 9, 1)
.left().up()
.box(fg, 1, 8, 1)
.left(2).up()
.box(fg, 2, 8, 1)
.left(2).up()
.box(fg, 2, 7, 1)
.left(2).up()
.box(fg, 2, 7, 1)
.left()
.box(fg, 1, 8, 1)
.left().up()
.box(fg, 1, 8, 1)
.left()
.box(fg, 1, 9, 1)
.left(2).up()
.box(fg, 2, 19, 1)
.left().up()
.box(fg, 1, 17, 1)
.left()
.box(fg, 1, 16, 1)
.left().up()
.box(fg, 1, 14, 1)
.left().up(2)
.box(fg, 1, 10, 1)
.left().up(2)
.box(fg, 1, 6, 1)
// stroke 3
.right(7).up(6)
.box(fg, 1, 8, 1)
.right().up()
.box(fg, 1, 7, 1)
.right().up()
.box(fg, 2, 7, 1)
.right(2).up()
.box(fg, 4, 6, 1)
.right(4).down()
.box(fg, 2, 7, 1)
.right().down()
.box(fg, 1, 8, 1)
.right()
.box(fg, 1, 7, 1)
.right().down()
.box(fg, 1, 8, 1)
.right().down()
.box(fg, 1, 9, 1)
.right().down()
.box(fg, 1, 9, 1)
.right().up()
.box(fg, 1, 8, 1)
.right().up()
.box(fg, 1, 6, 1)
.right().up()
.box(fg, 1, 5, 1)
.right().up()
.box(fg, 1, 3, 1)
.right().up()
.box(fg);
this.move('logojs-start');
return this;
});
//
// Makes a cube of JS logos!
// This is a wrapper for logojs() so look at its docs
//
// Until the drone can rotate on its Z axis we can't
// use logojs() to create top/bottom sides of cube.
//
Drone.extend('logojscube', function(fg, bg) {
this.chkpt('jscube-start')
.logojs(fg, bg);
this.move('jscube-start')
.right(100)
.turn(3)
.logojs(fg, bg);
this.move('jscube-start')
.right(100)
.turn(3)
.right(100)
.turn(3)
.logojs(fg, bg);
this.move('jscube-start')
.right(100)
.turn(3)
.right(100)
.turn(3)
.right(100)
.turn(3)
.logojs(fg, bg);
return this;
});

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var Drone = require('../drone');
var blocks = require('../blocks');
module.exports = Drone;
/************************************************************************
Drone.rainbow() method
======================
Creates a Rainbow.
Parameters
----------
* radius (optional - default:18) - The radius of the rainbow
Example
-------
var d = new Drone();
d.rainbow(30);
![rainbow example](img/rainbowex1.png)
***/
Drone.extend('rainbow', function(radius){
if (typeof radius == "undefined")
radius = 18;
this.chkpt('rainbow');
this.down(radius);
// copy blocks.rainbow and add air at end (to compensate for strokewidth)
var colors = blocks.rainbow.slice(0);
colors.push(blocks.air);
for (var i = 0;i < colors.length; i++) {
var bm = this._getBlockIdAndMeta(colors[i]);
this.arc({
blockType: bm[0],
meta: bm[1],
radius: radius-i,
strokeWidth: 2,
quadrants: {topright: true,
topleft: true},
orientation: 'vertical'}).right().up();
}
return this.move('rainbow');
});

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var Drone = require('../drone');
module.exports = Drone;
/**
* Iterates over each cube in a cubic region. For each cube has a chance to callback your
* function and provide a new drone to it.
*
* Parameters:
* callback - any function that accepts a drone as its first argument
* probability - chance to invoke your callback on each iteration
* width - width of the region
* height - (Optional) height of the region, defaults to width
* depth - (Optional) depth of the cube, defaults to width
*/
Drone.extend("rboxcall", function(callback, probability, width, height, depth) {
this.chkpt('rboxcall-start');
for(var i = 0; i < width; ++i) {
this.move('rboxcall-start').right(i);
for(var j = 0; j < depth; ++j) {
this.move('rboxcall-start').right(i).fwd(j);
for(var k = 0; k < height; ++k) {
if(Math.random()*100 < probability) {
callback.call(null, new Drone(this.x, this.y, this.z));
}
this.up();
}
}
}
this.move('rboxcall-start');
return this;
});

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var Drone = require('../drone');
var blocks = require('../blocks');
module.exports = Drone;
//
// usage:
// [1] to place a new block with redstone wire on it (block on bottom, redstone on top)
// /js wireblock(blocks.sandstone);
//
// [2] to drop wire on to an existing block
// /js wire()
//
// [3] to place a (redstone) torch on a new block
// /js torchblock(blocks.sandstone)
//
// [4] to place a repeater on a new block
// /js repeaterblock(blocks.sandstone)
//
// [5] To create a long redstone wire (with necessary repeaters, powererd by a single torch)
// /js wirestraight(blocks.sandstone, distance)
//
// [6] To create a 'road' with redstone torches and wire lining each side
// /js redstoneroad(blocks.stone, blocks.sandstone, 25)
Drone.extend('wireblock',function(blockType)
{
this.chkpt('wireblock')
.box(blockType,1,2,1) // 2 blocks tall, top block will be wire dropped on lower
.up();
this.world.getBlockAt(this.x,this.y,this.z).setTypeId(55); //apply wire
return this.move('wireblock');
});
Drone.extend('wire',function ()
{
this.chkpt('wire')
.up();
this.world.getBlockAt(this.x,this.y,this.z).setTypeId(55); // apply wire
return this.move('wire');
});
Drone.extend('torchblock', function(blockType)
{
this.box(blockType,1,2,1) // 2 blocks tall
.up();
this.world.getBlockAt(this.x,this.y,this.z).setTypeId(76); // apply torch
return this.down();
});
Drone.extend('repeaterblock',function(blockType)
{
this.chkpt('repeaterblock')
.box(blockType,1,2,1)
.up();
var block = this.world.getBlockAt(this.x,this.y,this.z);
block.setTypeId(94); // apply repeater
// redstone repeater dirs: north=0,east=1,south=2,west=3
var direction = [1,2,3,0][this.dir]; // convert drone dir to repeater dir.
block.setData(direction);
return this.move('repeaterblock');
});
Drone.extend('wirestraight',function (blockType,distance)
{
this.chkpt('wirestraight');
this.torchblock(blockType);
this.fwd();
for (var i = 1; i < distance; i++) {
if(i % 14 == 0)
{
this.repeaterblock(blockType);
}
else
{
this.wireblock(blockType);
}
this.fwd();
};
return this.move('wirestraight');
});
Drone.extend('redstoneroad', function (roadBlockType, redstoneunderBlockType, distance)
{
return this.down()
.wirestraight(redstoneunderBlockType, distance)
.right()
.box(roadBlockType, 4,1,distance)
.right(4)
.wirestraight(redstoneunderBlockType, distance)
.up();
});

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var Drone = require('../drone');
var blocks = require('../blocks');
module.exports = Drone;
Drone.extend('skyscraper',function(floors){
if (typeof floors == "undefined")
floors = 10;
this.chkpt('skyscraper');
for (var i = 0;i < floors; i++)
{
this
.box(blocks.iron,20,1,20)
.up()
.box0(blocks.glass_pane,20,3,20)
.up(3);
}
return this.move('skyscraper');
});

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var Drone = require('../drone');
var blocks = require('../blocks');
module.exports = Drone;
/************************************************************************
Drone.spiral_stairs() method
============================
Constructs a spiral staircase with slabs at each corner.
Parameters
----------
* stairBlock - The block to use for stairs, should be one of the following...
- 'oak'
- 'spruce'
- 'birch'
- 'jungle'
- 'cobblestone'
- 'brick'
- 'stone'
- 'nether'
- 'sandstone'
- 'quartz'
* flights - The number of flights of stairs to build.
![Spiral Staircase](img/spiralstair1.png)
Example
-------
To construct a spiral staircase 5 floors high made of oak...
spiral_stairs('oak', 5);
***/
Drone.extend("spiral_stairs",function(stairBlock, flights){
this.chkpt('spiral_stairs');
for (var i = 0; i < flights; i++){
this
.box(blocks.stairs[stairBlock] + ':' + Drone.PLAYER_STAIRS_FACING[this.dir])
.up().fwd()
.box(blocks.stairs[stairBlock] + ':' + Drone.PLAYER_STAIRS_FACING[this.dir])
.up().fwd()
.box(blocks.slab[stairBlock])
.turn().fwd();
}
return this.move('spiral_stairs');
});

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var Drone = require('../drone');
module.exports = Drone;
/**
* Creates a stream of blocks in a given direction until it hits something other than air
*
* Parameters:
* block - blockId
* dir - "up", "down", "left", "right", "fwd", "back
* maxIterations - (Optional) maximum number of cubes to generate, defaults to 1000
*/
Drone.extend("streamer", function(block, dir, maxIterations) {
if (typeof maxIterations == "undefined")
maxIterations = 1000;
var usage = "Usage: streamer({block-type}, {direction: 'up', 'down', 'fwd', 'back', 'left', 'right'}, {maximum-iterations: default 1000})\nE.g.\n" +
"streamer(5, 'up', 200)";
if (typeof dir == "undefined"){
throw new Error(usage);
}
if (typeof block == "undefined") {
throw new Error(usage);
}
for ( var i = 0; i < maxIterations||1000; ++i ) {
this.box(block);
this[dir].call(this);
var block = this.world.getBlockAt(this.x, this.y, this.z);
if ( block.typeId != 0 && block.data != 0) {
break
}
}
return this;
});

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var Drone = require('../drone');
module.exports = Drone;
//
// constructs a mayan temple
//
Drone.extend('temple', function(side) {
if (!side) {
side = 20;
}
var stone = '98:1';
var stair = '109:' + Drone.PLAYER_STAIRS_FACING[this.dir];
this.chkpt('temple');
while (side > 4) {
var middle = Math.round((side-2)/2);
this.chkpt('corner')
.box(stone, side, 1, side)
.right(middle).box(stair).right().box(stair)
.move('corner').up().fwd().right();
side = side - 2;
}
return this.move('temple');
});

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var Drone = require('./drone');
var utils = require('../utils/utils');
var files = [];
var filter = function(file,name){
name = "" + name;
if (name.match(/drone\.js$/))
return false;
if (name.match(/drone\-exts\.js$/))
return false;
if (name.match(/\.js$/))
return true;
if (file.isDirectory())
return true;
return false;
};
var files = utils.find(__dirname, filter);
utils.foreach(files, function (file){
require(file);
});
module.exports = Drone;

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var fireworks = require('fireworks');
var Drone = require('./drone').Drone;
Drone.extend('firework',function() {
fireworks.firework(this.getLocation());
});

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var Drone = require('./drone');
module.exports = Drone;
/************************************************************************
Drone.sphere() method
=====================
Creates a sphere.
Parameters
----------
* block - The block the sphere will be made of.
* radius - The radius of the sphere.
Example
-------
To create a sphere of Iron with a radius of 10 blocks...
sphere( blocks.iron, 10);
![sphere example](img/sphereex1.png)
Spheres are time-consuming to make. You *can* make large spheres (250 radius) but expect the
server to be very busy for a couple of minutes while doing so.
***/
Drone.extend('sphere', function(block,radius)
{
var lastRadius = radius;
var slices = [[radius,0]];
var diameter = radius*2;
var bm = this._getBlockIdAndMeta(block);
var r2 = radius*radius;
for (var i = 0; i <= radius;i++){
var newRadius = Math.round(Math.sqrt(r2 - i*i));
if (newRadius == lastRadius)
slices[slices.length-1][1]++;
else
slices.push([newRadius,1]);
lastRadius = newRadius;
}
this.chkpt('sphere');
//
// mid section
//
this.up(radius - slices[0][1])
.cylinder(block,radius,(slices[0][1]*2)-1,{blockType: bm[0],meta: bm[1]})
.down(radius-slices[0][1]);
var yOffset = -1;
for (var i = 1; i < slices.length;i++)
{
yOffset += slices[i-1][1];
var sr = slices[i][0];
var sh = slices[i][1];
var v = radius + yOffset, h = radius-sr;
// northern hemisphere
this.up(v).fwd(h).right(h)
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
.left(h).back(h).down(v);
// southern hemisphere
v = radius - (yOffset+sh+1);
this.up(v).fwd(h).right(h)
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
.left(h).back(h). down(v);
}
return this.move('sphere');
});
/************************************************************************
Drone.sphere0() method
======================
Creates an empty sphere.
Parameters
----------
* block - The block the sphere will be made of.
* radius - The radius of the sphere.
Example
-------
To create a sphere of Iron with a radius of 10 blocks...
sphere0( blocks.iron, 10);
Spheres are time-consuming to make. You *can* make large spheres (250 radius) but expect the
server to be very busy for a couple of minutes while doing so.
***/
Drone.extend('sphere0', function(block,radius)
{
/*
this.sphere(block,radius)
.fwd().right().up()
.sphere(0,radius-1)
.back().left().down();
*/
var lastRadius = radius;
var slices = [[radius,0]];
var diameter = radius*2;
var bm = this._getBlockIdAndMeta(block);
var r2 = radius*radius;
for (var i = 0; i <= radius;i++){
var newRadius = Math.round(Math.sqrt(r2 - i*i));
if (newRadius == lastRadius)
slices[slices.length-1][1]++;
else
slices.push([newRadius,1]);
lastRadius = newRadius;
}
this.chkpt('sphere0');
//
// mid section
//
//.cylinder(block,radius,(slices[0][1]*2)-1,{blockType: bm[0],meta: bm[1]})
this.up(radius - slices[0][1])
.arc({blockType: bm[0],
meta: bm[1],
radius: radius,
strokeWidth: 2,
stack: (slices[0][1]*2)-1,
fill: false
})
.down(radius-slices[0][1]);
var yOffset = -1;
var len = slices.length;
for (var i = 1; i < len;i++)
{
yOffset += slices[i-1][1];
var sr = slices[i][0];
var sh = slices[i][1];
var v = radius + yOffset, h = radius-sr;
// northern hemisphere
// .cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
this.up(v).fwd(h).right(h)
.arc({
blockType: bm[0],
meta: bm[1],
radius: sr,
stack: sh,
fill: false,
strokeWidth: i<len-1?1+(sr-slices[i+1][0]):1
})
.left(h).back(h).down(v);
// southern hemisphere
v = radius - (yOffset+sh+1);
//.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
this.up(v).fwd(h).right(h)
.arc({
blockType: bm[0],
meta: bm[1],
radius: sr,
stack: sh,
fill: false,
strokeWidth: i<len-1?1+(sr-slices[i+1][0]):1
})
.left(h).back(h). down(v);
}
this.move('sphere0');
return this;
});
/************************************************************************
Drone.hemisphere() method
=========================
Creates a hemisphere. Hemispheres can be either north or south.
Parameters
----------
* block - the block the hemisphere will be made of.
* radius - the radius of the hemisphere
* northSouth - whether the hemisphere is 'north' or 'south'
Example
-------
To create a wood 'north' hemisphere with a radius of 7 blocks...
hemisphere(blocks.oak, 7, 'north');
![hemisphere example](img/hemisphereex1.png)
***/
Drone.extend('hemisphere', function(block,radius, northSouth){
var lastRadius = radius;
var slices = [[radius,0]];
var diameter = radius*2;
var bm = this._getBlockIdAndMeta(block);
var r2 = radius*radius;
for (var i = 0; i <= radius;i++){
var newRadius = Math.round(Math.sqrt(r2 - i*i));
if (newRadius == lastRadius)
slices[slices.length-1][1]++;
else
slices.push([newRadius,1]);
lastRadius = newRadius;
}
this.chkpt('hsphere');
//
// mid section
//
if (northSouth == "north"){
this.cylinder(block,radius,slices[0][1],{blockType: bm[0],meta: bm[1]});
} else {
this.up(radius - slices[0][1])
.cylinder(block,radius,slices[0][1],{blockType: bm[0],meta: bm[1]})
.down(radius - slices[0][1]);
}
var yOffset = -1;
for (var i = 1; i < slices.length;i++)
{
yOffset += slices[i-1][1];
var sr = slices[i][0];
var sh = slices[i][1];
var v = yOffset, h = radius-sr;
if (northSouth == "north") {
// northern hemisphere
this.up(v).fwd(h).right(h)
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
.left(h).back(h).down(v);
}else{
// southern hemisphere
v = radius - (yOffset+sh+1);
this.up(v).fwd(h).right(h)
.cylinder(block,sr,sh,{blockType: bm[0],meta: bm[1]})
.left(h).back(h). down(v);
}
}
return this.move('hsphere');
});
/************************************************************************
Drone.hemisphere0() method
=========================
Creates a hollow hemisphere. Hemispheres can be either north or south.
Parameters
----------
* block - the block the hemisphere will be made of.
* radius - the radius of the hemisphere
* northSouth - whether the hemisphere is 'north' or 'south'
Example
-------
To create a glass 'north' hemisphere with a radius of 20 blocks...
hemisphere0(blocks.glass, 20, 'north');
![hemisphere example](img/hemisphereex2.png)
***/
Drone.extend('hemisphere0', function(block,radius,northSouth){
return this.hemisphere(block,radius,northSouth)
.fwd().right().up(northSouth=="north"?0:1)
.hemisphere(0,radius-1,northSouth)
.back().left().down(northSouth=="north"?0:1);
});

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var Drone = require('./drone');
Drone.prototype.testHorizontalStrokeWidth = function(){
this.arc({
blockType: 42,
meta: 0,
radius: 8,
orientation: 'horizontal',
strokeWidth: 3,
quadrants: {topright:true,topleft:true,bottomleft:true,bottomright:true}
});
};
Drone.prototype.testVerticalStrokeWidth = function(){
this.arc({
blockType: 42,
meta: 0,
radius: 8,
orientation: 'vertical',
strokeWidth: 3,
quadrants: {topright:true,topleft:true,bottomleft:true,bottomright:true}
});
};

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/*
A simple minecraft plugin.
Usage: At the in-game prompt type ...
/js hello()
... and a message `Hello {player-name}` will appear (where {player-name} is
replaced by your own name).
*/
exports.hello = function(){
echo("Hello " + self.name);
};

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var signs = require('./menu');
//
// Usage:
//
// In game, create a sign , target it and type ...
//
// /js var signExamples = require('./signs/examples');
// /js signExamples.testMenu()
//
exports.testMenu = signs
.menu("Dinner",
["Lamb","Pork","Chicken","Duck","Beef"],
function(event){
event.player.sendMessage("You chose " + event.text);
});
//
// This is an example sign that displays a menu of times of day
// interacting with the sign will change the time of day accordingly.
//
// In game, create a sign , target it and type ...
//
// /js var signExamples = require('./signs/examples');
// /js signExamples.timeOfDay()
//
exports.timeOfDay = signs
.menu("Time",
["Dawn","Midday","Dusk","Midnight"],
function(event){
event.player.location.world.setTime( event.number * 6000 );
});