cleanup directory names - every plugin should be in its own directory

This commit is contained in:
walterhiggins 2013-01-15 20:55:41 +00:00
parent 1f357197a6
commit b5f273924a
3 changed files with 169 additions and 2 deletions

View file

@ -0,0 +1,90 @@
/*************************************************************************
*
* The arrows mod adds fancy arrows to the game.
*
* Usage:
* /js arrows.sign() turns a targeted sign into a Arrows menu
* /js arrows.normal() sets arrow type to normal.
* /js arrows.explosive() - makes arrows explode.
* /js arrows.teleport() - makes player teleport to where arrow has landed.
* /js arrows.flourish() - makes a tree grow where the arrow lands.
* /js arrows.lightning() - lightning strikes where the arrow lands.
*
* All of the above functions can take an optional player object or name as
* a parameter. E.g.
*
* /js arrows.explosive('player23') makes player23's arrows explosive.
*
************************************************************************/
var rootDir = __folder;
load(rootDir + "signs/select.js");
load(rootDir + "events/events.js");
var arrows = arrows || {};
// ------------------------------------------------------------------------
// Private implementation
// ------------------------------------------------------------------------
(function(){
var _players = {};
//
// setup functions for the arrow types
//
var _types = {normal: 0, explosive: 1, teleport: 2, flourish: 3, lightning: 4};
for (var i in _types){
arrows[[i]] = (function(n){
return function(player){
if (typeof player == "undefined")
player = __self;
var playerName = null;
if (typeof player == "string")
playerName = player;
else
playerName = player.name;
_players[playerName] = n;
};
})(_types[i]);
}
if (typeof arrows.sign != "undefined")
return;
var _arrowSign =
signs.select("Arrow",
["Normal","Explosive","Teleport","Flourish","Lightning"],
function(player,sign,selectedText,selectedIndex){
_players[player.name] = selectedIndex;
});
//
// event handler called when a projectile hits something
//
var _onArrowHit = function(listener,event)
{
var projectile = event.entity;
var world = projectile.world;
var shooter = projectile.shooter;
if (projectile instanceof org.bukkit.entity.Arrow &&
shooter instanceof org.bukkit.entity.Player)
{
var arrowType = _players[shooter.name];
switch (arrowType){
case 1:
projectile.remove();
world.createExplosion(projectile.location,2.5);
break;
case 2:
projectile.remove();
shooter.teleport(projectile.location,
org.bukkit.event.player.PlayerTeleportEvent.TeleportCause.ENDER_PEARL);
break;
case 3:
projectile.remove();
world.generateTree(projectile.location, org.bukkit.TreeType.BIG_TREE);
break;
case 4:
projectile.remove();
world.strikeLightning(projectile.location);
break;
}
}
};
arrows.sign = _arrowSign;
events.on("entity.ProjectileHitEvent",_onArrowHit);
}());

View file

@ -0,0 +1,77 @@
var global = this;
//
// Usage:
//
// The following code will print a message on screen every time a block is broken in the game
//
// events.on("block.BlockBreakEvent", function(listener, evt){
// print (evt.player.name + " broke a block!");
// });
//
// To handle an event only once and unregister from further events...
//
// events.on("block.BlockBreakEvent", function(listener, evt){
// print (evt.player.name + " broke a block!");
// evt.handlers.unregister(listener);
// });
//
var events = events || {
//
// handle events in Minecraft
// --------------------------
// eventType can be a string (assumed to be a sub package of org.bukkit.event - e.g.
// if the string "block.BlockBreakEvent" is supplied then it's converted to the
// org.bukkit.event.block.BlockBreakEvent class . For custom event classes, just
// supply the custom event class e.g.
// events.on(net.yourdomain.events.YourCustomEvent,function(l,e){ ... });
//
on: function(
/* String or java Class */ eventType,
/* function( registeredListener, event) */ handler,
/* (optional) String (HIGH, HIGHEST, LOW, LOWEST, NORMAL, MONITOR), */ priority
){}
};
//
// private implementation from here on in...
//
(function(){
if (events._eventsLoaded){
return;
}
var _event = org.bukkit.event;
var _plugin = org.bukkit.plugin;
//
// can't have objects that implement multiple interface in javax.scripts.*
//
var theListener = new _event.Listener(){};
var _on = function(eventType, handler, priority)
{
if (typeof priority == "undefined"){
priority = _event.EventPriority.NORMAL;
}else{
priority = _event.EventPriority[priority];
}
if (typeof eventType == "string"){
var subPkgs = eventType.split('.');
eventType = _event[subPkgs[0]];
for (var i = 1;i < subPkgs.length; i++){
eventType = eventType[subPkgs[i]];
}
}
var handlerList = eventType.getHandlerList();
var listener = {};
var eventExecutor = new _plugin.EventExecutor(){
execute: function(l,e){
handler(listener.reg,e);
}
};
listener.reg = new _plugin.RegisteredListener(
theListener,eventExecutor,priority,__plugin,true
)
handlerList.register(listener.reg);
return listener.reg;
};
events.on = _on;
events._eventsLoaded = true;
}());

View file

@ -1,4 +1,4 @@
load(__folder + "../bukkit/events.js");
load(__folder + "../events/events.js");
//
// signs module declaration
//
@ -87,7 +87,7 @@ signs.select = function(/* String */ label, /* Array */ options, /* Function */
//
// update it every time player interacts with it.
//
bukkit.on("player.PlayerInteractEvent",function(listener, event) {
events.on("player.PlayerInteractEvent",function(listener, event) {
if (event.clickedBlock.state.equals(sign))
_updateSign(event.player,sign);
});