cleanup directory names - every plugin should be in its own directory
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3 changed files with 169 additions and 2 deletions
90
js-plugins/arrows/arrows.js
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90
js-plugins/arrows/arrows.js
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/*************************************************************************
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*
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* The arrows mod adds fancy arrows to the game.
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*
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* Usage:
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* /js arrows.sign() turns a targeted sign into a Arrows menu
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* /js arrows.normal() sets arrow type to normal.
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* /js arrows.explosive() - makes arrows explode.
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* /js arrows.teleport() - makes player teleport to where arrow has landed.
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* /js arrows.flourish() - makes a tree grow where the arrow lands.
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* /js arrows.lightning() - lightning strikes where the arrow lands.
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*
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* All of the above functions can take an optional player object or name as
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* a parameter. E.g.
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*
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* /js arrows.explosive('player23') makes player23's arrows explosive.
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*
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************************************************************************/
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var rootDir = __folder;
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load(rootDir + "signs/select.js");
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load(rootDir + "events/events.js");
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var arrows = arrows || {};
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// ------------------------------------------------------------------------
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// Private implementation
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// ------------------------------------------------------------------------
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(function(){
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var _players = {};
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//
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// setup functions for the arrow types
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//
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var _types = {normal: 0, explosive: 1, teleport: 2, flourish: 3, lightning: 4};
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for (var i in _types){
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arrows[[i]] = (function(n){
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return function(player){
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if (typeof player == "undefined")
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player = __self;
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var playerName = null;
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if (typeof player == "string")
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playerName = player;
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else
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playerName = player.name;
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_players[playerName] = n;
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};
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})(_types[i]);
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}
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if (typeof arrows.sign != "undefined")
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return;
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var _arrowSign =
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signs.select("Arrow",
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["Normal","Explosive","Teleport","Flourish","Lightning"],
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function(player,sign,selectedText,selectedIndex){
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_players[player.name] = selectedIndex;
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});
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//
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// event handler called when a projectile hits something
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//
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var _onArrowHit = function(listener,event)
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{
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var projectile = event.entity;
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var world = projectile.world;
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var shooter = projectile.shooter;
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if (projectile instanceof org.bukkit.entity.Arrow &&
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shooter instanceof org.bukkit.entity.Player)
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{
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var arrowType = _players[shooter.name];
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switch (arrowType){
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case 1:
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projectile.remove();
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world.createExplosion(projectile.location,2.5);
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break;
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case 2:
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projectile.remove();
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shooter.teleport(projectile.location,
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org.bukkit.event.player.PlayerTeleportEvent.TeleportCause.ENDER_PEARL);
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break;
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case 3:
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projectile.remove();
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world.generateTree(projectile.location, org.bukkit.TreeType.BIG_TREE);
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break;
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case 4:
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projectile.remove();
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world.strikeLightning(projectile.location);
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break;
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}
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}
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};
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arrows.sign = _arrowSign;
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events.on("entity.ProjectileHitEvent",_onArrowHit);
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}());
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77
js-plugins/events/events.js
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77
js-plugins/events/events.js
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var global = this;
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//
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// Usage:
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//
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// The following code will print a message on screen every time a block is broken in the game
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//
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// events.on("block.BlockBreakEvent", function(listener, evt){
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// print (evt.player.name + " broke a block!");
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// });
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//
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// To handle an event only once and unregister from further events...
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//
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// events.on("block.BlockBreakEvent", function(listener, evt){
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// print (evt.player.name + " broke a block!");
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// evt.handlers.unregister(listener);
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// });
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//
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var events = events || {
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//
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// handle events in Minecraft
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// --------------------------
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// eventType can be a string (assumed to be a sub package of org.bukkit.event - e.g.
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// if the string "block.BlockBreakEvent" is supplied then it's converted to the
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// org.bukkit.event.block.BlockBreakEvent class . For custom event classes, just
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// supply the custom event class e.g.
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// events.on(net.yourdomain.events.YourCustomEvent,function(l,e){ ... });
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//
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on: function(
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/* String or java Class */ eventType,
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/* function( registeredListener, event) */ handler,
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/* (optional) String (HIGH, HIGHEST, LOW, LOWEST, NORMAL, MONITOR), */ priority
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){}
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};
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//
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// private implementation from here on in...
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//
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(function(){
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if (events._eventsLoaded){
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return;
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}
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var _event = org.bukkit.event;
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var _plugin = org.bukkit.plugin;
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//
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// can't have objects that implement multiple interface in javax.scripts.*
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//
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var theListener = new _event.Listener(){};
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var _on = function(eventType, handler, priority)
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{
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if (typeof priority == "undefined"){
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priority = _event.EventPriority.NORMAL;
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}else{
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priority = _event.EventPriority[priority];
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}
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if (typeof eventType == "string"){
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var subPkgs = eventType.split('.');
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eventType = _event[subPkgs[0]];
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for (var i = 1;i < subPkgs.length; i++){
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eventType = eventType[subPkgs[i]];
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}
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}
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var handlerList = eventType.getHandlerList();
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var listener = {};
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var eventExecutor = new _plugin.EventExecutor(){
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execute: function(l,e){
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handler(listener.reg,e);
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}
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};
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listener.reg = new _plugin.RegisteredListener(
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theListener,eventExecutor,priority,__plugin,true
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)
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handlerList.register(listener.reg);
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return listener.reg;
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};
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events.on = _on;
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events._eventsLoaded = true;
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}());
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@ -1,4 +1,4 @@
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load(__folder + "../bukkit/events.js");
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load(__folder + "../events/events.js");
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//
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// signs module declaration
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//
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@ -87,7 +87,7 @@ signs.select = function(/* String */ label, /* Array */ options, /* Function */
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//
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// update it every time player interacts with it.
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//
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bukkit.on("player.PlayerInteractEvent",function(listener, event) {
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events.on("player.PlayerInteractEvent",function(listener, event) {
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if (event.clickedBlock.state.equals(sign))
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_updateSign(event.player,sign);
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});
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