minor tweaks to fort, ladder, sign and young person's guide.
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964aba1278
commit
c7e2eeed85
6 changed files with 105 additions and 82 deletions
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@ -818,7 +818,8 @@ through arrays. The following loop prints out all of the players on
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the server...
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```javascript
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var players = server.onlinePlayers;
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var utils = require('utils');
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var players = utils.players();
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var i = 0;
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while ( i < players.length ) {
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console.log( players[i] );
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@ -847,7 +848,9 @@ loops. utils.foreach() takes two parameters...
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Let's see it in action, the following code will `console.log()` (print) the
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name of each online player in the server console window...
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utils.foreach( server.onlinePlayers, console.log );
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var utils = require('utils');
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var players = utils.players;
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utils.foreach( players, console.log );
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... in the above example, the list of online players is processed one
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at a time and each item (player) is passed to the `console.log`
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@ -863,8 +866,9 @@ utils.foreach() function...
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give every player the ability to fly.
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*/
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var utils = require('utils');
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utils.foreach( server.onlinePlayers, function( player ) {
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player.setAllowFlight(true);
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var players = utils.players();
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utils.foreach( players, function( player ) {
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player.capabilities.setMayFly(true);
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} );
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```
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@ -875,19 +879,21 @@ utils.foreach( server.onlinePlayers, function( player ) {
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Play a Cat's Meow sound for each player.
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*/
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var utils = require('utils');
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utils.foreach( server.onlinePlayers, function( player ) {
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player.playSound(player.location,
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org.bukkit.Sound.CAT_MEOW,
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1,
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1);
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var players = utils.players();
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var sounds = require('sounds');
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utils.foreach( players, function( player ) {
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sounds.catMeow( player );
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} );
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```
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### Exercise
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Try changing the above function so that different sounds are played
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instead of a Cat's Meow. You'll need to lookup the [CanaryMod API's
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Sound class][soundapi] to see all of the possible sounds that can be
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played.
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instead of a Cat's Meow. To see all of the possible sounds that can be
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played, load the sounds module at the in-game prompt using the following statement:
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/js var sounds = require('sounds');
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... then type `/js sounds.` and press the TAB key to see a list of all possible sounds.
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Loops are a key part of programming in any language. Javascript
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provides `for` and `while` statements for looping and many javascript
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30
src/docs/templates/ypgpm.md
vendored
30
src/docs/templates/ypgpm.md
vendored
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@ -782,7 +782,8 @@ through arrays. The following loop prints out all of the players on
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the server...
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```javascript
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var players = server.onlinePlayers;
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var utils = require('utils');
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var players = utils.players();
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var i = 0;
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while ( i < players.length ) {
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console.log( players[i] );
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@ -811,7 +812,9 @@ loops. utils.foreach() takes two parameters...
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Let's see it in action, the following code will `console.log()` (print) the
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name of each online player in the server console window...
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utils.foreach( server.onlinePlayers, console.log );
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var utils = require('utils');
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var players = utils.players;
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utils.foreach( players, console.log );
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... in the above example, the list of online players is processed one
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at a time and each item (player) is passed to the `console.log`
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@ -827,8 +830,9 @@ utils.foreach() function...
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give every player the ability to fly.
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*/
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var utils = require('utils');
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utils.foreach( server.onlinePlayers, function( player ) {
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player.setAllowFlight(true);
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var players = utils.players();
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utils.foreach( players, function( player ) {
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player.capabilities.setMayFly(true);
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} );
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```
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@ -839,19 +843,21 @@ utils.foreach( server.onlinePlayers, function( player ) {
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Play a Cat's Meow sound for each player.
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*/
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var utils = require('utils');
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utils.foreach( server.onlinePlayers, function( player ) {
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player.playSound(player.location,
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org.bukkit.Sound.CAT_MEOW,
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1,
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1);
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var players = utils.players();
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var sounds = require('sounds');
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utils.foreach( players, function( player ) {
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sounds.catMeow( player );
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} );
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```
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### Exercise
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Try changing the above function so that different sounds are played
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instead of a Cat's Meow. You'll need to lookup the [CanaryMod API's
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Sound class][soundapi] to see all of the possible sounds that can be
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played.
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instead of a Cat's Meow. To see all of the possible sounds that can be
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played, load the sounds module at the in-game prompt using the following statement:
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/js var sounds = require('sounds');
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... then type `/js sounds.` and press the TAB key to see a list of all possible sounds.
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Loops are a key part of programming in any language. Javascript
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provides `for` and `while` statements for looping and many javascript
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@ -1,3 +1,4 @@
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'use strict';
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var Drone = require('../drone').Drone;
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var blocks = require('blocks');
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//
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@ -6,8 +7,7 @@ var blocks = require('blocks');
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function fort( side, height ) {
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var turret,
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i,
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torch,
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ladder;
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torch;
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if ( typeof side == 'undefined' ) {
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side = 18;
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@ -93,6 +93,7 @@ function fort( side, height ) {
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.right((side/2)-3)
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.fwd(1) // move inside fort
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.turn(2)
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.box(blocks.air, 1, height-1, 1)
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.ladder(height-1)
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.move('fort');
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}
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@ -1,3 +1,5 @@
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'use strict';
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/*global require, setInterval, clearInterval, __plugin, exports*/
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/*
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Experimental:
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Point at a block and issue the following ...
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@ -8,44 +10,20 @@
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/js clock.stop24();
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... stops the clock...
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*/
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var Drone = require('../drone').Drone;
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var blocktype = require('../blocktype');
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var Drone = require('../drone').Drone,
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blocktype = require('../blocktype'),
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blocks = require('blocks');
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exports.LCDClock = function(drone, fgColor,bgColor,border) {
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var lastSecs = [0,0,0,0],
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world = drone.world,
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intervalId = -1;
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if ( typeof bgColor == 'undefined' ) {
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bgColor = '35:15'; // black wool
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}
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if ( typeof fgColor == 'undefined' ) {
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fgColor = 35 ; // white wool
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}
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if ( border ) {
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drone.box(border,21,9,1);
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drone.up().right();
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}
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drone.blocktype('00:00',fgColor,bgColor);
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return {
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start24: function( ) {
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var clock = this;
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function tick() {
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var rolloverMins = 24*60;
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var timeOfDayInMins = Math.floor(((world.totalTime + 6000) % 24000) / 16.6667);
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timeOfDayInMins = timeOfDayInMins % rolloverMins;
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console.log('Minecraft time: ' + world.totalTime + ' timeOfDayInMins: ' + timeOfDayInMins);
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clock.update(timeOfDayInMins);
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};
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intervalId = setInterval(tick, 800);
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},
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stop24: function() {
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clearInterval( intervalId );
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},
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update: function(secs) {
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function update(secs) {
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var digits = [0,0,0,0],
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s = secs % 60;
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s = secs % 60,
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m = (secs - s) / 60;
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digits[3] = s%10;
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digits[2] = (s-digits[3])/10;
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lastSecs[3] = digits[3];
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}
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if ( typeof bgColor == 'undefined' ) {
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bgColor = blocks.wool.black;
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}
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if ( typeof fgColor == 'undefined' ) {
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fgColor = blocks.wool.white ; // white wool
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}
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if ( border ) {
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drone.box(border,21,9,1);
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drone.up().right();
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}
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drone.blocktype('00:00', fgColor, bgColor);
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return {
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start24: function( ) {
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function tick() {
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var rolloverMins = 24*60,
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mcTime = __plugin.canary ? world.totalTime : world.time,
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timeOfDayInMins = Math.floor(((mcTime + 6000) % 24000) / 16.6667);
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timeOfDayInMins = timeOfDayInMins % rolloverMins;
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update( timeOfDayInMins );
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};
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intervalId = setInterval(tick, 800);
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},
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stop24: function() {
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clearInterval( intervalId );
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}
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};
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};
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@ -26,7 +26,9 @@ A ladder 10 blocks high will be created at the point you were looking at.
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##### 3.0.3
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***/
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var blocks = require('blocks');
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function ladder( height ){
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this.then(function ladderLater(){
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var block = this.getBlock();
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if (block.typeId == blocks.air || block.typeId == blocks.ladder){
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this.box(blocks.ladder, 1, height, 1);
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.box(blocks.ladder, 1, height, 1)
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.fwd();
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}
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});
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}
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Drone.extend( ladder );
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@ -59,6 +59,7 @@ To create a free-standing sign...
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***/
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function putSign( drone, texts, blockId, meta ) {
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var i,
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len = texts.length,
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block,
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state,
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getState,
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var sign = block.getTileEntity();
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return sign.setTextOnLine;
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};
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setLine = function( block, i, text) {
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setLine = function( block, i) {
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var sign = block.getTileEntity();
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sign.setTextOnLine( text, i );
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sign.setTextOnLine( texts[i], i );
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sign.update();
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};
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}
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if (__plugin.bukkit){
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isSign = function(block){ return block.state && block.state.setLine; };
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setLine = function( block, i, text) {
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setLine = function( block, i) {
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var sign = block.state;
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sign.setLine( i, text );
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sign.setLine( i, texts[i] );
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sign.update(true);
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};
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}
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if ( isSign(block) ) {
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for ( i = 0; i < texts.length; i++ ) {
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setLine(block, i % 4, texts[ i ] );
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if (len > 4){
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len = 4;
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}
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for ( i = 0; i < len; i++ ) {
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setLine(block, i, texts[ i ] );
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}
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}
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};
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