reorg
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5 changed files with 356 additions and 330 deletions
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@ -15,7 +15,7 @@ Example....
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... creates a single firework, while ....
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/js firework.fwd(3).times(5)
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/js firework().fwd(3).times(5)
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... creates 5 fireworks in a row. Fireworks have also been added as a
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possible option for the `arrow` module. To have a firework launch
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@ -26,16 +26,17 @@ where an arrow strikes...
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To call the fireworks.firework() function directly, you must provide a
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location. For example...
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/js var fireworks = require('fireworks');
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/js fireworks.firework(self.location);
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![firework example](img/firework.png)
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***/
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plugin("fireworks", {
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/*
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create a firework at the given location
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*/
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firework: function(location){
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var firework = function(location){
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importPackage(org.bukkit.entity);
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importPackage(org.bukkit);
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@ -72,9 +73,7 @@ plugin("fireworks", {
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fwm.addEffect(effect);
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fwm.setPower(randInt(2)+1);
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fw.setFireworkMeta(fwm);
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}
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});
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Drone.extend('firework',function()
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{
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fireworks.firework(this.getLocation());
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});
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};
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exports.firework = firework;
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@ -25,12 +25,14 @@ Example
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The following example illustrates how to use http.request to make a request to a JSON web service and evaluate its response...
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var jsResponse;
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var http = require('./http/request');
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http.request("http://scriptcraftjs.org/sample.json",function(responseCode, responseBody){
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jsResponse = eval("(" + responseBody + ")");
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});
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... The following example illustrates a more complex use-case POSTing parameters to a CGI process on a server...
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var http = require('./http/request');
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http.request({ url: "http://pixenate.com/pixenate/pxn8.pl",
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method: "POST",
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params: {script: "[]"}
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@ -39,9 +41,7 @@ The following example illustrates how to use http.request to make a request to a
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});
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***/
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var http = http ? http : {};
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http.request = function( request, callback)
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exports.request = function( request, callback)
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{
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var paramsToString = function(params){
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var result = "";
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@ -1,9 +1,12 @@
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var _utils = require('utils');
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var stringExt = require('utils/string-exts');
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var events = require('events');
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/*
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Define the signs module - signs are persistent
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(that is - a menu sign will still be a menu after th
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(that is - a menu sign will still be a menu after the
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server has shut down and started up) plugins now have persistent state - Yay!
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*/
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var signs = signs || plugin("signs", {
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var signs = plugin("signs", {
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/*
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construct an interactive menu which can then be attached to a Sign.
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*/
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@ -12,14 +15,10 @@ var signs = signs || plugin("signs", {
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/* Array */ options,
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/* Function */ onInteract,
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/* Number */ defaultSelection ){}
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/*
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more to come - clocks
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*/
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},true);
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/*
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private implementation
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*/
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(function(){
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module.exports = signs;
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/*
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redraw a menu sign
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*/
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@ -38,8 +37,9 @@ var signs = signs || plugin("signs", {
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}
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p_sign.update(true);
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};
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signs._updaters = {};
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var _updaters = {};
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var _store = {};
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signs.store = _store;
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/*
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construct an interactive menu to be subsequently attached to
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one or more Signs.
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@ -66,9 +66,6 @@ var signs = signs || plugin("signs", {
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for (var i =0;i < options.length;i++){
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displayOptions[i] = (" " + options[i] + optionPadding).substring(0,15);
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}
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var theSigns = this;
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/*
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this function is returned by signs.menu and when it is invoked it will
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attach menu behaviour to an existing sign in the world.
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save = true;
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if (typeof sign == "undefined"){
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var mouseLoc = getMousePos();
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var mouseLoc = _utils.getMousePos();
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if (mouseLoc){
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sign = mouseLoc.block.state;
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}else{
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@ -113,7 +110,7 @@ var signs = signs || plugin("signs", {
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/*
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keep a reference to the update function for use by the event handler
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*/
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theSigns._updaters[menuSignUID] = _updateSign;
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_updaters[menuSignUID] = _updateSign;
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// initialize the sign
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_redrawMenuSign(sign,cSelectedIndex,displayOptions);
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when the server starts up again.
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*/
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if (save){
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if (typeof theSigns.store.menus == "undefined")
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theSigns.store.menus = {};
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var signLocations = theSigns.store.menus[label];
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if (typeof _store.menus == "undefined")
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_store.menus = {};
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var signLocations = _store.menus[label];
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if (typeof signLocations == "undefined")
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signLocations = theSigns.store.menus[label] = [];
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signLocations = _store.menus[label] = [];
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signLocations.push(menuSignSaveData);
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}
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return sign;
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@ -142,9 +139,9 @@ var signs = signs || plugin("signs", {
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world with this same label and make dynamic again.
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*/
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if (this.store.menus && this.store.menus[label])
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if (_store.menus && _store.menus[label])
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{
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var signsOfSameLabel = this.store.menus[label];
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var signsOfSameLabel = _store.menus[label];
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var defragged = [];
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var len = signsOfSameLabel.length;
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for (var i = 0; i < len ; i++)
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remove data for signs which no longer exist.
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*/
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if (defragged.length != len){
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this.store.menus[label] = defragged;
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_store.menus[label] = defragged;
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}
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}
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return convertToMenuSign;
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};
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/*
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All dependecies ( 'events' module ) have loaded
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*/
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ready(function(){
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//
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// Usage:
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// In game, create a sign , target it and type /js signs.testMenu()
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//
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signs.testMenu = signs.menu(
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"Dinner",
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["Lamb","Pork","Chicken","Duck","Beef"],
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function(event){
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event.player.sendMessage("You chose " + event.text);
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});
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//
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// This is an example sign that displays a menu of times of day
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// interacting with the sign will change the time of day accordingly.
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//
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// In game, create a sign , target it and type /js signs.timeOfDay()
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//
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signs.timeOfDay = signs.menu(
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"Time",
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["Dawn","Midday","Dusk","Midnight"],
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function(event){
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event.player.location.world.setTime( event.number * 6000 );
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});
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//
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// update it every time player interacts with it.
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//
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if (! event.clickedBlock.state instanceof org.bukkit.block.Sign)
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return;
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var evtLocStr = utils.locationToString(event.clickedBlock.location);
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var signUpdater = signs._updaters[evtLocStr]
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var evtLocStr = _utils.locationToString(event.clickedBlock.location);
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var signUpdater = _updaters[evtLocStr]
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if (signUpdater)
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signUpdater(event.player, event.clickedBlock.state);
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});
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});
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}());
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@ -41,7 +41,6 @@ Example
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<p style="color:gold;font-weight:bold">Hello World</p>
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***/
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(function(){
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var c = org.bukkit.ChatColor;
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var formattingCodes = {
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aqua: c.AQUA,
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return function(){return c+this;};
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}(formattingCodes[method]);
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}
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}());
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* getPlayerObject(playerName) - returns the Player object for a named
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player or `self` if no name is provided.
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***/
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var utils = utils ? utils : {
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locationToString: function(location){
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return JSON.stringify([""+location.world.name,location.x, location.y, location.z]);
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},
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* getPlayerPos(playerName) - returns the player's x,y,z and yaw (direction) for a named player
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or player or `self` if no parameter is provided.
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getPlayerObject: function(playerName){
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if (typeof playerName == "undefined")
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* getMousePos(playerName) - returns the x,y,z of the current block being targeted by the named player
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or player or `self` if no paramter is provided.
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***/
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var _getPlayerObject = function ( playerName ) {
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if (typeof playerName == "undefined"){
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if (typeof self == "undefined"){
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return null;
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} else {
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return self;
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}
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} else {
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if (typeof playerName == "string")
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return org.bukkit.Bukkit.getPlayer(playerName);
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return player;
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},
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else
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return playerName; // assumes it's a player object
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}
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};
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exports.locationToString = function(location){
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return JSON.stringify([""+location.world.name,location.x, location.y, location.z]);
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};
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exports.getPlayerObject = _getPlayerObject;
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exports.getPlayerPos = function( player ) {
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player = _getPlayerObject(player);
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return player.location;
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};
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exports.getMousePos = function (player) {
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player = _getPlayerObject(player);
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if (!player)
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return null;
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// player might be CONSOLE or a CommandBlock
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if (!player.getTargetBlock)
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return null;
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var targetedBlock = player.getTargetBlock(null,5);
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if (targetedBlock == null || targetedBlock.isEmpty()){
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return null;
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}
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return targetedBlock.location;
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};
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/************************************************************************
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utils.foreach() function
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foreach() function
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========================
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The utils.foreach() function is a utility function for iterating over
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an array of objects (or a java.util.Collection of objects) and processing each object in turn. Where
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-------
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The following example illustrates how to use foreach for immediate processing of an array...
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var utils = require('./utils/_utils');
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var players = ["moe", "larry", "curly"];
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utils.foreach (players, function(item){
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server.getPlayer(item).sendMessage("Hi " + item);
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// build a structure 200 wide x 200 tall x 200 long
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// (That's 8 Million Blocks - enough to tax any machine!)
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var utils = require('./utils/_utils');
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var a = [];
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a.length = 200;
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utils.foreach (a, processItem, null, 10, onDone);
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***/
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foreach: function(array, callback, object, delay, onCompletion) {
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var _foreach = function(array, callback, object, delay, onCompletion) {
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if (array instanceof java.util.Collection)
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array = array.toArray();
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var i = 0;
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callback(array[i],i,object,array);
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}
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}
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},
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};
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exports.foreach = _foreach;
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/************************************************************************
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utils.nicely() function
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=======================
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See the source code to utils.foreach for an example of how utils.nicely is used.
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***/
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nicely: function(next, hasNext, onDone, delay){
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exports.nicely = function(next, hasNext, onDone, delay){
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if (hasNext()){
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next();
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server.scheduler.runTaskLater(__plugin,function(){
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if (onDone)
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onDone();
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}
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},
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};
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/************************************************************************
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utils.at() function
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===================
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To warn players when night is approaching...
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var utils = require('./utils/_utils');
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utils.at( "19:00", function() {
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utils.foreach( server.onlinePlayers, function(player){
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}, self.world);
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***/
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at: function(time24hr, callback, world){
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exports.at = function(time24hr, callback, world) {
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var forever = function(){ return true;};
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var timeParts = time24hr.split(":");
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var hrs = ((timeParts[0] * 1000) + 18000) % 24000;
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callback();
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}
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},forever, null, 100);
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},
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};
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exports.find = function( dir , filter){
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var result = [];
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var recurse = function(dir, store){
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var files, dirfile = new java.io.File(dir);
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if (typeof filter == "undefined")
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files = dirfile.list();
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else
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files = dirfile.list(filter);
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_foreach(files, function (file){
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file = new java.io.File(dir + '/' + file);
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if (file.isDirectory()){
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recurse(file.canonicalPath, store);
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}else{
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store.push(file.canonicalPath);
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}
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});
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}
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recurse(dir,result);
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return result;
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}
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Reference in a new issue