/************************************************************************ ScriptCraft API Reference ========================= Walter Higgins [walter.higgins@gmail.com][email] [email]: mailto:walter.higgins@gmail.com?subject=ScriptCraft_API_Reference Module Loading ============== At server startup the ScriptCraft Java plugin is loaded and once loaded the Java plugin will in turn begin loading all of the javascript (.js) files it finds in the js-plugins directory (in the current working directory). If this is the first time the ScriptCraft plugin is loaded, then the js-plugins directory will not yet exist, it will be created and all of the bundled javascript files will be unzipped into it from a bundled resource within the Java plugin. The very first javascript file to load will always be js-plugins/core/_scriptcraft.js. Then all other javascript files are loaded. Directory structure ------------------- The js-plugins directory is loosely organised into subdirectories - one for each module. Each subdirectory in turn can contain one or more javascript files. Within each directory, a javascript file with the same filename as the directory will always be loaded before all other files in the same directory. So for example, drone/drone.js will always load before any other files in the drone/ directory. Similarly utils/utils.js will always load before any other files in the utils/ directory. Directories ----------- As of February 10 2013, the js-plugins directory has the following sub-directories... * core - Contains javascript files containing Core functionality crucial to ScriptCraft and modules which use it. * drone - Contains the drone module and drone extensions. Drone was the first scriptcraft module. * ext - Contains external 3rd party javascript libraries (e.g. json2.js - the JSON lib) * mini-games - Contains mini-games * arrows - The arrows module * signs - The signs module * chat - The chat plugin/module * alias - The alias plugin/module Core Module =========== This module defines commonly used functions by all plugins... * load (filename,warnOnFileNotFound) - loads and evaluates a javascript file, returning the evaluated object. * save (object, filename) - saves an object to a file. * plugin (name, interface, isPersistent) - defines a new plugin. If isPersistent is true then the plugin doesn't have to worry about loading and saving state - that will be done by the framework. Just make sure that anything you want to save (and restore) is in the 'store' property - this will be created automatically if not already defined. (its type is object {} ) * ready (function) - specifies code to be executed only when all the plugins have loaded. * command (name, function) - defines a command that can be used by non-operators. load() function --------------- The load() function is used by ScriptCraft at startup to load all of the javascript modules and data. You normally wouldn't need to call this function directly. If you put a javascript file anywhere in the craftbukkit/js-plugins directory tree it will be loaded automatically when craftbukkit starts up. The exception is files whose name begins with an underscore `_` character. These files will not be automatically loaded at startup as they are assumed to be files managed / loaded by plugins. Parameters ---------- * filenames - An array of file names or a single file name. * warnOnFileNotFound (optional - default: false) - warn if the file was not found. Return ------ load() will return the result of the last statement evaluated in the file. Example ------- load(__folder + "myFile.js"); // loads a javascript file and evaluates it. var myData = load("myData.json"); // loads a javascript file and evaluates it - eval'd contents are returned. myData.json contents... __data = {players:{ walterh:{ h: ["jsp home {1}"], sunny:["time set 0", "weather clear"] } } } save() function --------------- The save() function saves an in-memory javascript object to a specified file. Under the hood, save() uses JSON (specifically json2.js) to save the object. Again, there will usually be no need to call this function directly as all javascript plugins' state are saved automatically if they are declared using the `plugin()` function. Any in-memory object saved using the `save()` function can later be restored using the `load()` function. Parameters ---------- * objectToSave : The object you want to save. * filename : The name of the file you want to save it to. Example ------- var myObject = { name: 'John Doe', aliases: ['John Ray', 'John Mee'], date_of_birth: '1982/01/31' }; save(myObject, 'johndoe.json'); johndoe.json contents... var __data = { "name": "John Doe", "aliases": ["John Ray", "John Mee"], "date_of_birth": "1982/01/31" }; plugin() function ----------------- The `plugin()` function should be used to declare a javascript module whose state you want to have managed by ScriptCraft - that is - a Module whose state will be loaded at start up and saved at shut down. A plugin is just a regular javascript object whose state is managed by ScriptCraft. The only member of the plugin which whose persistence is managed by Scriptcraft is `state` - this special member will be automatically saved at shutdown and loaded at startup by ScriptCraft. This makes it easier to write plugins which need to persist data. Parameters ---------- * pluginName (String) : The name of the plugin - this becomes a global variable. * pluginDefinition (Object) : The various functions and members of the plugin object. * isPersistent (boolean - optional) : Specifies whether or not the plugin/object state should be loaded and saved by ScriptCraft. Example ------- See chat/color.js for an example of a simple plugin - one which lets players choose a default chat color. See also [Anatomy of a ScriptCraft Plugin][anatomy]. [anatomy]: http://walterhiggins.net/blog/ScriptCraft-1-Month-later command() function ------------------ The `command()` function is used to expose javascript functions for use by non-operators (regular players). Only operators should be allowed use raw javascript using the `/js ` command because it is too powerful for use by regular players and can be easily abused. However, the `/jsp ` command lets you (the operator / server administrator / plugin author) safely expose javascript functions for use by players. Parameters ---------- * commandName : The name to give your command - the command will be invoked like this by players `/jsp commandName` * commandFunction: The javascript function which will be invoked when the command is invoked by a player. * options (Array - optional) : An array of command options/parameters which the player can supply (It's useful to supply an array so that Tab-Completion works for the `/jsp ` commands. * intercepts (boolean - optional) : Indicates whether this command can intercept Tab-Completion of the `/jsp ` command - advanced usage - see alias/alias.js for example. Example ------- See chat/colors.js or alias/alias.js or homes/homes.js for examples of how to use the `command()` function. ready() function ---------------- The `ready()` function provides a way for plugins to do additional setup once all of the other plugins/modules have loaded. For example, event listener registration can only be done after the events/events.js module has loaded. A plugin author could load the file explicilty like this... load(__folder + "../events/events.js"); // event listener registration goes here ... or better still, just do event regristration using the `ready()` handler knowing that by the time the `ready()` callback is invoked, all of the scriptcraft modules have been loaded... ready(function(){ // event listener registration goes here // code that depends on other plugins/modules also goes here }); The execution of the function object passed to the `ready()` function is *deferred* until all of the plugins/modules have loaded. That way you are guaranteed that when the function is invoked, all of the plugins/modules have been loaded and evaluated and are ready to use. Core Module - Special Variables =============================== There are a couple of special javascript variables available in ScriptCraft... * __folder - The current working directory - this variable is only to be used within the main body of a .js file. * __plugin - The ScriptCraft JavaPlugin object. * server - The Minecraft Server object. * self - the current player. (Note - this value should not be used in multi-threaded scripts - it's not thread-safe) ***/ var global = this; var verbose = verbose || false; /* wph 20130124 - make self, plugin and server public - these are far more useful now that tab-complete works. */ var server = org.bukkit.Bukkit.server; // // private implementation // (function(){ // // don't execute this more than once // if (typeof load == "function") return ; var _canonize = function(file){ return file.getCanonicalPath().replaceAll("\\\\","/"); }; var _originalScript = __script; var parentFileObj = new java.io.File(__script).getParentFile(); var jsPluginsRootDir = parentFileObj.getParentFile(); var jsPluginsRootDirName = _canonize(jsPluginsRootDir); var _loaded = {}; /* Load the contents of the file and evaluate as javascript */ var _load = function(filename,warnOnFileNotFound) { var filenames = []; if (filename.constructor == Array) filenames = filename; else filenames = [filename]; var result = null; for (var i =0;i < filenames.length; i++) { var file = new java.io.File(filenames[0]); var canonizedFilename = _canonize(file); // // wph 20130123 don't load the same file more than once. // if (_loaded[canonizedFilename]) continue; if (verbose) print("loading " + canonizedFilename); if (file.exists()) { var parent = file.getParentFile(); var reader = new java.io.FileReader(file); var br = new java.io.BufferedReader(reader); __engine.put("__script",canonizedFilename); __engine.put("__folder",(parent?_canonize(parent):"")+"/"); var code = ""; try{ if (file.getCanonicalPath().endsWith(".coffee")) { var r = undefined; while ((r = br.readLine()) !== null) code += "\"" + r + "\" +\n"; code += "\"\""; var code = "load(__folder + \"../core/_coffeescript.js\"); var ___code = "+code+"; eval(CoffeeScript.compile(___code, {bare: true}))"; } else { while ((r = br.readLine()) !== null) code += r + "\n"; } result = __engine.eval(code); _loaded[canonizedFilename] = true; reader.close(); }catch (e){ __plugin.logger.severe("Error evaluating " + canonizedFilename + ", " + e ); } }else{ if (warnOnFileNotFound) __plugin.logger.warning(canonizedFilename + " not found"); } } return result; }; /* recursively walk the given directory and return a list of all .js files */ var _listSourceFiles = function(store,dir) { if (typeof dir == "undefined"){ dir = new java.io.File(_originalScript).getParentFile().getParentFile(); } 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")) && !(file.getName().startsWith("_")) && file.exists()) { 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(adirbdir) 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; for (var i = 0;i < len; i++){ load(_canonize(sourceFiles[i]),true); } }; /* 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 = new java.io.File(filename); var out = new java.io.PrintWriter(new java.io.FileWriter(f)); out.println("__data = " + 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; var pluginData = {persistent: isPersistent, module: moduleObject}; moduleObject.store = moduleObject.store || {}; _plugins[moduleName] = pluginData; if (isPersistent) moduleObject.store = load(jsPluginsRootDirName + "/" + moduleName + "-store.txt") || {}; global[moduleName] = moduleObject; 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 = {}; 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; } }; var _rmCommand = function(name){ delete _commands[name]; }; /* Tab Completion of the /js and /jsp commands */ var _isJavaObject = function(o){ var result = false; try { o.hasOwnProperty("testForJava"); }catch (e){ // java will throw an error when an attempt is made to access the // hasOwnProperty method. (it won't exist for Java objects) result = true; } return result; }; var _javaLangObjectMethods = ["equals","getClass","class","getClass","hashCode","notify","notifyAll","toString","wait","clone","finalize"]; var _getProperties = function(o) { var result = []; if (_isJavaObject(o)) { propertyLoop: for (var i in o) { // // don't include standard Object methods // var isObjectMethod = false; for (var j = 0;j < _javaLangObjectMethods.length; j++) if (_javaLangObjectMethods[j] == i) continue propertyLoop; if (typeof o[i] == "function" ) result.push(i+"()"); else result.push(i); } }else{ if (o.constructor == Array) return result; for (var i in o){ if (i.match(/^[^_]/)){ if (typeof o[i] == "function") result.push(i+"()"); else result.push(i); } } } return result.sort(); }; /* Tab completion for the /jsp commmand */ var __onTabCompleteJSP = function() { var result = global.__onTC_result; var args = global.__onTC_args; var cmdInput = args[0]; var cmd = _commands[cmdInput]; if (cmd){ var opts = cmd.options; var len = opts.length; if (args.length == 1){ for (var i = 0;i < len; i++) result.add(opts[i]); }else{ // partial e.g. /jsp chat_color dar for (var i = 0;i < len; i++){ if (opts[i].indexOf(args[1]) == 0){ result.add(opts[i]); } } } }else{ if (args.length == 0){ for (var i in _commands) result.add(i); }else{ // partial e.g. /jsp al // should tabcomplete to alias // for (var c in _commands){ if (c.indexOf(cmdInput) == 0){ result.add(c); } } } } return result; }; /* Tab completion for the /js command */ var __onTabCompleteJS = function() { if (__onTC_cmd.name == "jsp") return __onTabCompleteJSP() var _globalSymbols = _getProperties(global) var result = global.__onTC_result; var args = global.__onTC_args; var lastArg = args.length?args[args.length-1]+"":null; var propsOfLastArg = []; var statement = args.join(" "); statement = statement.replace(/^\s+/,"").replace(/\s+$/,""); if (statement.length == 0) propsOfLastArg = _globalSymbols; else{ var statementSyms = statement.split(/[^\$a-zA-Z0-9_\.]/); var lastSymbol = statementSyms[statementSyms.length-1]; //print("DEBUG: lastSymbol=[" + lastSymbol + "]"); // // try to complete the object ala java IDEs. // var parts = lastSymbol.split(/\./); var name = parts[0]; var symbol = global[name]; var lastGoodSymbol = symbol; if (typeof symbol != "undefined") { for (var i = 1; i < parts.length;i++){ name = parts[i]; symbol = symbol[name]; if (typeof symbol == "undefined") break; lastGoodSymbol = symbol; } //print("debug:name["+name+"]lastSymbol["+lastSymbol+"]symbol["+symbol+"]"); if (typeof symbol == "undefined"){ // // look up partial matches against last good symbol // var objectProps = _getProperties(lastGoodSymbol); if (name == ""){ // if the last symbol looks like this.. // ScriptCraft. // for (var i =0;i < objectProps.length;i++){ var candidate = lastSymbol + objectProps[i]; var re = new RegExp(lastSymbol + "$","g"); propsOfLastArg.push(lastArg.replace(re,candidate)); } }else{ // it looks like this.. // ScriptCraft.co // //print("debug:case Y: ScriptCraft.co"); var li = statement.lastIndexOf(name); for (var i = 0; i < objectProps.length;i++){ if (objectProps[i].indexOf(name) == 0) { var candidate = lastSymbol.substring(0,lastSymbol.lastIndexOf(name)); candidate = candidate + objectProps[i]; var re = new RegExp(lastSymbol+ "$","g"); //print("DEBUG: re=" + re + ",lastSymbol="+lastSymbol+",lastArg=" + lastArg + ",candidate=" + candidate); propsOfLastArg.push(lastArg.replace(re,candidate)); } } } }else{ //print("debug:case Z:ScriptCraft"); var objectProps = _getProperties(symbol); for (var i = 0; i < objectProps.length; i++){ var re = new RegExp(lastSymbol+ "$","g"); propsOfLastArg.push(lastArg.replace(re,lastSymbol + "." + objectProps[i])); } } }else{ //print("debug:case AB:ScriptCr"); // loop thru globalSymbols looking for a good match for (var i = 0;i < _globalSymbols.length; i++){ if (_globalSymbols[i].indexOf(lastSymbol) == 0){ var possibleCompletion = _globalSymbols[i]; var re = new RegExp(lastSymbol+ "$","g"); propsOfLastArg.push(lastArg.replace(re,possibleCompletion)); } } } } for (var i = 0;i < propsOfLastArg.length; i++) result.add(propsOfLastArg[i]); }; /* Unload Handlers */ var unloadHandlers = []; var _addUnloadHandler = function(f) { unloadHandlers.push(f); }; var _runUnloadHandlers = function() { for (var i = 0; i < unloadHandlers.length; i++) { unloadHandlers[i](); } }; /************************************************************************* refresh() function ------------------ The refresh() function will ... 1. Disable the ScriptCraft plugin. 2. Unload all event listeners associated with the ScriptCraft plugin. 3. Enable the ScriptCraft plugin. ... refresh() can be used during development to reload only scriptcraft javascript files. See [issue #69][issue69] for more information. [issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69 ***/ global.refresh = function(){ __plugin.pluginLoader.disablePlugin(__plugin); __plugin.pluginLoader.enablePlugin(__plugin); }; global.load = _load; global.save = _save; global.plugin = _plugin; global.ready = _ready; global.command = _command; global._onTabComplete = __onTabCompleteJS; global.addUnloadHandler = _addUnloadHandler; // // assumes this was loaded from js-plugins/core/ // load all of the plugins. // _reload(jsPluginsRootDir); // // all modules have loaded // for (var i =0;i < _deferred.length;i++) _deferred[i](); events.on("server.PluginDisableEvent",function(l,e){ // // save all plugins which have persistent data // for (var moduleName in _plugins){ var pluginData = _plugins[moduleName]; if (pluginData.persistent) save(pluginData.module.store, jsPluginsRootDirName + "/" + moduleName + "-store.txt"); } _runUnloadHandlers(); org.bukkit.event.HandlerList["unregisterAll(org.bukkit.plugin.Plugin)"](__plugin); }); }());