'use strict'; var File = java.io.File, bkBukkit = org.bukkit.Bukkit, bkLocation = org.bukkit.Location, bkBlockCommandSender = org.bukkit.command.BlockCommandSender; /************************************************************************ ## Utilities Module The `utils` module is a storehouse for various useful utility functions which can be used by plugin and module authors. It contains miscellaneous utility functions and classes to help with programming. ### utils.player() function The utils.player() function will return a [bukkit Player][bkpl] object with the given name. This function takes a single parameter `playerName` which can be either a String or a [Player][bkpl] object - if it's a Player object, then the same object is returned. If it's a String, then it tries to find the player with that name. #### Parameters * playerName : A String or Player object. If no parameter is provided then player() will try to return the `self` variable . It is strongly recommended to provide a parameter. #### Example ```javascript var utils = require('utils'); var name = 'walterh'; var player = utils.player(name); if ( player ) { player.sendMessage('Got ' + name); } else { console.log('No player named ' + name); } ``` [bkpl]: http://jd.bukkit.org/dev/apidocs/org/bukkit/entity/Player.html [bkloc]: http://jd.bukkit.org/dev/apidocs/org/bukkit/Location.html ***/ var _player = function ( playerName ) { if ( typeof playerName == 'undefined' ) { if ( typeof self == 'undefined' ) { return null; } else { return self; } } else { if ( typeof playerName == 'string' ) return bkBukkit.getPlayer( playerName ); else return playerName; // assumes it's a player object } }; /************************************************************************* ### utils.locationToJSON() function utils.locationToJSON() returns a [org.bukkit.Location][bkloc] object in JSON form... { world: 'world5', x: 56.9324, y: 103.9954, z: 43.1323, yaw: 0.0, pitch: 0.0 } This can be useful if you write a plugin that needs to store location data since bukkit's Location object is a Java object which cannot be serialized to JSON by default. #### Parameters * location: An object of type [org.bukkit.Location][bkloc] #### Returns A JSON object in the above form. ***/ var _locationToJSON = function( location ) { return { world: ''+location.world.name, x: location.x, y: location.y, z: location.z, yaw: location.yaw, pitch: location.pitch }; }; /************************************************************************* ### utils.locationToString() function The utils.locationToString() function returns a [org.bukkit.Location][bkloc] object in string form... '{"world":"world5",x:56.9324,y:103.9954,z:43.1323,yaw:0.0,pitch:0.0}' ... which can be useful if you write a plugin which uses Locations as keys in a lookup table. #### Example ```javascript var utils = require('utils'); ... var key = utils.locationToString(player.location); lookupTable[key] = player.name; ``` ***/ exports.locationToString = function( location ) { return JSON.stringify( _locationToJSON( location ) ); }; exports.locationToJSON = _locationToJSON; /************************************************************************* ### utils.locationFromJSON() function This function reconstructs an [org.bukkit.Location][bkloc] object from a JSON representation. This is the counterpart to the `locationToJSON()` function. It takes a JSON object of the form returned by locationToJSON() and reconstructs and returns a bukkit Location object. ***/ exports.locationFromJSON = function( json ) { var world; if ( json.constuctor == Array ) { // for support of legacy format world = bkBukkit.getWorld( json[0] ); return new bkLocation( world, json[1], json[2] , json[3] ); } else { world = bkBukkit.getWorld( json.world ); return new bkLocation( world, json.x, json.y , json.z, json.yaw, json.pitch ); } }; exports.player = _player; exports.getPlayerObject = function( player ) { console.warn( 'utils.getPlayerObject() is deprecated. Use utils.player() instead.' ); return _player(player); }; /************************************************************************* ### utils.getPlayerPos() function This function returns the player's [Location][bkloc] (x, y, z, pitch and yaw) for a named player. If the "player" is in fact a [org.bukkit.command.BlockCommandSender][bkbcs] then the attached Block's location is returned. #### Parameters * player : A [org.bukkit.command.CommandSender][bkbcs] (Player or BlockCommandSender) or player name (String). #### Returns An [org.bukkit.Location][bkloc] object. [bkbcs]: http://jd.bukkit.org/dev/apidocs/org/bukkit/command/BlockCommandSender.html [bksndr]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/command/CommandSender.html ***/ exports.getPlayerPos = function( player ) { player = _player( player ); if ( player ) { if ( player instanceof bkBlockCommandSender ) return player.block.location; else return player.location; } return null; }; /************************************************************************ ### utils.getMousePos() function This function returns a [org.bukkit.Location][bkloc] object (the x,y,z) of the current block being targeted by the named player. This is the location of the block the player is looking at (targeting). #### Parameters * player : The player whose targeted location you wish to get. #### Example The following code will strike lightning at the location the player is looking at... ```javascript var utils = require('utils'); var playerName = 'walterh'; var targetPos = utils.getMousePos(playerName); if (targetPos){ targetPos.world.strikeLightning(targetPos); } ``` ***/ exports.getMousePos = function( player ) { player = _player(player); if ( !player ) { return null; } // player might be CONSOLE or a CommandBlock if ( !player.getTargetBlock ) { return null; } var targetedBlock = player.getTargetBlock( null, 5 ); if ( targetedBlock == null || targetedBlock.isEmpty() ) { return null; } return targetedBlock.location; }; /************************************************************************ ### utils.foreach() function The utils.foreach() function is a utility function for iterating over an array of objects (or a java.util.Collection of objects) and processing each object in turn. Where utils.foreach() differs from other similar functions found in javascript libraries, is that utils.foreach can process the array immediately or can process it *nicely* by processing one item at a time then delaying processing of the next item for a given number of server ticks (there are 20 ticks per second on the minecraft main thread). This method relies on Bukkit's [org.bukkit.scheduler][sched] package for scheduling processing of arrays. [sched]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/package-summary.html #### Parameters * array : The array to be processed - It can be a javascript array, a java array or java.util.Collection * callback : The function to be called to process each item in the array. The callback function should have the following signature `callback(item, index, object, array)`. That is the callback will be called with the following parameters.... - item : The item in the array - index : The index at which the item can be found in the array. - object : Additional (optional) information passed into the foreach method. - array : The entire array. * context (optional) : An object which may be used by the callback. * delay (optional, numeric) : If a delay is specified (in ticks - 20 ticks = 1 second), then the processing will be scheduled so that each item will be processed in turn with a delay between the completion of each item and the start of the next. This is recommended for big builds (say 200 x 200 x 200 blocks) or any CPU-intensive process. * onDone (optional, function) : A function to be executed when all processing is complete. This parameter is only used when the processing is delayed. (It's optional even if a delay parameter is supplied). If called with a delay parameter then foreach() will return immediately after processing just the first item in the array (all subsequent items are processed later). If your code relies on the completion of the array processing, then provide an `onDone` parameter and put the code there. #### Example The following example illustrates how to use foreach for immediate processing of an array... ```javascript var utils = require('utils'); var players = ['moe', 'larry', 'curly']; utils.foreach (players, function(item){ server.getPlayer(item).sendMessage('Hi ' + item); }); ``` ... The `utils.foreach()` function can work with Arrays or any Java-style collection. This is important because many objects in the Bukkit API use Java-style collections... ```javascript utils.foreach( server.onlinePlayers, function(player){ player.chat('Hello!'); }); ``` ... the above code sends a 'Hello!' to every online player. The following example is a more complex use case - The need to build an enormous structure without hogging CPU usage... ```javascript // build a structure 200 wide x 200 tall x 200 long // (That's 8 Million Blocks - enough to tax any machine!) var utils = require('utils'); var a = []; a.length = 200; var drone = new Drone(); var processItem = function(item, index, object, array){ // build a box 200 wide by 200 long then move up drone.box(blocks.wood, 200, 1, 200).up(); }; // by the time the job's done 'self' might be someone else // assume this code is within a function/closure var player = self; var onDone = function(){ player.sendMessage('Job Done!'); }; utils.foreach (a, processItem, null, 10, onDone); ``` ***/ var _foreach = function( array, callback, context, delay, onCompletion ) { if ( array instanceof java.util.Collection ) { array = array.toArray(); } var i = 0; var len = array.length; if ( delay ) { var next = function( ) { callback(array[i], i, context, array); i++; }; var hasNext = function( ) { return i < len; }; _nicely( next, hasNext, onCompletion, delay ); } else { for ( ;i < len; i++ ) { callback( array[i], i, context, array ); } } }; exports.foreach = _foreach; /************************************************************************ ### utils.nicely() function The utils.nicely() function is for performing processing using the [org.bukkit.scheduler][sched] package/API. utils.nicely() lets you process with a specified delay between the completion of each `next()` function and the start of the next `next()` function. `utils.nicely()` is a recursive function - that is - it calls itself (schedules itself actually) repeatedly until `hasNext` returns false. #### Parameters * next : A function which will be called if processing is to be done. * hasNext : A function which is called to determine if the `next` callback should be invoked. This should return a boolean value - true if the `next` function should be called (processing is not complete), false otherwise. * onDone : A function which is to be called when all processing is complete (hasNext returned false). * delay : The delay (in server ticks - 20 per second) between each call. #### Example See the source code to utils.foreach for an example of how utils.nicely is used. ***/ var _nicely = function( next, hasNext, onDone, delay ) { if ( hasNext() ){ next(); server.scheduler.runTaskLater( __plugin, function() { _nicely( next, hasNext, onDone, delay ); }, delay ); }else{ if ( onDone ) { onDone(); } } }; exports.nicely = _nicely; /************************************************************************ ### utils.at() function The utils.at() function will perform a given task at a given time every (minecraft) day. #### Parameters * time24hr : The time in 24hr form - e.g. 9:30 in the morning is '09:30' while 9:30 pm is '21:30', midnight is '00:00' and midday is '12:00' * callback : A javascript function which will be invoked at the given time. * worlds : (optional) An array of worlds. Each world has its own clock. If no array of worlds is specified, all the server's worlds are used. #### Example To warn players when night is approaching... ```javascript var utils = require('utils'); utils.at( '19:00', function() { utils.foreach( server.onlinePlayers, function( player ) { player.chat( 'The night is dark and full of terrors!' ); }); }); ``` ***/ exports.at = function( time24hr, callback, worlds ) { var forever = function(){ return true; }; var timeParts = time24hr.split( ':' ); var hrs = ( (timeParts[0] * 1000) + 18000 ) % 24000; var mins; if ( timeParts.length > 1 ) { mins = ( timeParts[1] / 60 ) * 1000; } var timeMc = hrs + mins; if ( typeof worlds == 'undefined' ) { worlds = server.worlds; } _nicely( function() { _foreach( worlds, function ( world ) { var time = world.getTime(); var diff = timeMc - time; if ( diff > 0 && diff < 100 ) { callback(); } }); }, forever, null, 100 ); }; /************************************************************************ ### utils.find() function The utils.find() function will return a list of all files starting at a given directory and recursiving trawling all sub-directories. #### Parameters * dir : The starting path. Must be a string. * filter : (optional) A [FilenameFilter][fnfltr] object to return only files matching a given pattern. [fnfltr]: http://docs.oracle.com/javase/6/docs/api/java/io/FilenameFilter.html #### Example ```javascript var utils = require('utils'); var jsFiles = utils.find('./', function(dir,name){ return name.match(/\.js$/); }); ``` ***/ exports.find = function( dir , filter ) { var result = []; var recurse = function( dir, store ) { var files, dirfile = new File( dir ); if ( typeof filter == 'undefined' ) { files = dirfile.list(); } else { files = dirfile.list(filter); } _foreach( files, function( file ) { file = new java.io.File( dir + '/' + file ); if ( file.isDirectory() ) { recurse( file.canonicalPath, store ); } else { store.push( file.canonicalPath ); } }); }; recurse( dir, result ); return result; }; /************************************************************************ ### utils.serverAddress() function The utils.serverAddress() function returns the IP(v4) address of the server. ```javascript var utils = require('utils'); var serverAddress = utils.serverAddress(); console.log(serverAddress); ``` ***/ exports.serverAddress = function() { var interfaces = java.net.NetworkInterface.getNetworkInterfaces(); var current, addresses, current_addr; while ( interfaces.hasMoreElements() ) { current = interfaces.nextElement(); if ( ! current.isUp() || current.isLoopback() || current.isVirtual() ) { continue; } addresses = current.getInetAddresses(); while (addresses.hasMoreElements()) { current_addr = addresses.nextElement(); if ( current_addr.isLoopbackAddress() ) continue; if ( current_addr instanceof java.net.Inet4Address) return current_addr.getHostAddress(); } } return null; }; /************************************************************************ ### utils.watchFile() function Watches for changes to the given file or directory and calls the function provided when the file changes. #### Parameters * File - the file to watch (can be a file or directory) * Callback - The callback to invoke when the file has changed. The callback takes the changed file as a parameter. #### Example ```javascript var utils = require('utils'); utils.watchFile( 'test.txt', function( file ) { console.log( file + ' has changed'); }); ``` ***/ var filesWatched = {}; exports.watchFile = function( file, callback ) { if ( typeof file == 'string' ) { file = new File(file); } filesWatched[file.canonicalPath] = { callback: callback, lastModified: file.lastModified() }; }; /************************************************************************ ### utils.unwatchFile() function Removes a file from the watch list. #### Example ```javascript var utils = require('utils'); utils.unwatchFile( 'test.txt'); ``` ***/ exports.unwatchFile = function( file, callback ) { if ( typeof file == 'string' ) { file = new File(file); } delete filesWatched[file.canonicalPath]; }; function fileWatcher() { for (var file in filesWatched) { var fileObject = new File(file); var lm = fileObject.lastModified(); if ( lm != filesWatched[file].lastModified ) { filesWatched[file].lastModified = lm; filesWatched[file].callback(fileObject); } } setTimeout( fileWatcher, 5000 ); }; setTimeout( fileWatcher, 5000 );