'use strict'; /************************************************************************ ## Modules in Scriptcraft ScriptCraft has a simple module loading system. In ScriptCraft, files and modules are in one-to-one correspondence. As an example, foo.js loads the module circle.js in the same directory. *ScriptCraft now uses the same module system as Node.js - see [Node.js Modules][njsmod] for more details.* [njsmod]: http://nodejs.org/api/modules.html The contents of foo.js: var circle = require('./circle.js'); console.log( 'The area of a circle of radius 4 is ' + circle.area(4)); The contents of circle.js: var PI = Math.PI; exports.area = function (r) { return PI * r * r; }; exports.circumference = function (r) { return 2 * PI * r; }; The module circle.js has exported the functions area() and circumference(). To add functions and objects to the root of your module, you can add them to the special exports object. Variables local to the module will be private, as though the module was wrapped in a function. In this example the variable PI is private to circle.js. If you want the root of your module's export to be a function (such as a constructor) or if you want to export a complete object in one assignment instead of building it one property at a time, assign it to module.exports instead of exports. ## Module Loading When the ScriptCraft Java plugin is first installed, a new subdirectory is created in the craftbukkit/plugins directory. If your craftbukkit directory is called 'craftbukkit' then the new subdirectories will be ... * craftbukkit/plugins/scriptcraft/ * craftbukkit/plugins/scriptcraft/plugins * craftbukkit/plugins/scriptcraft/modules * craftbukkit/plugins/scriptcraft/lib ... The `plugins`, `modules` and `lib` directories each serve a different purpose. ### The plugins directory At server startup the ScriptCraft Java plugin is loaded and begins automatically loading and executing all of the modules (javascript files with the extension `.js`) it finds in the `scriptcraft/plugins` directory. All modules in the plugins directory are automatically loaded into the `global` namespace. What this means is that anything a module in the `plugins` directory exports becomes a global variable. For example, if you have a module greeting.js in the plugins directory.... exports.greet = function(player) { player.sendMessage('Hello ' + player.name); }; ... then `greet` becomes a global function and can be used at the in-game (or server) command prompt like so... /js greet(self) ... This differs from how modules (in NodeJS and commonJS environments) normally work. If you want your module to be exported globally, put it in the `plugins` directory. If you don't want your module to be exported globally but only want it to be used by other modules, then put it in the `modules` directory instead. If you've used previous versions of ScriptCraft and have put your custom javascript modules in the `js-plugins` directory, then put them in the `scriptcraft/plugins` directory. To summarise, modules in this directory are ... * Automatically loaded and run at server startup. * Anything exported by modules becomes a global variable. ### The modules directory The module directory is where you should place your modules if you don't want to export globally. In javascript, it's considered best practice not to have too many global variables, so if you want to develop modules for others to use, or want to develop more complex mods then your modules should be placed in the `modules` directory. *Modules in the `modules` directory are not automatically loaded at startup*, instead, they are loaded and used by other modules/plugins using the standard `require()` function. This is the key difference between modules in the `plugins` directory and modules in the `modules` directory. Modules in the `plugins` directory are automatically loaded and exported in to the global namespace at server startup, modules in the `modules` directory are not. ### The lib directory Modules in the `lib` directory are for use by ScriptCraft and some core functions for use by module and plugin developers are also provided. The `lib` directory is for internal use by ScriptCraft. Modules in this directory are not automatically loaded nor are they globally exported. ### plugins sub-directories As of December 24 2013, the `scriptcraft/plugins` directory has the following sub-directories... * drone - Contains the drone module and drone extensions. Drone was the first scriptcraft module. * mini-games - Contains mini-games * arrows - The arrows module - Changes the behaviour of Arrows: Explosive, Fireworks, Teleportation etc. * signs - The signs module (includes example signs) - create interactive signs. * chat - The chat plugin/module * alias - The alias plugin/module - for creating custom aliases for commonly used commands. * home - The home module - for setting homes and visiting other homes. ## Global variables There are a couple of special javascript variables available in ScriptCraft... ### __plugin variable The ScriptCraft JavaPlugin object. ### server variable The Minecraft Server object ### self variable The current player. (Note - this value should not be used in multi-threaded scripts or event-handling code - it's not thread-safe). This variable is only safe to use at the in-game prompt and should *never* be used in modules. For example you can use it here... /js console.log(self.name) ... but not in any javascript module you create yourself or in any event handling code. `self` is a temporary short-lived variable which only exists in the context of the in-game or server command prompts. ### config variable ScriptCraft configuration - this object is loaded and saved at startup/shutdown. ### events variable The events object is used to add new event handlers to Minecraft. ## Module variables The following variables are available only within the context of Modules. (not available at in-game prompt). ### __filename variable The current file - this variable is only relevant from within the context of a Javascript module. ### __dirname variable The current directory - this variable is only relevant from within the context of a Javascript module. ## Global functions ScripCraft provides some global functions which can be used by all plugins/modules... ### echo function The `echo()` function displays a message on the in-game screen. The message is displayed to the `self` player (this is usually the player who issued the `/js` or `/jsp` command). #### Example /js echo('Hello World') For programmers familiar with Javascript web programming, an `alert` function is also provided. `alert` works exactly the same as `echo` e.g. `alert('Hello World')`. #### Notes The `echo` and `alert` functions are provided as convenience functions for beginning programmers. The use of these 2 functions is not recommended in event-handling code or multi-threaded code. In such cases, if you want to send a message to a given player then use the Bukkit API's [Player.sendMessage()][plsm] function instead. [plsm]: http://jd.bukkit.org/dev/apidocs/org/bukkit/command/CommandSender.html#sendMessage(java.lang.String) ### require() function ScriptCraft's `require()` function is used to load modules. The `require()` function takes a module name as a parameter and will try to load the named module. #### Parameters * modulename - The name of the module to be loaded. Can be one of the following... - A relative file path (with or without `.js` suffix) - An absolute file path (with or without `.js` suffix) - A relative directory path (uses node.js rules for directories) - An absolute directory path (uses node.js rules for directories) - A name of the form `'events'` - in which case the `lib` directory and `modules` directories are searched for the module. #### Return require() will return the loaded module's exports. ### load() function #### No longer recommended for use by Plugin/Module developers (deprecated) load() should only be used to load .json data. #### Parameters * filename - The name of the file to load. * warnOnFileNotFound (optional - default: false) - warn if the file was not found. #### Returns load() will return the result of the last statement evaluated in the file. #### Example load("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... { 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... { "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 `store` - 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]: ./Anatomy-of-a-Plugin.md ### 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. The callback function in turn takes 2 parameters... * params : An Array of type String - the list of parameters passed to the command. * sender : The [CommandSender][bukcs] object that invoked the command (this is usually a Player object but can be a Block ([BlockCommandSender][bukbcs]). * 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. ### setTimeout() function This function mimics the setTimeout() function used in browser-based javascript. However, the function will only accept a function reference, not a string of javascript code. Where setTimeout() in the browser returns a numeric value which can be subsequently passed to clearTimeout(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearTimeout() implementation. If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too. [btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html #### Example // // start a storm in 5 seconds // setTimeout( function() { var world = server.worlds.get(0); world.setStorm(true); }, 5000); ### clearTimeout() function A scriptcraft implementation of clearTimeout(). ### setInterval() function This function mimics the setInterval() function used in browser-based javascript. However, the function will only accept a function reference, not a string of javascript code. Where setInterval() in the browser returns a numeric value which can be subsequently passed to clearInterval(), This implementation returns a [BukkitTask][btdoc] object which can be subsequently passed to ScriptCraft's own clearInterval() implementation. If Node.js supports setInterval() then it's probably good for ScriptCraft to support it too. [btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html ### clearInterval() function A scriptcraft implementation of clearInterval(). ### refresh() function The refresh() function can be used to only reload the ScriptCraft plugin (it's like the `reload` command except it only reloads ScriptCraft). 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 ### addUnloadHandler() function The addUnloadHandler() function takes a callback function as a parameter. The callback will be called when the ScriptCraft plugin is unloaded (usually as a result of a a `reload` command or server shutdown). This function provides a way for ScriptCraft modules to do any required cleanup/housekeeping just prior to the ScriptCraft Plugin unloading. ***/ /* wph 20130124 - make self, plugin and server public - these are far more useful now that tab-complete works. */ var global = this; var server = org.bukkit.Bukkit.server; /* private implementation */ function __onEnable (__engine, __plugin, __script) { /* don't execute this more than once */ if (typeof load == "function") return ; var File = java.io.File ,FileReader = java.io.FileReader ,BufferedReader = java.io.BufferedReader ,PrintWriter = java.io.PrintWriter ,FileWriter = java.io.FileWriter; var _canonize = function(file){ return "" + file.getCanonicalPath().replaceAll("\\\\","/"); }; var libDir = __script.parentFile; // lib (assumes scriptcraft.js is in craftbukkit/plugins/scriptcraft/lib directory var jsPluginsRootDir = libDir.parentFile; // scriptcraft var jsPluginsRootDirName = _canonize(jsPluginsRootDir); /* Save a javascript object to a file (saves using JSON notation) */ var _save = function(object, filename){ var objectToStr = null; try{ objectToStr = JSON.stringify(object,null,2); }catch(e){ print("ERROR: " + e.getMessage() + " while saving " + filename); return; } var f = (filename instanceof File) ? filename : new File(filename); var out = new PrintWriter(new FileWriter(f)); out.println( objectToStr ); out.close(); }; var _loaded = {}; /* Load the contents of the file and evaluate as javascript */ var _load = function(filename,warnOnFileNotFound) { var result = null ,file = filename ,r = undefined; if (!(filename instanceof File)) file = new File(filename); var canonizedFilename = _canonize(file); /* wph 20130123 don't load the same file more than once. */ if (_loaded[canonizedFilename]) return _loaded[canonizedFilename]; if (file.exists()) { var parent = file.getParentFile(); var reader = new FileReader(file); var br = new BufferedReader(reader); var code = ""; var wrappedCode; try{ while ((r = br.readLine()) !== null) code += r + "\n"; wrappedCode = "(" + code + ")"; result = __engine.eval(wrappedCode); // issue #103 avoid side-effects of || operator on Mac Rhino _loaded[canonizedFilename] = result ; if (!_loaded[canonizedFilename]) _loaded[canonizedFilename]= true; }catch (e){ __plugin.logger.severe("Error evaluating " + canonizedFilename + ", " + e ); } finally { try { reader.close(); }catch (re){ // fail silently on reader close error } } }else{ if (warnOnFileNotFound) __plugin.logger.warning(canonizedFilename + " not found"); } return result; }; /* now that load is defined, use it to load a global config object */ var config = _load(new File(jsPluginsRootDir, 'data/global-config.json' )); if (!config) config = {verbose: false}; global.config = config; global.__plugin = __plugin; /* wph 20131229 Issue #103 JSON is not bundled with javax.scripting / Rhino on Mac. */ var jsonLoaded = __engine["eval(java.io.Reader)"](new FileReader(new File(jsPluginsRootDirName + '/lib/json2.js'))); /* Unload Handlers */ var unloadHandlers = []; var _addUnloadHandler = function(f) { unloadHandlers.push(f); }; var _runUnloadHandlers = function() { for (var i = 0; i < unloadHandlers.length; i++) { unloadHandlers[i](); } }; global.refresh = function(){ __plugin.pluginLoader.disablePlugin(__plugin); __plugin.pluginLoader.enablePlugin(__plugin); }; var _echo = function (msg) { __plugin.logger.info( msg ); if (typeof self == "undefined"){ return; } self.sendMessage(msg); }; global.echo = _echo; global.alert = _echo; global.load = _load; global.save = _save; global.addUnloadHandler = _addUnloadHandler; var fnRequire = load(jsPluginsRootDirName + '/lib/require.js',true); /* setup paths to search for modules */ var modulePaths = [jsPluginsRootDirName + '/lib/', jsPluginsRootDirName + '/modules/']; global.require = fnRequire(__plugin.logger, __engine, config.verbose, jsPluginsRootDirName, modulePaths); require('js-patch')(global); global.console = require('console'); /* setup persistence */ require('persistence')(jsPluginsRootDir,global); global.command = require('command').command; var plugins = require('plugin'); global.__onTabComplete = require('tabcomplete'); global.plugin = plugins.plugin; var events = require('events'); events.on('server.PluginDisableEvent',function(l,e){ // save config save(global.config, new File(jsPluginsRootDir, "data/global-config.json" )); _runUnloadHandlers(); org.bukkit.event.HandlerList["unregisterAll(org.bukkit.plugin.Plugin)"](__plugin); }); // wph 20131226 - make events global as it is used by many plugins/modules global.events = events; plugins.autoload(jsPluginsRootDir); global.__onCommand = function( sender, cmd, label, args) { var jsArgs = []; var i = 0; for (;i < args.length; i++) jsArgs.push('' + args[i]); var result = false; var cmdName = ('' + cmd.name).toLowerCase(); if (cmdName == 'js') { result = true; var fnBody = jsArgs.join(' '); global.self = sender; global.__engine = __engine; try { //var jsResult = __engine["eval(java.lang.String,javax.script.Bindings)"]( fnBody, bindings ); var jsResult = __engine.eval(fnBody); if (jsResult) sender.sendMessage(jsResult); }catch (e){ __plugin.logger.severe("Error while trying to evaluate javascript: " + fnBody + ", Error: "+ e); throw e; }finally{ delete global.self; delete global.__engine; } } if (cmdName == 'jsp'){ command.exec(jsArgs, sender); result = true; } return result; }; /* wph 20140102 - warn if legacy 'craftbukkit/js-plugins' or 'craftbukkit/scriptcraft' directories are present */ var cbPluginsDir = jsPluginsRootDir.parentFile; var cbDir = new File(cbPluginsDir.canonicalPath).parentFile; var legacyDirs = [ new File(cbDir, 'js-plugins'), new File(cbDir, 'scriptcraft') ]; var legacyExists = false; for (var i = 0; i < legacyDirs.length; i++){ if (legacyDirs[i].exists() && legacyDirs[i].isDirectory()){ legacyExists = true; console.warn('Legacy ScriptCraft directory %s was found. This directory is no longer used.', legacyDirs[i].canonicalPath); } } if (legacyExists){ console.info('Please note that the working directory for %s is %s', __plugin, jsPluginsRootDir.canonicalPath); } }