415 lines
14 KiB
Markdown
415 lines
14 KiB
Markdown
# 2014 05 31
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Fix bug in persistence module. Private load function wasn't returning result of scload.
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# 2014 05 29
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Fix tab completion for /jsp command so that it conforms with tab completion norms in minecraft.
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/jsp ice<TAB> completes to /jsp icecream
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Hitting TAB again has no effect. Player must type space then hit TAB to get list of flavors.
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This is consistent with how MC treats other commands for tab completion.
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# 2014 05 19
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Improved Tab Completion to work with Java Enums too.
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# 2014 05 12
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Turn off modality for conversations which are started via the 'input' module.
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(with modality on, player.sendMessage() is suppressed but player.sendRawMessage() isn't.
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turning modality off as devs would expect player.sendMessage() to work - I did anyway)
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# 2014 05 10
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Further simplification of events handling. The events.on() function can still be used but additional functions are now provided for each type of event.
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For example, to register a custom player-join event handler...
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events.playerJoin(function(event){
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event.player.sendMessage('welcome!');
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});
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Added new sounds module for simpler sounds playback and in-game tab completion.
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All of the org.bukkit.Sound enum values are attached to the sounds module.
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# 2014 04 13
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Added asynchronous `input()` function module.
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# 2014 03 15
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## Version 2.0.6
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## Simplified Event handling code.
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The callback function for event handling now only takes 1 single
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parameter, the event which triggered the callback. The listener object
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is bound to the callback function so within the callback function
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`this` refers to the listener object. Unregistering listeners has also
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been greatly simplified. You can have an event handler which fires
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only once by unregistering itself within the callback like this...
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events.on('player.PlayerJoinEvent', function( event ) {
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// do something
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event.player.sendMessage( "You're the first player to join" );
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// unregister so this function is called only once ever.
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this.unregister();
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});
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The `events.on()` function also returns the same listener object as
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`this` refered to inside the callback. The listener object has a
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single method `unregister()` which can be called to stop listening for
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the event.
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# 2014 03 12
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Added Drone.MAX_VOLUME and Drone.MAX_SIDE properties to specify limits on size of Drone ops.
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This is to stop individual players from hogging the CPU in a classrom environment.
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# 2014 03 08
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Fixed issues #115 #122 #123
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Improved background processing of Drone build commands.
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# 2014 02 19
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## Version 2.0.5
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Asynchronous building. Drone now builds asynchronously.
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Fixed Issue #119 (exceptions on reload/stop)
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# 2014 02 11
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## Version 2.0.4
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Various bug fixes, enhanced classroom module and improved error logging on startup.
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# 2014 01 17
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Added support for communication with Arduino and other devices which
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use the [MQTT protocol][mqtt] via a new `sc-mqtt` module. This module
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requires a separate sc-mqtt.jar file downloadable from
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<http://scriptcraftjs.org/download/extras/mqtt> which must be included
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in the CraftBukkit classpath. If using MQTT in ScriptCraft, then
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Craftbukkit should be launched like this...
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java -classpath craftbukkit.jar;sc-mqtt.jar org.bukkit.craftbukkit.Main
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You can use the new `sc-mqtt` module like this to send and receive
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messages between minecraft and an Arduino. For example to send a
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message to the MQTT broker whenever a player breaks a block...
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var mqtt = require('sc-mqtt');
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var client = mqtt.client('tcp://localhost:1883','scripcraft');
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client.connect();
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events.on('block.BlockBreakEvent', function(listener, event){
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client.publish('minecraft','block-broken');
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});
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To have minecraft react to inputs from an MQTT broker...
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var mqtt = require('sc-mqtt');
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var client = mqtt.client('tcp://localhost:1883','scripcraft');
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client.connect();
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client.onMessageArrived(function(topic, message){
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var payload = message.payload;
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if (topic == 'arduino'){
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// do something with payload.
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}
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});
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[mqtt]: http://mqtt.org/
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# 2014 01 14
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Added config.yml file for configuration options. This file allows
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scriptcraft admins to turn on or off re-unzipping of the modules,
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plugins and lib folders when deploying a new version of
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scriptcraft. It's strongly recommended that the lib directory always
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be set to true to get the latest core scriptcraft code . The modules
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and plugins directories are optional and not part of scriptcraft core.
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The config.yml file looks like this...
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extract-js:
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plugins: true
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modules: true
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lib: true
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# 2014 01 13
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Bug Fix: Make ScriptCraft work with Nashorn javascript engine bundled with Java 8
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<https://github.com/walterhiggins/ScriptCraft/issues/112>
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# 2014 01 12
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## Important
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The ScriptCraft.jar file has been renamed scriptcraft.jar (see bug fix
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details below). This means that you will have to remove the existing
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`plugins/ScriptCraft.jar` file if present.
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Bug Fix: On Mac OS, the plugins/scriptcraft directory is copied to
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plugins/ScriptCraftPlugin the 2nd time ScriptCraftPlugin is loaded.
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This has been fixed by changing the plugin name from ScriptCraftPlugin
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to scriptcraft. The jar file has also been rename from
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ScriptCraft.jar to scriptcraft.jar.
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New command: `jsp spawn` lets in-game operators spawn any type of
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entity. For example `/jsp spawn cow` will spawn a cow at the in-game
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operator's current location.
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New minigame: Cow Clicker. A simple demonstration of using Bukkit's
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Scoreboard API. Players click cows to score points. Scores are
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displayed in a side bar on screen. Players join or leave the game by
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typing `/jsp cowclicker` at the in-game prompt.
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# 2014 01 05
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Bug Fix: On Mac OS, alias plugin caused Exceptions due to missing
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.trim() function on String.
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Changed target for compilation to 1.6 so that ScriptCraft will work
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with both java 1.6 and 1.7.
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Added documentation for the Signs module.
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# 2014 01 02
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Added a warning in console at start-up if legacy directories are detected.
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Added 'use strict' to core modules.
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Bug Fix; Signs were not being saved. (introduced with recent change to JSONifying Location)
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# 2014 01 01
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'Buddha' Release - towards a total annihilation of the 'self' variable.
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The 'self' variable should only be used at the in-game or server
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console command prompts and should not be used in modules or in
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multi-threaded code.
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Moved scriptcraft directory from {craftbukkit-root}/scriptcraft to
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{craftbukkit-root}/plugins/scriptcraft because this seems to be where
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other plugins create plugin-specific directories on the filesystem.
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Documentation updates. Added new sections to the Young Persons Guide
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to Modding Minecraft.
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# 2013 12 30
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Removing coffeescript support because coffeescript.js will not
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compile/evaluate (generated bytecode exceeds 64K limit).
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Updated plugin to remove `self` variable once the `js` command
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evaluation has completed (limits the scope of the `self` variable to
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just command-prompt evaluation).
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# 2013 12 29
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Bug Fix: [Can't get Scriptcraft core libraries working][bug103].
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[bug103]: https://github.com/walterhiggins/ScriptCraft/issues/103
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Bug Fix; Server console errors when empty commands submitted.
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Added more example modules.
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# 2013 12 28
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Documented the 'homes' module other tweaks to documentation.
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# 2013 12 27
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## Updated 'jsp alias' command.
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The 'jsp alias' command now lets players define their own shortcuts
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which don't require the 'jsp ' prefix.
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### Example
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At the in-game prompt use the following command to create a new alias
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`cw` (short for change Clock & Weather) which will change the time and
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weather using a single statement.
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/jsp alias set cw = time set {1} ; weather {2}
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This creates a new cw alias which takes 2 parameters, time and weather
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and passes them to the 'time set' and 'weather' commands. You use the
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alias like this...
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/cw 4000 sun
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... which in turn gets converted into these 2 commands...
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/time set 4000
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/weather sun
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Aliases can be set on a per-player basis or can be set globally (for
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all players). Aliases are automatically saved and restore on server
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shutdown/startup.
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## Added console global variable.
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ScriptCraft now has a `console` global variable which can be used for
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logging (to the server console). The `console` variable uses the
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ScriptCraft plugin Logger object. You use the console object in your
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javascript modules like this...
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console.info('Hello %s, %s', 'World', 'Universe');
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... or simply...
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console.warn('Hello World');
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# 2013 12 26
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Made the `events` variable global because it is use by modules and
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plugins. This means there is no longer any need to explicitly
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`require('events')` since `events` is now a free variable in the
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global namespace.
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# 2013 12 25
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Added the 'commando' module.
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# 2013 12 24
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## 'Modules' release
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### Modules in ScriptCraft
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ScriptCraft now has a simple module loading system. ScriptCraft now
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uses the [CommonJS module contract][cjsmod] - that is - the same
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module system used by Node.js. All of the javascript code which comes
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bundled with ScriptCraft has been modified so that it conforms to the
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CommonJS module system.
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### What this means for plugins you've developed using ScriptCraft
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If you have written plugins using a previous version of ScriptCraft then you have 2 options...
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1. Continue using the previous version of ScriptCraft.
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2. Update your plugins to work with the ScriptCraft 'Modules' release.
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... Option 2 should be relatively straightforward if you follow these steps...
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1. Copy your own custom plugins from the `js-plugins` directory to the new `scriptcraft/plugins` directory.
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2. In your javascript code any functions, objects or variables which
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you want to expose for use by others should be exposed using the
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special `exports` variable. All other code within your .js files will
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now be private by default. See below for details on how
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CommonJS/Node.js modules work.
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If you have any questions or concerns or need help converting your
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existing javascript plugin, contact please post questions on the
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[ScriptCraft forum][scforum] or open an issue on the [Github
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project][github]
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[github]: http://github.com/walterhiggins/ScriptCraft
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[scforum]: https://groups.google.com/forum/?fromgroups=#!forum/scriptcraft---scripting-minecraft
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In ScriptCraft, files and modules are in one-to-one correspondence. As
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an example, foo.js loads the module circle.js in the same directory.
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*ScriptCraft now uses the same module system as Node.js - see [Node.js
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Modules][njsmod] for more details.*
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[njsmod]: http://nodejs.org/api/modules.html
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[cjsmod]: http://wiki.commonjs.org/wiki/Modules/1.1.1
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The contents of foo.js:
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var circle = require('./circle.js');
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echo( 'The area of a circle of radius 4 is '
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+ circle.area(4));
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The contents of circle.js:
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var PI = Math.PI;
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exports.area = function (r) {
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return PI * r * r;
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};
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exports.circumference = function (r) {
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return 2 * PI * r;
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};
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The module circle.js has exported the functions area() and
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circumference(). To add functions and objects to the root of your
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module, you can add them to the special exports object.
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Variables local to the module will be private, as though the module
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was wrapped in a function. In this example the variable PI is private
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to circle.js.
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If you want the root of your module's export to be a function (such as
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a constructor) or if you want to export a complete object in one
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assignment instead of building it one property at a time, assign it to
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module.exports instead of exports.
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#### Module Loading
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When the ScriptCraft Java plugin is first installed, a new
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subdirectory is created in the craftbukkit directory. If your
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craftbukkit directory is called 'craftbukkit' then the new
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subdirectories will be ...
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* craftbukkit/scriptcraft/
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* craftbukkit/scriptcraft/plugins
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* craftbukkit/scriptcraft/modules
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* craftbukkit/scriptcraft/lib
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... The `plugins`, `modules` and `lib` directories each serve a different purpose.
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##### The plugins directory
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At server startup the ScriptCraft Java plugin is loaded and begins
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automatically loading and executing all of the modules (javascript
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files with the extension `.js`) it finds in the `scriptcraft/plugins`
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directory. All modules in the plugins directory are automatically
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loaded into the `global` namespace. What this means is that anything a
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module in the `plugins` directory exports becomes a global
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variable. For example, if you have a module greeting.js in the plugins
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directory....
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exports.greet = function() {
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echo('Hello ' + self.name);
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};
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... then `greet` becomes a global function and can be used at the
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in-game (or server) command prompt like so...
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/js greet()
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... This differs from how modules (in NodeJS and commonJS
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environments) normally work. If you want your module to be exported
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globally, put it in the `plugins` directory. If you don't want your
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module to be exported globally but only want it to be used by other
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modules, then put it in the `modules` directory instead. If you've
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used previous versions of ScriptCraft and have put your custom
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javascript modules in the `js-plugins` directory, then put them in the
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`scriptcraft/plugins` directory. To summarise, modules in this directory are ...
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* Automatically loaded and run at server startup.
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* Anything exported by modules becomes a global variable.
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##### The modules directory
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The module directory is where you should place your modules if you
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don't want to export globally. In javascript, it's considered best
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practice not to have too many global variables, so if you want to
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develop modules for others to use, or want to develop more complex
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mods then your modules should be placed in the `modules` directory.
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*Modules in the `modules` directory are not automatically loaded at
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startup*, instead, they are loaded and used by other modules/plugins
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using the standard `require()` function. This is the key difference
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between modules in the `plugins` directory and modules in the
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`modules` directory. Modules in the `plugins` directory are
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automatically loaded and exported in to the global namespace at server
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startup, modules in the `modules` directory are not.
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##### The lib directory
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Modules in the `lib` directory are for use by ScriptCraft and some
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core functions for use by module and plugin developers are also
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provided. The `lib` directory is for internal use by ScriptCraft.
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Modules in this directory are not automatically loaded nor are they
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globally exported.
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