1630 lines
54 KiB
Markdown
1630 lines
54 KiB
Markdown
Drone Module
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============
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The Drone is a convenience class for building. It can be used for...
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1. Building
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2. Copying and Pasting
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It uses a fluent interface which means all of the Drone's methods return `this` and can
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be chained together like so...
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var theDrone = new Drone();
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theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
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TLDNR; (Just read this if you're impatient)
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===========================================
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At the in-game command prompt type...
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/js box( blocks.oak )
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... creates a single wooden block at the cross-hairs or player location
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/js box( blocks.oak ).right(2).box( blocks.wool.black, 4, 9, 1)
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... creates a single wooden block and a 2001 black obelisk that is 4
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wide x 9 tall x 1 long in size. If you want to see what else
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ScriptCraft's Drone can do, read on...
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Constructing a Drone Object
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===========================
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Drones can be created in any of the following ways...
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1. Calling any one of the methods listed below will return a Drone object. For example...
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var d = box( blocks.oak )
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... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
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object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
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of the Drone class's methods are also global functions that return new Drone objects.
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This is short-hand for creating drones and is useful for playing around with Drones at the in-game
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command prompt. It's shorter than typing ...
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var d = new Drone().box( blocks.oak )
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... All of the Drone's methods return `this` (self) so you can chain operations together like this...
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var d = box( blocks.oak )
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.up()
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.box( blocks.oak ,3,1,3)
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.down()
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.fwd(2)
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.box( blocks.oak )
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.turn()
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.fwd(2)
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.box( blocks.oak )
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.turn()
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.fwd(2)
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.box( blocks.oak );
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2. Using the following form...
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d = new Drone()
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...will create a new Drone. If the cross-hairs are pointing at a
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block at the time then, that block's location becomes the drone's
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starting point. If the cross-hairs are _not_ pointing at a block,
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then the drone's starting location will be 2 blocks directly in
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front of the player. TIP: Building always happens right and front
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of the drone's position...
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Plan View:
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^
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D---->
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For convenience you can use a _corner stone_ to begin building.
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The corner stone should be located just above ground level. If
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the cross-hair is point at or into ground level when you create a
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new Drone(), then building begins at that point. You can get
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around this by pointing at a 'corner stone' just above ground
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level or alternatively use the following statement...
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d = new Drone().up();
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... which will move the drone up one block as soon as it's created.
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![corner stone](img/cornerstone1.png)
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3. Or by using the following form...
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d = new Drone(x,y,z,direction,world);
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This will create a new Drone at the location you specified using
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x, y, z In minecraft, the X axis runs west to east and the Z axis runs
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north to south. The direction parameter says what direction you want
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the drone to face: 0 = east, 1 = south, 2 = west, 3 = north. If the
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direction parameter is omitted, the player's direction is used
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instead.
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Both the `direction` and `world` parameters are optional.
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4. Create a new Drone based on a Bukkit Location object...
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d = new Drone(location);
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This is useful when you want to create a drone at a given
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`org.bukkit.Location` . The `Location` class is used throughout
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the bukkit API. For example, if you want to create a drone when a
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block is broken at the block's location you would do so like
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this...
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events.on('block.BlockBreakEvent',function(listener,event){
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var location = event.block.location;
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var drone = new Drone(location);
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// do more stuff with the drone here...
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});
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Parameters
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----------
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* location (optional) : *NB* If an `org.bukkit.Location` object is provided as a parameter, then it should be the only parameter.
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* x (optional) : The x coordinate of the Drone
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* y (optional) : The y coordinate of the Drone
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* z (optional) : The z coordinate of the Drone
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* direction (optional) : The direction in which the Drone is
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facing. Possible values are 0 (east), 1 (south), 2 (west) or 3 (north)
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* world (optional) : The world in which the drone is created.
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Drone.box() method
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==================
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the box() method is a convenience method for building things. (For the more performance-oriented method - see cuboid)
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parameters
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----------
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* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* w (optional - default 1) - the width of the structure
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* h (optional - default 1) - the height of the structure
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* d (optional - default 1) - the depth of the structure - NB this is
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not how deep underground the structure lies - this is how far
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away (depth of field) from the drone the structure will extend.
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Example
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-------
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To create a black structure 4 blocks wide, 9 blocks tall and 1 block long...
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box(blocks.wool.black, 4, 9, 1);
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... or the following code does the same but creates a variable that can be used for further methods...
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var drone = new Drone();
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drone.box(blocks.wool.black, 4, 9, 1);
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![box example 1](img/boxex1.png)
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Drone.box0() method
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===================
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Another convenience method - this one creates 4 walls with no floor or ceiling.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* width (optional - default 1) - the width of the structure
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* height (optional - default 1) - the height of the structure
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* length (optional - default 1) - the length of the structure - how far
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away (depth of field) from the drone the structure will extend.
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Example
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-------
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To create a stone building with the insided hollowed out 7 wide by 3 tall by 6 long...
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box0( blocks.stone, 7, 3, 6);
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![example box0](img/box0ex1.png)
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Drone.boxa() method
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===================
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Construct a cuboid using an array of blocks. As the drone moves first along the width axis,
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then the height (y axis) then the length, each block is picked from the array and placed.
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Parameters
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----------
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* blocks - An array of blocks - each block in the array will be placed in turn.
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* width
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* height
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* length
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Example
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-------
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Construct a rainbow-colored road 100 blocks long...
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var rainbowColors = [blocks.wool.red, blocks.wool.orange, blocks.wool.yellow, blocks.wool.lime,
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blocks.wool.lightblue, blocks.wool.blue, blocks.wool.purple];
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boxa(rainbowColors,7,1,30);
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![boxa example](img/boxaex1.png)
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Drone Movement
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==============
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Drones can move freely in minecraft's 3-D world. You control the
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Drone's movement using any of the following methods..
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* up()
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* down()
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* left()
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* right()
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* fwd()
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* back()
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* turn()
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... Each of these methods takes a single optional parameter
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`numBlocks` - the number of blocks to move in the given direction. If
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no parameter is given, the default is 1.
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to change direction use the `turn()` method which also takes a single
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optional parameter (numTurns) - the number of 90 degree turns to make.
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Turns are always clock-wise. If the drone is facing north, then
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drone.turn() will make the turn face east. If the drone is facing east
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then drone.turn(2) will make the drone turn twice so that it is facing
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west.
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Drone Positional Info
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=====================
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* getLocation() - Returns a Bukkit Location object for the drone
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Drone Markers
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=============
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Markers are useful when your Drone has to do a lot of work. You can
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set a check-point and return to the check-point using the move()
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method. If your drone is about to undertake a lot of work -
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e.g. building a road, skyscraper or forest you should set a
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check-point before doing so if you want your drone to return to its
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current location.
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A 'start' checkpoint is automatically created when the Drone is first created.
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Markers are created and returned to using the followng two methods...
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* chkpt - Saves the drone's current location so it can be returned to later.
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* move - moves the drone to a saved location. Alternatively you can provide an
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org.bukkit.Location object or x,y,z and direction parameters.
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Parameters
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----------
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* name - the name of the checkpoint to save or return to.
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Example
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-------
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drone.chkpt('town-square');
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//
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// the drone can now go off on a long excursion
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//
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for (i = 0; i< 100; i++){
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drone.fwd(12).box(6);
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}
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//
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// return to the point before the excursion
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//
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drone.move('town-square');
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Drone.prism() method
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====================
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Creates a prism. This is useful for roofs on houses.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* width - the width of the prism
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* length - the length of the prism (will be 2 time its height)
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Example
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prism(blocks.oak,3,12);
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![prism example](img/prismex1.png)
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Drone.prism0() method
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=====================
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A variation on `prism` which hollows out the inside of the prism. It uses the same parameters as `prism`.
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Drone.cylinder() method
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=======================
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A convenience method for building cylinders. Building begins radius blocks to the right and forward.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* radius
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* height
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Example
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To create a cylinder of Iron 7 blocks in radius and 1 block high...
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cylinder(blocks.iron, 7 , 1);
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![cylinder example](img/cylinderex1.png)
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Drone.cylinder0() method
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========================
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A version of cylinder that hollows out the middle.
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Example
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-------
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To create a hollow cylinder of Iron 7 blocks in radius and 1 block high...
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cylinder0(blocks.iron, 7, 1);
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![cylinder0 example](img/cylinder0ex1.png)
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Drone.arc() method
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==================
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The arc() method can be used to create 1 or more 90 degree arcs in the horizontal or vertical planes.
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This method is called by cylinder() and cylinder0() and the sphere() and sphere0() methods.
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Parameters
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----------
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arc() takes a single parameter - an object with the following named properties...
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* radius - The radius of the arc.
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* blockType - The type of block to use - this is the block Id only (no meta). See [Data Values][dv].
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* meta - The metadata value. See [Data Values][dv].
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* orientation (default: 'horizontal') - the orientation of the arc - can be 'vertical' or 'horizontal'.
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* stack (default: 1) - the height or length of the arc (depending on
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the orientation - if orientation is horizontal then this parameter
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refers to the height, if vertical then it refers to the length).
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* strokeWidth (default: 1) - the width of the stroke (how many
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blocks) - if drawing nested arcs it's usually a good idea to set
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strokeWidth to at least 2 so that there are no gaps between each
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arc. The arc method uses a [bresenham algorithm][bres] to plot
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points along the circumference.
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* fill - If true (or present) then the arc will be filled in.
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* quadrants (default:
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`{topleft:true,topright:true,bottomleft:true,bottomright:true}` - An
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object with 4 properties indicating which of the 4 quadrants of a
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circle to draw. If the quadrants property is absent then all 4
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quadrants are drawn.
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Examples
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--------
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To draw a 1/4 circle (top right quadrant only) with a radius of 10 and stroke width of 2 blocks ...
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arc({blockType: blocks.iron,
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meta: 0,
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radius: 10,
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strokeWidth: 2,
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quadrants: { topright: true },
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orientation: 'vertical',
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stack: 1,
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fill: false
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});
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![arc example 1](img/arcex1.png)
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[bres]: http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
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[dv]: http://www.minecraftwiki.net/wiki/Data_values
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Drone.door() method
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===================
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create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
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Parameters
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----------
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* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
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Example
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-------
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To create a wooden door at the crosshairs/drone's location...
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var drone = new Drone();
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drone.door();
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To create an iron door...
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drone.door( blocks.door_iron );
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![iron door](img/doorex1.png)
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Drone.door2() method
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====================
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Create double doors (left and right side)
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Parameters
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----------
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* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
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Example
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-------
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To create double-doors at the cross-hairs/drone's location...
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drone.door2();
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![double doors](img/door2ex1.png)
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Drone.sign() method
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===================
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Signs must use block 63 (stand-alone signs) or 68 (signs on walls)
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Parameters
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----------
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* message - can be a string or an array of strings.
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* block - can be 63 or 68
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Example
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-------
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To create a free-standing sign...
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drone.sign(["Hello","World"],63);
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![ground sign](img/signex1.png)
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... to create a wall mounted sign...
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drone.sign(["Welcome","to","Scriptopia"], 68);
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![wall sign](img/signex2.png)
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Drone Trees methods
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===================
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* oak()
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* spruce()
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* birch()
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* jungle()
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Example
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-------
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To create 4 trees in a row, point the cross-hairs at the ground then type `/js ` and ...
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up().oak().right(8).spruce().right(8).birch().right(8).jungle();
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Trees won't always generate unless the conditions are right. You
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should use the tree methods when the drone is directly above the
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ground. Trees will usually grow if the drone's current location is
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occupied by Air and is directly above an area of grass (That is why
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the `up()` method is called first).
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![tree example](img/treeex1.png)
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None of the tree methods require parameters. Tree methods will only be successful
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if the tree is placed on grass in a setting where trees can grow.
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Drone.garden() method
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=====================
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places random flowers and long grass (similar to the effect of placing bonemeal on grass)
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Parameters
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----------
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* width - the width of the garden
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* length - how far from the drone the garden extends
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Example
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-------
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To create a garden 10 blocks wide by 5 blocks long...
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garden(10,5);
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![garden example](img/gardenex1.png)
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Drone.rand() method
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===================
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rand takes either an array (if each blockid has the same chance of occurring)
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or an object where each property is a blockid and the value is it's weight (an integer)
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Example
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-------
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place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
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rand( [blocks.brick.stone, blocks.brick.mossy, blocks.brick.cracked ],w,d,h)
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to place random blocks stone has a 50% chance of being picked,
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rand({blocks.brick.stone: 5, blocks.brick.mossy: 3, blocks.brick.cracked: 2},w,d,h)
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regular stone has a 50% chance, mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
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Copy & Paste using Drone
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========================
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A drone can be used to copy and paste areas of the game world.
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Drone.copy() method
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===================
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Copies an area so it can be pasted elsewhere. The name can be used for
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pasting the copied area elsewhere...
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Parameters
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----------
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* name - the name to be given to the copied area (used by `paste`)
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* width - the width of the area to copy
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* height - the height of the area to copy
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* length - the length of the area (extending away from the drone) to copy
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Example
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-------
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drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
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Drone.paste() method
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====================
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Pastes a copied area to the current location.
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Example
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-------
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To copy a 10x5x10 area (using the drone's coordinates as the starting
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point) into memory. the copied area can be referenced using the name
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'somethingCool'. The drone moves 12 blocks right then pastes the copy.
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drone.copy('somethingCool',10,5,10)
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.right(12)
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.paste('somethingCool');
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Chaining
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========
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All of the Drone methods return a Drone object, which means methods
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can be 'chained' together so instead of writing this...
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drone = new Drone();
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drone.fwd(3);
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drone.left(2);
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drone.box(2); // create a grass block
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drone.up();
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drone.box(2); // create another grass block
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drone.down();
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...you could simply write ...
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var drone = new Drone().fwd(3).left(2).box(2).up().box(2).down();
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... since each Drone method is also a global function that constructs
|
|
a drone if none is supplied, you can shorten even further to just...
|
|
|
|
fwd(3).left(2).box(2).up().box(2).down()
|
|
|
|
The Drone object uses a [Fluent Interface][fl] to make ScriptCraft
|
|
scripts more concise and easier to write and read. Minecraft's
|
|
in-game command prompt is limited to about 80 characters so chaining
|
|
drone commands together means more can be done before hitting the
|
|
command prompt limit. For complex building you should save your
|
|
commands in a new script file and load it using /js load()
|
|
|
|
[fl]: http://en.wikipedia.org/wiki/Fluent_interface
|
|
|
|
Drone Properties
|
|
================
|
|
|
|
* x - The Drone's position along the west-east axis (x increases as you move east)
|
|
* y - The Drone's position along the vertical axis (y increses as you move up)
|
|
* z - The Drone's position along the north-south axis (z increases as you move south)
|
|
* dir - The Drone's direction 0 is east, 1 is south , 2 is west and 3 is north.
|
|
|
|
Extending Drone
|
|
===============
|
|
The Drone object can be easily extended - new buidling recipes/blue-prints can be added and can
|
|
become part of a Drone's chain using the *static* method `Drone.extend`.
|
|
|
|
Drone.extend() static method
|
|
============================
|
|
Use this method to add new methods (which also become chainable global functions) to the Drone object.
|
|
|
|
Parameters
|
|
----------
|
|
* name - The name of the new method e.g. 'pyramid'
|
|
* function - The method body.
|
|
|
|
Example
|
|
-------
|
|
|
|
// submitted by [edonaldson][edonaldson]
|
|
Drone.extend('pyramid', function(block,height){
|
|
this.chkpt('pyramid');
|
|
for (var i = height; i > 0; i -= 2) {
|
|
this.box(block, i, 1, i).up().right().fwd();
|
|
}
|
|
return this.move('pyramid');
|
|
});
|
|
|
|
Once the method is defined (it can be defined in a new pyramid.js file) it can be used like so...
|
|
|
|
var d = new Drone();
|
|
d.pyramid(blocks.brick.stone, 12);
|
|
|
|
... or simply ...
|
|
|
|
pyramid(blocks.brick.stone, 12);
|
|
|
|
[edonaldson]: https://github.com/edonaldson
|
|
|
|
Drone Constants
|
|
===============
|
|
|
|
Drone.PLAYER_STAIRS_FACING
|
|
--------------------------
|
|
An array which can be used when constructing stairs facing in the Drone's direction...
|
|
|
|
var d = new Drone();
|
|
d.box(blocks.stairs.oak + ':' + Drone.PLAYER_STAIRS_FACING[d.dir]);
|
|
|
|
... will construct a single oak stair block facing the drone.
|
|
|
|
Drone.PLAYER_SIGN_FACING
|
|
------------------------
|
|
An array which can be used when placing signs so they face in a given direction.
|
|
This is used internally by the Drone.sign() method. It should also be used for placing
|
|
any of the following blocks...
|
|
|
|
* chest
|
|
* ladder
|
|
* furnace
|
|
* dispenser
|
|
|
|
To place a chest facing the Drone ...
|
|
|
|
drone.box( blocks.chest + ':' + Drone.PLAYER_SIGN_FACING[drone.dir]);
|
|
|
|
Drone.PLAYER_TORCH_FACING
|
|
-------------------------
|
|
Used when placing torches so that they face towards the drone.
|
|
|
|
drone.box( blocks.torch + ':' + Drone.PLAYER_TORCH_FACING[drone.dir]);
|
|
|
|
Drone.times() Method
|
|
====================
|
|
The times() method makes building multiple copies of buildings easy. It's possible to create rows or grids of buildings without resorting to `for` or `while` loops.
|
|
|
|
Parameters
|
|
----------
|
|
* numTimes (optional - default 2) : The number of times you want to repeat the preceding statements.
|
|
|
|
Example
|
|
-------
|
|
Say you want to do the same thing over and over. You have a couple of options...
|
|
|
|
* You can use a for loop...
|
|
|
|
d = new Drone(); for (var i =0;i < 4; i++){ d.cottage().right(8); }
|
|
|
|
While this will fit on the in-game prompt, it's awkward. You need to
|
|
declare a new Drone object first, then write a for loop to create the
|
|
4 cottages. It's also error prone, even the `for` loop is too much
|
|
syntax for what should really be simple.
|
|
|
|
* You can use a while loop...
|
|
|
|
d = new Drone(); var i=4; while (i--){ d.cottage().right(8); }
|
|
|
|
... which is slightly shorter but still too much syntax. Each of the
|
|
above statements is fine for creating a 1-dimensional array of
|
|
structures. But what if you want to create a 2-dimensional or
|
|
3-dimensional array of structures? Enter the `times()` method.
|
|
|
|
The `times()` method lets you repeat commands in a chain any number of
|
|
times. So to create 4 cottages in a row you would use the following
|
|
statement...
|
|
|
|
cottage().right(8).times(4);
|
|
|
|
...which will build a cottage, then move right 8 blocks, then do it
|
|
again 4 times over so that at the end you will have 4 cottages in a
|
|
row. What's more the `times()` method can be called more than once in
|
|
a chain. So if you wanted to create a *grid* of 20 houses ( 4 x 5 ),
|
|
you would do so using the following statement...
|
|
|
|
cottage().right(8).times(4).fwd(8).left(32).times(5);
|
|
|
|
... breaking it down...
|
|
|
|
1. The first 3 calls in the chain ( `cottage()`, `right(8)`,
|
|
`times(4)` ) build a single row of 4 cottages.
|
|
|
|
2. The last 3 calls in the chain ( `fwd(8)`, `left(32)`, `times(5)` )
|
|
move the drone forward 8 then left 32 blocks (4 x 8) to return to
|
|
the original x coordinate, then everything in the chain is
|
|
repeated again 5 times so that in the end, we have a grid of 20
|
|
cottages, 4 x 5. Normally this would require a nested loop but
|
|
the `times()` method does away with the need for loops when
|
|
repeating builds.
|
|
|
|
Another example: This statement creates a row of trees 2 by 3 ...
|
|
|
|
oak().right(10).times(2).left(20).fwd(10).times(3)
|
|
|
|
... You can see the results below.
|
|
|
|
![times example 1](img/times-trees.png)
|
|
|
|
Drone.blocktype() method
|
|
========================
|
|
Creates the text out of blocks. Useful for large-scale in-game signs.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* message - The message to create - (use `\n` for newlines)
|
|
* foregroundBlock (default: black wool) - The block to use for the foreground
|
|
* backgroundBlock (default: none) - The block to use for the background
|
|
|
|
Example
|
|
-------
|
|
To create a 2-line high message using glowstone...
|
|
|
|
blocktype("Hello\nWorld",blocks.glowstone);
|
|
|
|
![blocktype example][imgbt1]
|
|
|
|
[imgbt1]: img/blocktype1.png
|
|
|
|
Blocks Module
|
|
=============
|
|
You hate having to lookup [Data Values][dv] when you use ScriptCraft's Drone() functions. So do I.
|
|
So I created this blocks object which is a helper object for use in construction.
|
|
|
|
Examples
|
|
--------
|
|
|
|
box( blocks.oak ); // creates a single oak wood block
|
|
box( blocks.sand, 3, 2, 1 ); // creates a block of sand 3 wide x 2 high x 1 long
|
|
box( blocks.wool.green, 2 ); // creates a block of green wool 2 blocks wide
|
|
|
|
Color aliased properties that were a direct descendant of the blocks object are no longer used to avoid confusion with carpet and stained clay blocks. In addition, there's a convenience array `blocks.rainbow` which is an array of the 7 colors of the rainbow (or closest approximations).
|
|
|
|
Drone.sphere() method
|
|
=====================
|
|
Creates a sphere.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* block - The block the sphere will be made of.
|
|
* radius - The radius of the sphere.
|
|
|
|
Example
|
|
-------
|
|
To create a sphere of Iron with a radius of 10 blocks...
|
|
|
|
sphere( blocks.iron, 10);
|
|
|
|
![sphere example](img/sphereex1.png)
|
|
|
|
Spheres are time-consuming to make. You *can* make large spheres (250 radius) but expect the
|
|
server to be very busy for a couple of minutes while doing so.
|
|
|
|
Drone.sphere0() method
|
|
======================
|
|
Creates an empty sphere.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* block - The block the sphere will be made of.
|
|
* radius - The radius of the sphere.
|
|
|
|
Example
|
|
-------
|
|
To create a sphere of Iron with a radius of 10 blocks...
|
|
|
|
sphere0( blocks.iron, 10);
|
|
|
|
Spheres are time-consuming to make. You *can* make large spheres (250 radius) but expect the
|
|
server to be very busy for a couple of minutes while doing so.
|
|
|
|
Drone.hemisphere() method
|
|
=========================
|
|
Creates a hemisphere. Hemispheres can be either north or south.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* block - the block the hemisphere will be made of.
|
|
* radius - the radius of the hemisphere
|
|
* northSouth - whether the hemisphere is 'north' or 'south'
|
|
|
|
Example
|
|
-------
|
|
To create a wood 'north' hemisphere with a radius of 7 blocks...
|
|
|
|
hemisphere(blocks.oak, 7, 'north');
|
|
|
|
![hemisphere example](img/hemisphereex1.png)
|
|
|
|
Drone.hemisphere0() method
|
|
=========================
|
|
Creates a hollow hemisphere. Hemispheres can be either north or south.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* block - the block the hemisphere will be made of.
|
|
* radius - the radius of the hemisphere
|
|
* northSouth - whether the hemisphere is 'north' or 'south'
|
|
|
|
Example
|
|
-------
|
|
To create a glass 'north' hemisphere with a radius of 20 blocks...
|
|
|
|
hemisphere0(blocks.glass, 20, 'north');
|
|
|
|
![hemisphere example](img/hemisphereex2.png)
|
|
|
|
Drone.rainbow() method
|
|
======================
|
|
Creates a Rainbow.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* radius (optional - default:18) - The radius of the rainbow
|
|
|
|
Example
|
|
-------
|
|
|
|
var d = new Drone();
|
|
d.rainbow(30);
|
|
|
|
![rainbow example](img/rainbowex1.png)
|
|
|
|
Drone.spiral_stairs() method
|
|
============================
|
|
Constructs a spiral staircase with slabs at each corner.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* stairBlock - The block to use for stairs, should be one of the following...
|
|
- 'oak'
|
|
- 'spruce'
|
|
- 'birch'
|
|
- 'jungle'
|
|
- 'cobblestone'
|
|
- 'brick'
|
|
- 'stone'
|
|
- 'nether'
|
|
- 'sandstone'
|
|
- 'quartz'
|
|
* flights - The number of flights of stairs to build.
|
|
|
|
![Spiral Staircase](img/spiralstair1.png)
|
|
|
|
Example
|
|
-------
|
|
To construct a spiral staircase 5 floors high made of oak...
|
|
|
|
spiral_stairs('oak', 5);
|
|
|
|
## Require - Node.js-style module loading in ScriptCraft
|
|
|
|
#### (Experimental as of 2013-12-21)
|
|
|
|
Node.js is a server-side javascript environment with an excellent
|
|
module loading system based on CommonJS. Modules in Node.js are really
|
|
simple. Each module is in its own javascript file and all variables
|
|
and functions within the file are private to that file/module only.
|
|
There is a very concise explanation of CommonJS modules at...
|
|
|
|
[http://wiki.commonjs.org/wiki/Modules/1.1.1.][cjsmodules]
|
|
|
|
If you want to export a variable or function you use the module.export
|
|
property.
|
|
|
|
For example imagine you have 3 files program.js, inc.js and math.js ...
|
|
|
|
### math.js
|
|
|
|
exports.add = function(a,b){
|
|
return a + b;
|
|
}
|
|
|
|
### inc.js
|
|
|
|
var math = require('./math');
|
|
exports.increment = function(n){
|
|
return math.add(n, 1);
|
|
}
|
|
|
|
### program.js
|
|
|
|
var inc = require('./inc').increment;
|
|
var a = 7;
|
|
a = inc(a);
|
|
print(a);
|
|
|
|
You can see from the above sample code that programs can use modules
|
|
and modules themeselves can use other modules. Modules have full
|
|
control over what functions and properties they want to provide to
|
|
others.
|
|
|
|
## Important
|
|
|
|
Although ScriptCraft now supports Node.js style modules, it does not
|
|
support node modules. Node.js and Rhino are two very different
|
|
Javascript environments. ScriptCraft uses Rhino Javascript, not
|
|
Node.js.
|
|
|
|
Right now, the base directory is for relative modules is 'js-plugins'.
|
|
Modules can be loaded using relative or absolute paths. Per the CommonJS
|
|
module specification, the '.js' suffix is optional.
|
|
|
|
[cjsmodules]: http://wiki.commonjs.org/wiki/Modules/1.1.1.
|
|
|
|
## When resolving module names to file paths, ScriptCraft uses the following rules...
|
|
|
|
1. if the module does not begin with './' or '/' then ...
|
|
|
|
1.1 Look in the 'scriptcraft/lib' directory. If it's not there then...
|
|
1.2 Look in the 'scriptcraft/modules' directory. If it's not there then
|
|
Throw an Error.
|
|
|
|
2. If the module begins with './' or '/' then ...
|
|
|
|
2.1 if the module begins with './' then it's treated as a file path. File paths are
|
|
always relative to the module from which the require() call is being made.
|
|
|
|
2.2 If the module begins with '/' then it's treated as an absolute path.
|
|
|
|
If the module does not have a '.js' suffix, and a file with the same name and a .js sufix exists,
|
|
then the file will be loaded.
|
|
|
|
3. If the module name resolves to a directory then...
|
|
|
|
3.1 look for a package.json file in the directory and load the `main` property e.g.
|
|
|
|
// package.json located in './some-library/'
|
|
{
|
|
"main": './some-lib.js',
|
|
"name": 'some-library'
|
|
}
|
|
|
|
3.2 if no package.json file exists then look for an index.js file in the directory
|
|
|
|
# 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 except for filenames which begin with `_` (underscore), such files
|
|
are considered to be private modules and will not be automatically
|
|
loaded at startup.
|
|
|
|
### 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...
|
|
|
|
* echo (message) - Displays a message on the screen.
|
|
For example: `/js echo('Hello World')` will print Hello World on the in-game chat window.
|
|
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')`
|
|
|
|
* 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 plugin's
|
|
'store' property - this will be created automatically if not
|
|
already defined. (its type is object {} ) . More on plugins below.
|
|
|
|
* 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. The `command` function provides a way for plugin
|
|
developers to provide new commands for use by players.
|
|
|
|
### 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
|
|
|
|
* filename - The name of the file to load.
|
|
* 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 `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]: 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)
|
|
|
|
## Miscellaneous Core Functions
|
|
|
|
### 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 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
|
|
|
|
events Module
|
|
=============
|
|
The Events module provides a thin wrapper around Bukkit's
|
|
Event-handling API. Bukkit's Events API makes use of Java Annotations
|
|
which are not available in Javascript, so this module provides a
|
|
simple way to listen to minecraft events in javascript.
|
|
|
|
events.on() static method
|
|
=========================
|
|
This method is used to register event listeners.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* eventName - A string or java class. If a string is supplied it must
|
|
be part of the Bukkit event class name. See [Bukkit API][buk] for
|
|
details of the many bukkit event types. When a string is supplied
|
|
there is no need to provide the full class name - you should omit
|
|
the 'org.bukkit.event' prefix. e.g. if the string
|
|
"block.BlockBreakEvent" is supplied then it's converted to the
|
|
org.bukkit.event.block.BlockBreakEvent class .
|
|
|
|
If a java class is provided (say in the case where you've defined
|
|
your own custom event) then provide the full class name (without
|
|
enclosing quotes).
|
|
|
|
* callback - A function which will be called whenever the event
|
|
fires. The callback should take 2 parameters, listener (the Bukkit
|
|
registered listener for this callback) and event (the event fired).
|
|
|
|
* priority (optional - default: "HIGHEST") - The priority the
|
|
listener/callback takes over other listeners to the same
|
|
event. Possible values are "HIGH", "HIGHEST", "LOW", "LOWEST",
|
|
"NORMAL", "MONITOR". For an explanation of what the different
|
|
priorities mean refer to bukkit's [Event API Reference][buk2].
|
|
|
|
Returns
|
|
-------
|
|
An org.bukkit.plugin.RegisteredListener object which can be used to
|
|
unregister the listener. This same object is passed to the callback
|
|
function each time the event is fired.
|
|
|
|
Example:
|
|
------
|
|
The following code will print a message on screen every time a block is broken in the game
|
|
|
|
var events = require('./events/events');
|
|
|
|
events.on("block.BlockBreakEvent", function(listener, evt){
|
|
echo (evt.player.name + " broke a block!");
|
|
});
|
|
|
|
To handle an event only once and unregister from further events...
|
|
|
|
var events = require('./events/events');
|
|
|
|
events.on("block.BlockBreakEvent", function(listener, evt){
|
|
print (evt.player.name + " broke a block!");
|
|
evt.handlers.unregister(listener);
|
|
});
|
|
|
|
To unregister a listener *outside* of the listener function...
|
|
|
|
var events = require('./events/events');
|
|
|
|
var myBlockBreakListener = events.on("block.BlockBreakEvent",function(l,e){ ... });
|
|
...
|
|
var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
|
|
handlers.unregister(myBlockBreakListener);
|
|
|
|
[buk2]: http://wiki.bukkit.org/Event_API_Reference
|
|
[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
|
|
|
|
Fireworks Module
|
|
================
|
|
The fireworks module makes it easy to create fireworks using
|
|
ScriptCraft. The module has a single function `firework` which takes
|
|
a `org.bukkit.Location` as its 1 and only parameter.
|
|
|
|
Examples
|
|
--------
|
|
The module also extends the `Drone` object adding a `firework` method
|
|
so that fireworks can be created as a part of a Drone chain. For
|
|
Example....
|
|
|
|
/js firework()
|
|
|
|
... creates a single firework, while ....
|
|
|
|
/js firework().fwd(3).times(5)
|
|
|
|
... creates 5 fireworks in a row. Fireworks have also been added as a
|
|
possible option for the `arrow` module. To have a firework launch
|
|
where an arrow strikes...
|
|
|
|
/js arrows.firework()
|
|
|
|
To call the fireworks.firework() function directly, you must provide a
|
|
location. For example...
|
|
|
|
/js var fireworks = require('fireworks');
|
|
/js fireworks.firework(self.location);
|
|
|
|
![firework example](img/firework.png)
|
|
|
|
http.request() function
|
|
====================
|
|
The http.request() function will fetch a web address asynchronously (on a
|
|
separate thread)and pass the URL's response to a callback function
|
|
which will be executed synchronously (on the main thread). In this
|
|
way, http.request() can be used to fetch web content without blocking the
|
|
main thread of execution.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* request: The request details either a plain URL e.g. "http://scriptcraft.js/sample.json" or an object with the following properties...
|
|
|
|
- url: The URL of the request.
|
|
- method: Should be one of the standard HTTP methods, GET, POST, PUT, DELETE (defaults to GET).
|
|
- params: A Javascript object with name-value pairs. This is for supplying parameters to the server.
|
|
|
|
* callback: The function to be called when the Web request has completed. This function takes the following parameters...
|
|
- responseCode: The numeric response code from the server. If the server did not respond with 200 OK then the response parameter will be undefined.
|
|
- response: A string (if the response is of type text) or object containing the HTTP response body.
|
|
|
|
Example
|
|
-------
|
|
The following example illustrates how to use http.request to make a request to a JSON web service and evaluate its response...
|
|
|
|
var jsResponse;
|
|
var http = require('./http/request');
|
|
http.request("http://scriptcraftjs.org/sample.json",function(responseCode, responseBody){
|
|
jsResponse = eval("(" + responseBody + ")");
|
|
});
|
|
|
|
... The following example illustrates a more complex use-case POSTing parameters to a CGI process on a server...
|
|
|
|
var http = require('./http/request');
|
|
http.request({ url: "http://pixenate.com/pixenate/pxn8.pl",
|
|
method: "POST",
|
|
params: {script: "[]"}
|
|
}, function( responseCode, responseBody){
|
|
var jsObj = eval("(" + responseBody + ")");
|
|
});
|
|
|
|
String class extensions
|
|
-----------------------
|
|
The following chat-formatting methods are added to the javascript String class..
|
|
|
|
* aqua()
|
|
* black()
|
|
* blue()
|
|
* bold()
|
|
* brightgreen()
|
|
* darkaqua()
|
|
* darkblue()
|
|
* darkgray()
|
|
* darkgreen()
|
|
* purple()
|
|
* darkpurple()
|
|
* darkred()
|
|
* gold()
|
|
* gray()
|
|
* green()
|
|
* italic()
|
|
* lightpurple()
|
|
* indigo()
|
|
* green()
|
|
* red()
|
|
* pink()
|
|
* yellow()
|
|
* white()
|
|
* strike()
|
|
* random()
|
|
* magic()
|
|
* underline()
|
|
* reset()
|
|
|
|
Example
|
|
-------
|
|
|
|
var boldGoldText = "Hello World".bold().gold();
|
|
self.sendMessage(boldGoldText);
|
|
|
|
<p style="color:gold;font-weight:bold">Hello World</p>
|
|
|
|
Utilities Module
|
|
================
|
|
Miscellaneous utility functions and classes to help with programming.
|
|
|
|
* locationToString(Location) - returns a bukkit Location object in string form.
|
|
|
|
* getPlayerObject(playerName) - returns the Player object for a named
|
|
player or `self` if no name is provided.
|
|
|
|
* getPlayerPos(playerName) - returns the player's x,y,z and yaw (direction) for a named player
|
|
or player or `self` if no parameter is provided.
|
|
|
|
* getMousePos(playerName) - returns the x,y,z of the current block being targeted by the named player
|
|
or player or `self` if no paramter is provided.
|
|
|
|
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.
|
|
|
|
* object (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...
|
|
|
|
var utils = require('./utils/_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...
|
|
|
|
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...
|
|
|
|
// 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/_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);
|
|
|
|
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.
|
|
|
|
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.
|
|
* world : (optional) Each world has its own clock. If no world is specified, the server's first world is used.
|
|
|
|
Example
|
|
-------
|
|
|
|
To warn players when night is approaching...
|
|
|
|
var utils = require('./utils/_utils');
|
|
|
|
utils.at( "19:00", function() {
|
|
|
|
utils.foreach( server.onlinePlayers, function(player){
|
|
player.chat("The night is dark and full of terrors!");
|
|
});
|
|
|
|
}, self.world);
|
|
|
|
|
|
## The arrows mod adds fancy arrows to the game.
|
|
|
|
### Usage:
|
|
|
|
/js var arrows = require('./arrows/arrows')
|
|
|
|
* `/js arrows.sign()` turns a targeted sign into a Arrows menu
|
|
* `/js arrows.normal()` sets arrow type to normal.
|
|
* `/js arrows.explosive()` - makes arrows explode.
|
|
* `/js arrows.teleport()` - makes player teleport to where arrow has landed.
|
|
* `/js arrows.flourish()` - makes a tree grow where the arrow lands.
|
|
* `/js arrows.lightning()` - lightning strikes where the arrow lands.
|
|
* `/js arrows.firework()` - A firework launches where the the arrow lands.
|
|
|
|
All of the above functions can take an optional player object or name as
|
|
a parameter. E.g.
|
|
|
|
`/js arrows.explosive('player23')` makes player23's arrows explosive.
|
|
|
|
Classroom Module
|
|
================
|
|
The `classroom` object contains a couple of utility functions for use
|
|
in a classroom setting. The goal of these functions is to make it
|
|
easier for tutors to facilitate ScriptCraft for use by students in a
|
|
classroom environment. Although granting ScriptCraft access to
|
|
students on a shared server is potentially risky (Students can
|
|
potentially abuse it), it is slighlty less risky than granting
|
|
operator privileges to each student. (Enterprising students will
|
|
quickly realise how to grant themselves and others operator privileges
|
|
once they have access to ScriptCraft).
|
|
|
|
The goal of this module is not so much to enforce restrictions
|
|
(security or otherwise) but to make it easier for tutors to setup a shared server
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so students can learn Javascript.
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classroom.allowScripting() function
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===================================
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Allow or disallow anyone who connects to the server (or is already
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connected) to use ScriptCraft. This function is preferable to granting 'ops' privileges
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to every student in a Minecraft classroom environment.
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Parameters
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----------
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* canScript : true or false
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Example
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-------
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To allow all players (and any players who connect to the server) to
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use the `js` and `jsp` commands...
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/js classroom.allowScripting(true)
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To disallow scripting (and prevent players who join the server from using the commands)...
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/js classroom.allowScripting(false)
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Only ops users can run the classroom.allowScripting() function - this is so that students
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don't try to bar themselves and each other from scripting.
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## Minigame: Guess the number
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### Example
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/js Game_NumberGuess.start()
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... Begins a number-guessing game where you must guess the number (between 1 and 10) chosen by the computer.
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A basic number-guessing game that uses the Bukkit Conversation API.
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