2037 lines
68 KiB
Markdown
2037 lines
68 KiB
Markdown
# ScriptCraft API Reference
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Walter Higgins
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[walter.higgins@gmail.com][email]
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[email]: mailto:walter.higgins@gmail.com?subject=ScriptCraft_API_Reference
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## Modules in Scriptcraft
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ScriptCraft has a simple module loading system. In ScriptCraft, files
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and modules are in one-to-one correspondence. As an example, foo.js
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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 Modules][njsmod] for more details.*
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[njsmod]: http://nodejs.org/api/modules.html
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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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### plugins sub-directories
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As of December 24 2013, the `scriptcraft/plugins` directory has the following sub-directories...
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* drone - Contains the drone module and drone extensions. Drone was the first scriptcraft module.
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* mini-games - Contains mini-games
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* arrows - The arrows module - Changes the behaviour of Arrows: Explosive, Fireworks, Teleportation etc.
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* signs - The signs module (includes example signs) - create interactive signs.
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* chat - The chat plugin/module
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* alias - The alias plugin/module - for creating custom aliases for commonly used commands.
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* home - The home module - for setting homes and visiting other homes.
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## Global variables
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There are a couple of special javascript variables available in ScriptCraft...
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### __plugin variable
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The ScriptCraft JavaPlugin object.
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### server variable
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The Minecraft Server object
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### self variable
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The current player. (Note - this value should not be used in multi-threaded scripts or event-handling code - it's not thread-safe)
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### config variable
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ScriptCraft configuration - this object is loaded and saved at startup/shutdown.
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### events variable
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The events object is used to add new event handlers to Minecraft.
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## Module variables
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The following variables are available only within the context of Modules. (not available at in-game prompt).
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### __filename variable
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The current file - this variable is only relevant from within the context of a Javascript module.
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### __dirname variable
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The current directory - this variable is only relevant from within the context of a Javascript module.
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## Global functions
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ScripCraft provides some global functions which can be used by all plugins/modules...
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### echo function
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The `echo()` function displays a message on the in-game screen. The
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message is displayed to the `self` player (this is usually the player
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who issued the `/js` or `/jsp` command).
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### Example
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/js echo('Hello World')
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For programmers familiar with Javascript web programming, an `alert`
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function is also provided. `alert` works exactly the same as `echo`
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e.g. `alert('Hello World')`.
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### Notes
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The `echo` and `alert` functions are provided as convenience functions
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for beginning programmers. The use of these 2 functions is not
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recommended in event-handling code or multi-threaded code. In such
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cases, if you want to send a message to a given player then use the
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Bukkit API's [Player.sendMessage()][plsm] function instead.
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[plsm]:
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* require (modulename) - Will load modules. See [Node.js modules][njsmod]
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* load (filename,warnOnFileNotFound) - loads and evaluates a
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javascript file, returning the evaluated object. (Note: Prefer
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`require()` to `load()`)
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* save (object, filename) - saves an object to a file.
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* plugin (name, interface, isPersistent) - defines a new plugin. If
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isPersistent is true then the plugin doesn't have to worry about
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loading and saving state - that will be done by the framework. Just
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make sure that anything you want to save (and restore) is in the plugin's
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'store' property - this will be created automatically if not
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already defined. (its type is object {} ) . More on plugins below.
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* command (name, function) - defines a command that can be used by
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non-operators. The `command` function provides a way for plugin
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developers to provide new commands for use by players.
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### require() function
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ScriptCraft's `require()` function is used to load modules. The
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`require()` function takes a module name as a parameter and will try
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to load the named module.
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#### Parameters
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* modulename - The name of the module to be loaded. Can be one of the following...
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- A relative file path (with or without `.js` suffix)
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- An absolute file path (with or without `.js` suffix)
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- A relative directory path (uses node.js rules for directories)
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- An absolute directory path (uses node.js rules for directories)
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- A name of the form `'events'` - in which case the `lib` directory and `modules` directories are searched for the module.
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#### Return
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require() will return the loaded module's exports.
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### load() function
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#### No longer recommended for use by Plugin/Module developers (deprecated)
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load() should only be used to load .json data.
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#### Parameters
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* filename - The name of the file to load.
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* warnOnFileNotFound (optional - default: false) - warn if the file was not found.
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#### Returns
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load() will return the result of the last statement evaluated in the file.
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#### Example
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load(__folder + "myFile.js"); // loads a javascript file and evaluates it.
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var myData = load("myData.json"); // loads a javascript file and evaluates it - eval'd contents are returned.
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myData.json contents...
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__data = {
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players: {
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walterh: {
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h: ["jsp home {1}"],
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sunny:["time set 0",
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"weather clear"]
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}
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}
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}
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### save() function
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The save() function saves an in-memory javascript object to a
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specified file. Under the hood, save() uses JSON (specifically
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json2.js) to save the object. Again, there will usually be no need to
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call this function directly as all javascript plugins' state are saved
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automatically if they are declared using the `plugin()` function. Any
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in-memory object saved using the `save()` function can later be
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restored using the `load()` function.
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#### Parameters
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* objectToSave : The object you want to save.
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* filename : The name of the file you want to save it to.
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#### Example
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var myObject = { name: 'John Doe',
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aliases: ['John Ray', 'John Mee'],
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date_of_birth: '1982/01/31' };
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save(myObject, 'johndoe.json');
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johndoe.json contents...
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var __data = { "name": "John Doe",
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"aliases": ["John Ray", "John Mee"],
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"date_of_birth": "1982/01/31" };
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### plugin() function
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The `plugin()` function should be used to declare a javascript module
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whose state you want to have managed by ScriptCraft - that is - a
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Module whose state will be loaded at start up and saved at shut down.
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A plugin is just a regular javascript object whose state is managed by
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ScriptCraft. The only member of the plugin which whose persistence is
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managed by Scriptcraft is `store` - this special member will be
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automatically saved at shutdown and loaded at startup by
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ScriptCraft. This makes it easier to write plugins which need to
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persist data.
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#### Parameters
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* pluginName (String) : The name of the plugin - this becomes a global variable.
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* pluginDefinition (Object) : The various functions and members of the plugin object.
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* isPersistent (boolean - optional) : Specifies whether or not the
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plugin/object state should be loaded and saved by ScriptCraft.
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#### Example
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See chat/color.js for an example of a simple plugin - one which lets
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players choose a default chat color. See also [Anatomy of a
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ScriptCraft Plugin][anatomy].
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[anatomy]: http://walterhiggins.net/blog/ScriptCraft-1-Month-later
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### command() function
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The `command()` function is used to expose javascript functions for
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use by non-operators (regular players). Only operators should be
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allowed use raw javascript using the `/js ` command because it is too
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powerful for use by regular players and can be easily abused. However,
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the `/jsp ` command lets you (the operator / server administrator /
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plugin author) safely expose javascript functions for use by players.
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#### Parameters
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* commandName : The name to give your command - the command will be invoked like this by players `/jsp commandName`
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* commandFunction: The javascript function which will be invoked when the command is invoked by a player.
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* options (Array - optional) : An array of command options/parameters
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which the player can supply (It's useful to supply an array so that
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Tab-Completion works for the `/jsp ` commands.
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* intercepts (boolean - optional) : Indicates whether this command
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can intercept Tab-Completion of the `/jsp ` command - advanced
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usage - see alias/alias.js for example.
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#### Example
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See chat/colors.js or alias/alias.js or homes/homes.js for examples of
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how to use the `command()` function.
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### setTimeout() function
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This function mimics the setTimeout() function used in browser-based
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javascript. However, the function will only accept a function
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reference, not a string of javascript code. Where setTimeout() in the
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browser returns a numeric value which can be subsequently passed to
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clearTimeout(), This implementation returns a [BukkitTask][btdoc]
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object which can be subsequently passed to ScriptCraft's own
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clearTimeout() implementation.
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If Node.js supports setTimeout() then it's probably good for ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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#### Example
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//
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// start a storm in 5 seconds
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//
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setTimeout( function() {
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var world = server.worlds.get(0);
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world.setStorm(true);
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}, 5000);
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### clearTimeout() function
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A scriptcraft implementation of clearTimeout().
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### setInterval() function
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This function mimics the setInterval() function used in browser-based
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javascript. However, the function will only accept a function
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reference, not a string of javascript code. Where setInterval() in
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the browser returns a numeric value which can be subsequently passed
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to clearInterval(), This implementation returns a [BukkitTask][btdoc]
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object which can be subsequently passed to ScriptCraft's own
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clearInterval() implementation.
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If Node.js supports setInterval() then it's probably good for
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ScriptCraft to support it too.
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[btdoc]: http://jd.bukkit.org/beta/apidocs/org/bukkit/scheduler/BukkitTask.html
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### clearInterval() function
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A scriptcraft implementation of clearInterval().
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### refresh() function
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The refresh() function will ...
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1. Disable the ScriptCraft plugin.
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2. Unload all event listeners associated with the ScriptCraft plugin.
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3. Enable the ScriptCraft plugin.
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... refresh() can be used during development to reload only scriptcraft javascript files.
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See [issue #69][issue69] for more information.
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[issue69]: https://github.com/walterhiggins/ScriptCraft/issues/69
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### addUnloadHandler() function
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The addUnloadHandler() function takes a callback function as a
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parameter. The callback will be called when the ScriptCraft plugin is
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unloaded (usually as a result of a a `reload` command or server
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shutdown).
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## require - Node.js-style module loading in ScriptCraft
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Node.js is a server-side javascript environment with an excellent
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module loading system based on CommonJS. Modules in Node.js are really
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simple. Each module is in its own javascript file and all variables
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and functions within the file are private to that file/module only.
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There is a very concise explanation of CommonJS modules at...
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[http://wiki.commonjs.org/wiki/Modules/1.1.1.][cjsmodules]
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Node.js also has good documentation on [Modules][njsmod].
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If you want to export a variable or function you use the module.export
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property.
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For example imagine you have 3 files program.js, inc.js and math.js ...
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### math.js
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exports.add = function(a,b){
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return a + b;
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}
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### inc.js
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var math = require('./math');
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exports.increment = function(n){
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return math.add(n, 1);
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}
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### program.js
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var inc = require('./inc').increment;
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var a = 7;
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a = inc(a);
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print(a);
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You can see from the above sample code that programs can use modules
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and modules themeselves can use other modules. Modules have full
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control over what functions and properties they want to provide to
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others.
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### Important
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Although ScriptCraft now supports Node.js style modules, it does not
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support node modules. Node.js and Rhino are two very different
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Javascript environments. ScriptCraft uses Rhino Javascript, not
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Node.js. Standard Node.js modules such as `'fs'` are not available in ScriptCraft.
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Modules can be loaded using relative or absolute paths. Per the CommonJS
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module specification, the '.js' suffix is optional.
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[cjsmodules]: http://wiki.commonjs.org/wiki/Modules/1.1.1.
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### module name resolution
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When resolving module names to file paths, ScriptCraft uses the following rules...
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1. if the module does not begin with './' or '/' then ...
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1.1 Look in the 'scriptcraft/lib' directory. If it's not there then...
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1.2 Look in the 'scriptcraft/modules' directory. If it's not there then
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Throw an Error.
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2. If the module begins with './' or '/' then ...
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2.1 if the module begins with './' then it's treated as a file path. File paths are
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always relative to the module from which the require() call is being made.
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2.2 If the module begins with '/' then it's treated as an absolute path.
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If the module does not have a '.js' suffix, and a file with the same name and a .js sufix exists,
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then the file will be loaded.
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3. If the module name resolves to a directory then...
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3.1 look for a package.json file in the directory and load the `main` property e.g.
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// package.json located in './some-library/'
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{
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"main": './some-lib.js',
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"name": 'some-library'
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}
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3.2 if no package.json file exists then look for an index.js file in the directory
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## events Module
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The Events module provides a thin wrapper around Bukkit's
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Event-handling API. Bukkit's Events API makes use of Java Annotations
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which are not available in Javascript, so this module provides a
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simple way to listen to minecraft events in javascript.
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### events.on() static method
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This method is used to register event listeners.
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#### Parameters
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* eventName - A string or java class. If a string is supplied it must
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be part of the Bukkit event class name. See [Bukkit API][buk] for
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details of the many bukkit event types. When a string is supplied
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there is no need to provide the full class name - you should omit
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the 'org.bukkit.event' prefix. e.g. if the string
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"block.BlockBreakEvent" is supplied then it's converted to the
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org.bukkit.event.block.BlockBreakEvent class .
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If a java class is provided (say in the case where you've defined
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your own custom event) then provide the full class name (without
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enclosing quotes).
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* callback - A function which will be called whenever the event
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fires. The callback should take 2 parameters, listener (the Bukkit
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registered listener for this callback) and event (the event fired).
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* priority (optional - default: "HIGHEST") - The priority the
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listener/callback takes over other listeners to the same
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event. Possible values are "HIGH", "HIGHEST", "LOW", "LOWEST",
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"NORMAL", "MONITOR". For an explanation of what the different
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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
|
|
|
|
events.on('block.BlockBreakEvent', function(listener, evt){
|
|
evt.player.sendMessage( evt.player.name + ' broke a block!');
|
|
});
|
|
|
|
To handle an event only once and unregister from further events...
|
|
|
|
events.on('block.BlockBreakEvent', function(listener, evt){
|
|
evt.player.sendMessage( evt.player.name + ' broke a block!');
|
|
evt.handlers.unregister(listener);
|
|
});
|
|
|
|
To unregister a listener *outside* of the listener function...
|
|
|
|
var myBlockBreakListener = events.on('block.BlockBreakEvent',function(l,e){ ... });
|
|
...
|
|
var handlers = org.bukkit.event.block.BlockBreakEvent.getHandlerList();
|
|
handlers.unregister(myBlockBreakListener);
|
|
|
|
To listen for events using a full class name as the `eventName` parameter...
|
|
|
|
events.on(org.bukkit.event.block.BlockBreakEvent, function(listener, evt){
|
|
evt.player.sendMessage( evt.player.name + ' broke a block!');
|
|
});
|
|
|
|
[buk2]: http://wiki.bukkit.org/Event_API_Reference
|
|
[buk]: http://jd.bukkit.org/dev/apidocs/index.html?org/bukkit/event/Event.html
|
|
|
|
## console global variable
|
|
|
|
ScriptCraft provides a `console` global variable with the followng methods...
|
|
|
|
* log()
|
|
* info()
|
|
* warn()
|
|
* error()
|
|
|
|
The ScriptCraft console methods work like the [Web API implementation][webcons].
|
|
|
|
### Example
|
|
|
|
console.log('Hello %s', 'world');
|
|
|
|
Basic variable substitution is supported (ScriptCraft's implementation
|
|
of console uses the Bukkit Plugin [Logger][lgr] under the hood and
|
|
uses [java.lang.String.format()][strfmt] for variable
|
|
substitution. All output will be sent to the server console (not
|
|
in-game).
|
|
|
|
### Using string substitutions
|
|
|
|
ScriptCraft uses Java's [String.format()][strfmt] so any string substitution identifiers supported by
|
|
`java.lang.String.format()` are supported (e.g. %s , %d etc).
|
|
|
|
for (var i=0; i<5; i++) {
|
|
console.log("Hello, %s. You've called me %d times.", "Bob", i+1);
|
|
}
|
|
|
|
[lgr]: http://jd.bukkit.org/beta/apidocs/org/bukkit/plugin/PluginLogger.html
|
|
[strfmt]: http://docs.oracle.com/javase/6/docs/api/java/lang/String.html#format(java.lang.String, java.lang.Object...)
|
|
[webcons]: https://developer.mozilla.org/en-US/docs/Web/API/console
|
|
|
|
## 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 + ")");
|
|
});
|
|
|
|
## 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');
|
|
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');
|
|
|
|
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.at( "19:00", function() {
|
|
|
|
utils.foreach( server.onlinePlayers, function(player){
|
|
player.chat("The night is dark and full of terrors!");
|
|
});
|
|
|
|
}, self.world);
|
|
|
|
### utils.find() function
|
|
|
|
The utils.find() function will return a list of all files starting at
|
|
a given directory and recursiving trawling all sub-directories.
|
|
|
|
#### Parameters
|
|
|
|
* dir : The starting path. Must be a string.
|
|
* filter : (optional) A [FilenameFilter][fnfltr] object to return only files matching a given pattern.
|
|
|
|
[fnfltr]: http://docs.oracle.com/javase/6/docs/api/java/io/FilenameFilter.html
|
|
|
|
#### Example
|
|
|
|
var utils = require('utils');
|
|
var jsFiles = utils.find('./', function(dir,name){
|
|
return name.match(/\.js$/);
|
|
});
|
|
|
|
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>
|
|
|
|
## 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).
|
|
|
|
The blocks module is globally exported by the Drone module.
|
|
|
|
## 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)
|
|
|
|
Drone Module
|
|
============
|
|
The Drone is a convenience class for building. It can be used for...
|
|
|
|
1. Building
|
|
2. Copying and Pasting
|
|
|
|
It uses a fluent interface which means all of the Drone's methods return `this` and can
|
|
be chained together like so...
|
|
|
|
var theDrone = new Drone();
|
|
theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
|
|
|
|
TLDNR; (Just read this if you're impatient)
|
|
===========================================
|
|
At the in-game command prompt type...
|
|
|
|
/js box( blocks.oak )
|
|
|
|
... creates a single wooden block at the cross-hairs or player location
|
|
|
|
/js box( blocks.oak ).right(2).box( blocks.wool.black, 4, 9, 1)
|
|
|
|
... creates a single wooden block and a 2001 black obelisk that is 4
|
|
wide x 9 tall x 1 long in size. If you want to see what else
|
|
ScriptCraft's Drone can do, read on...
|
|
|
|
Constructing a Drone Object
|
|
===========================
|
|
|
|
Drones can be created in any of the following ways...
|
|
|
|
1. Calling any one of the methods listed below will return a Drone object. For example...
|
|
|
|
var d = box( blocks.oak )
|
|
|
|
... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
|
|
object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
|
|
of the Drone class's methods are also global functions that return new Drone objects.
|
|
This is short-hand for creating drones and is useful for playing around with Drones at the in-game
|
|
command prompt. It's shorter than typing ...
|
|
|
|
var d = new Drone().box( blocks.oak )
|
|
|
|
... All of the Drone's methods return `this` (self) so you can chain operations together like this...
|
|
|
|
var d = box( blocks.oak )
|
|
.up()
|
|
.box( blocks.oak ,3,1,3)
|
|
.down()
|
|
.fwd(2)
|
|
.box( blocks.oak )
|
|
.turn()
|
|
.fwd(2)
|
|
.box( blocks.oak )
|
|
.turn()
|
|
.fwd(2)
|
|
.box( blocks.oak );
|
|
|
|
2. Using the following form...
|
|
|
|
d = new Drone()
|
|
|
|
...will create a new Drone. If the cross-hairs are pointing at a
|
|
block at the time then, that block's location becomes the drone's
|
|
starting point. If the cross-hairs are _not_ pointing at a block,
|
|
then the drone's starting location will be 2 blocks directly in
|
|
front of the player. TIP: Building always happens right and front
|
|
of the drone's position...
|
|
|
|
Plan View:
|
|
|
|
^
|
|
|
|
|
|
|
|
D---->
|
|
|
|
For convenience you can use a _corner stone_ to begin building.
|
|
The corner stone should be located just above ground level. If
|
|
the cross-hair is point at or into ground level when you create a
|
|
new Drone(), then building begins at that point. You can get
|
|
around this by pointing at a 'corner stone' just above ground
|
|
level or alternatively use the following statement...
|
|
|
|
d = new Drone().up();
|
|
|
|
... which will move the drone up one block as soon as it's created.
|
|
|
|
![corner stone](img/cornerstone1.png)
|
|
|
|
3. Or by using the following form...
|
|
|
|
d = new Drone(x,y,z,direction,world);
|
|
|
|
This will create a new Drone at the location you specified using
|
|
x, y, z In minecraft, the X axis runs west to east and the Z axis runs
|
|
north to south. The direction parameter says what direction you want
|
|
the drone to face: 0 = east, 1 = south, 2 = west, 3 = north. If the
|
|
direction parameter is omitted, the player's direction is used
|
|
instead.
|
|
|
|
Both the `direction` and `world` parameters are optional.
|
|
|
|
4. Create a new Drone based on a Bukkit Location object...
|
|
|
|
d = new Drone(location);
|
|
|
|
This is useful when you want to create a drone at a given
|
|
`org.bukkit.Location` . The `Location` class is used throughout
|
|
the bukkit API. For example, if you want to create a drone when a
|
|
block is broken at the block's location you would do so like
|
|
this...
|
|
|
|
events.on('block.BlockBreakEvent',function(listener,event){
|
|
var location = event.block.location;
|
|
var drone = new Drone(location);
|
|
// do more stuff with the drone here...
|
|
});
|
|
|
|
Parameters
|
|
----------
|
|
* location (optional) : *NB* If an `org.bukkit.Location` object is provided as a parameter, then it should be the only parameter.
|
|
* x (optional) : The x coordinate of the Drone
|
|
* y (optional) : The y coordinate of the Drone
|
|
* z (optional) : The z coordinate of the Drone
|
|
* direction (optional) : The direction in which the Drone is
|
|
facing. Possible values are 0 (east), 1 (south), 2 (west) or 3 (north)
|
|
* world (optional) : The world in which the drone is created.
|
|
|
|
Drone.box() method
|
|
==================
|
|
the box() method is a convenience method for building things. (For the more performance-oriented method - see cuboid)
|
|
|
|
parameters
|
|
----------
|
|
* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
|
|
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
|
|
* w (optional - default 1) - the width of the structure
|
|
* h (optional - default 1) - the height of the structure
|
|
* d (optional - default 1) - the depth of the structure - NB this is
|
|
not how deep underground the structure lies - this is how far
|
|
away (depth of field) from the drone the structure will extend.
|
|
|
|
Example
|
|
-------
|
|
To create a black structure 4 blocks wide, 9 blocks tall and 1 block long...
|
|
|
|
box(blocks.wool.black, 4, 9, 1);
|
|
|
|
... or the following code does the same but creates a variable that can be used for further methods...
|
|
|
|
var drone = new Drone();
|
|
drone.box(blocks.wool.black, 4, 9, 1);
|
|
|
|
![box example 1](img/boxex1.png)
|
|
|
|
Drone.box0() method
|
|
===================
|
|
Another convenience method - this one creates 4 walls with no floor or ceiling.
|
|
|
|
Parameters
|
|
----------
|
|
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
|
|
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
|
|
* width (optional - default 1) - the width of the structure
|
|
* height (optional - default 1) - the height of the structure
|
|
* length (optional - default 1) - the length of the structure - how far
|
|
away (depth of field) from the drone the structure will extend.
|
|
|
|
Example
|
|
-------
|
|
To create a stone building with the insided hollowed out 7 wide by 3 tall by 6 long...
|
|
|
|
box0( blocks.stone, 7, 3, 6);
|
|
|
|
![example box0](img/box0ex1.png)
|
|
|
|
Drone.boxa() method
|
|
===================
|
|
Construct a cuboid using an array of blocks. As the drone moves first along the width axis,
|
|
then the height (y axis) then the length, each block is picked from the array and placed.
|
|
|
|
Parameters
|
|
----------
|
|
* blocks - An array of blocks - each block in the array will be placed in turn.
|
|
* width
|
|
* height
|
|
* length
|
|
|
|
Example
|
|
-------
|
|
Construct a rainbow-colored road 100 blocks long...
|
|
|
|
var rainbowColors = [blocks.wool.red, blocks.wool.orange, blocks.wool.yellow, blocks.wool.lime,
|
|
blocks.wool.lightblue, blocks.wool.blue, blocks.wool.purple];
|
|
|
|
boxa(rainbowColors,7,1,30);
|
|
|
|
![boxa example](img/boxaex1.png)
|
|
|
|
Drone Movement
|
|
==============
|
|
Drones can move freely in minecraft's 3-D world. You control the
|
|
Drone's movement using any of the following methods..
|
|
|
|
* up()
|
|
* down()
|
|
* left()
|
|
* right()
|
|
* fwd()
|
|
* back()
|
|
* turn()
|
|
|
|
... Each of these methods takes a single optional parameter
|
|
`numBlocks` - the number of blocks to move in the given direction. If
|
|
no parameter is given, the default is 1.
|
|
|
|
to change direction use the `turn()` method which also takes a single
|
|
optional parameter (numTurns) - the number of 90 degree turns to make.
|
|
Turns are always clock-wise. If the drone is facing north, then
|
|
drone.turn() will make the turn face east. If the drone is facing east
|
|
then drone.turn(2) will make the drone turn twice so that it is facing
|
|
west.
|
|
|
|
Drone Positional Info
|
|
=====================
|
|
|
|
* getLocation() - Returns a Bukkit Location object for the drone
|
|
|
|
Drone Markers
|
|
=============
|
|
Markers are useful when your Drone has to do a lot of work. You can
|
|
set a check-point and return to the check-point using the move()
|
|
method. If your drone is about to undertake a lot of work -
|
|
e.g. building a road, skyscraper or forest you should set a
|
|
check-point before doing so if you want your drone to return to its
|
|
current location.
|
|
|
|
A 'start' checkpoint is automatically created when the Drone is first created.
|
|
|
|
Markers are created and returned to using the followng two methods...
|
|
|
|
* chkpt - Saves the drone's current location so it can be returned to later.
|
|
* move - moves the drone to a saved location. Alternatively you can provide an
|
|
org.bukkit.Location object or x,y,z and direction parameters.
|
|
|
|
Parameters
|
|
----------
|
|
* name - the name of the checkpoint to save or return to.
|
|
|
|
Example
|
|
-------
|
|
|
|
drone.chkpt('town-square');
|
|
//
|
|
// the drone can now go off on a long excursion
|
|
//
|
|
for (i = 0; i< 100; i++){
|
|
drone.fwd(12).box(6);
|
|
}
|
|
//
|
|
// return to the point before the excursion
|
|
//
|
|
drone.move('town-square');
|
|
|
|
Drone.prism() method
|
|
====================
|
|
Creates a prism. This is useful for roofs on houses.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
|
|
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
|
|
* width - the width of the prism
|
|
* length - the length of the prism (will be 2 time its height)
|
|
|
|
Example
|
|
-------
|
|
|
|
prism(blocks.oak,3,12);
|
|
|
|
![prism example](img/prismex1.png)
|
|
|
|
Drone.prism0() method
|
|
=====================
|
|
A variation on `prism` which hollows out the inside of the prism. It uses the same parameters as `prism`.
|
|
|
|
Drone.cylinder() method
|
|
=======================
|
|
A convenience method for building cylinders. Building begins radius blocks to the right and forward.
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
|
|
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
|
|
* radius
|
|
* height
|
|
|
|
Example
|
|
-------
|
|
To create a cylinder of Iron 7 blocks in radius and 1 block high...
|
|
|
|
cylinder(blocks.iron, 7 , 1);
|
|
|
|
![cylinder example](img/cylinderex1.png)
|
|
|
|
Drone.cylinder0() method
|
|
========================
|
|
A version of cylinder that hollows out the middle.
|
|
|
|
Example
|
|
-------
|
|
To create a hollow cylinder of Iron 7 blocks in radius and 1 block high...
|
|
|
|
cylinder0(blocks.iron, 7, 1);
|
|
|
|
![cylinder0 example](img/cylinder0ex1.png)
|
|
|
|
Drone.arc() method
|
|
==================
|
|
The arc() method can be used to create 1 or more 90 degree arcs in the horizontal or vertical planes.
|
|
This method is called by cylinder() and cylinder0() and the sphere() and sphere0() methods.
|
|
|
|
Parameters
|
|
----------
|
|
arc() takes a single parameter - an object with the following named properties...
|
|
|
|
* radius - The radius of the arc.
|
|
* blockType - The type of block to use - this is the block Id only (no meta). See [Data Values][dv].
|
|
* meta - The metadata value. See [Data Values][dv].
|
|
* orientation (default: 'horizontal') - the orientation of the arc - can be 'vertical' or 'horizontal'.
|
|
* stack (default: 1) - the height or length of the arc (depending on
|
|
the orientation - if orientation is horizontal then this parameter
|
|
refers to the height, if vertical then it refers to the length).
|
|
* strokeWidth (default: 1) - the width of the stroke (how many
|
|
blocks) - if drawing nested arcs it's usually a good idea to set
|
|
strokeWidth to at least 2 so that there are no gaps between each
|
|
arc. The arc method uses a [bresenham algorithm][bres] to plot
|
|
points along the circumference.
|
|
* fill - If true (or present) then the arc will be filled in.
|
|
* quadrants (default:
|
|
`{topleft:true,topright:true,bottomleft:true,bottomright:true}` - An
|
|
object with 4 properties indicating which of the 4 quadrants of a
|
|
circle to draw. If the quadrants property is absent then all 4
|
|
quadrants are drawn.
|
|
|
|
Examples
|
|
--------
|
|
To draw a 1/4 circle (top right quadrant only) with a radius of 10 and stroke width of 2 blocks ...
|
|
|
|
arc({blockType: blocks.iron,
|
|
meta: 0,
|
|
radius: 10,
|
|
strokeWidth: 2,
|
|
quadrants: { topright: true },
|
|
orientation: 'vertical',
|
|
stack: 1,
|
|
fill: false
|
|
});
|
|
|
|
![arc example 1](img/arcex1.png)
|
|
|
|
[bres]: http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
|
|
[dv]: http://www.minecraftwiki.net/wiki/Data_values
|
|
|
|
Drone.door() method
|
|
===================
|
|
create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
|
|
|
|
Parameters
|
|
----------
|
|
* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
|
|
|
|
Example
|
|
-------
|
|
To create a wooden door at the crosshairs/drone's location...
|
|
|
|
var drone = new Drone();
|
|
drone.door();
|
|
|
|
To create an iron door...
|
|
|
|
drone.door( blocks.door_iron );
|
|
|
|
![iron door](img/doorex1.png)
|
|
|
|
Drone.door2() method
|
|
====================
|
|
Create double doors (left and right side)
|
|
|
|
Parameters
|
|
----------
|
|
* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
|
|
|
|
Example
|
|
-------
|
|
To create double-doors at the cross-hairs/drone's location...
|
|
|
|
drone.door2();
|
|
|
|
![double doors](img/door2ex1.png)
|
|
|
|
Drone.sign() method
|
|
===================
|
|
Signs must use block 63 (stand-alone signs) or 68 (signs on walls)
|
|
|
|
Parameters
|
|
----------
|
|
* message - can be a string or an array of strings.
|
|
* block - can be 63 or 68
|
|
|
|
Example
|
|
-------
|
|
To create a free-standing sign...
|
|
|
|
drone.sign(["Hello","World"],63);
|
|
|
|
![ground sign](img/signex1.png)
|
|
|
|
... to create a wall mounted sign...
|
|
|
|
drone.sign(["Welcome","to","Scriptopia"], 68);
|
|
|
|
![wall sign](img/signex2.png)
|
|
|
|
Drone Trees methods
|
|
===================
|
|
|
|
* oak()
|
|
* spruce()
|
|
* birch()
|
|
* jungle()
|
|
|
|
Example
|
|
-------
|
|
To create 4 trees in a row, point the cross-hairs at the ground then type `/js ` and ...
|
|
|
|
up().oak().right(8).spruce().right(8).birch().right(8).jungle();
|
|
|
|
Trees won't always generate unless the conditions are right. You
|
|
should use the tree methods when the drone is directly above the
|
|
ground. Trees will usually grow if the drone's current location is
|
|
occupied by Air and is directly above an area of grass (That is why
|
|
the `up()` method is called first).
|
|
|
|
![tree example](img/treeex1.png)
|
|
|
|
|
|
None of the tree methods require parameters. Tree methods will only be successful
|
|
if the tree is placed on grass in a setting where trees can grow.
|
|
|
|
Drone.garden() method
|
|
=====================
|
|
places random flowers and long grass (similar to the effect of placing bonemeal on grass)
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* width - the width of the garden
|
|
* length - how far from the drone the garden extends
|
|
|
|
Example
|
|
-------
|
|
To create a garden 10 blocks wide by 5 blocks long...
|
|
|
|
garden(10,5);
|
|
|
|
![garden example](img/gardenex1.png)
|
|
|
|
Drone.rand() method
|
|
===================
|
|
rand takes either an array (if each blockid has the same chance of occurring)
|
|
or an object where each property is a blockid and the value is it's weight (an integer)
|
|
|
|
Example
|
|
-------
|
|
place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
|
|
|
|
rand( [blocks.brick.stone, blocks.brick.mossy, blocks.brick.cracked ],w,d,h)
|
|
|
|
to place random blocks stone has a 50% chance of being picked,
|
|
|
|
rand({blocks.brick.stone: 5, blocks.brick.mossy: 3, blocks.brick.cracked: 2},w,d,h)
|
|
|
|
regular stone has a 50% chance, mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
|
|
|
|
Copy & Paste using Drone
|
|
========================
|
|
A drone can be used to copy and paste areas of the game world.
|
|
|
|
Drone.copy() method
|
|
===================
|
|
Copies an area so it can be pasted elsewhere. The name can be used for
|
|
pasting the copied area elsewhere...
|
|
|
|
Parameters
|
|
----------
|
|
|
|
* name - the name to be given to the copied area (used by `paste`)
|
|
* width - the width of the area to copy
|
|
* height - the height of the area to copy
|
|
* length - the length of the area (extending away from the drone) to copy
|
|
|
|
Example
|
|
-------
|
|
|
|
drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
|
|
|
|
Drone.paste() method
|
|
====================
|
|
Pastes a copied area to the current location.
|
|
|
|
Example
|
|
-------
|
|
To copy a 10x5x10 area (using the drone's coordinates as the starting
|
|
point) into memory. the copied area can be referenced using the name
|
|
'somethingCool'. The drone moves 12 blocks right then pastes the copy.
|
|
|
|
drone.copy('somethingCool',10,5,10)
|
|
.right(12)
|
|
.paste('somethingCool');
|
|
|
|
Chaining
|
|
========
|
|
|
|
All of the Drone methods return a Drone object, which means methods
|
|
can be 'chained' together so instead of writing this...
|
|
|
|
drone = new Drone();
|
|
drone.fwd(3);
|
|
drone.left(2);
|
|
drone.box(2); // create a grass block
|
|
drone.up();
|
|
drone.box(2); // create another grass block
|
|
drone.down();
|
|
|
|
...you could simply write ...
|
|
|
|
var drone = new Drone().fwd(3).left(2).box(2).up().box(2).down();
|
|
|
|
... 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
|
|
|
|
## 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);
|
|
|
|
## Arrows Module
|
|
|
|
The arrows mod adds fancy arrows to the game. Arrows which...
|
|
|
|
* Launch fireworks.
|
|
* Explode on impact.
|
|
* Force Lightning to strike where they land.
|
|
* Teleport the player to the landing spot.
|
|
* Spawn Trees at the landing spot.
|
|
|
|
### Usage:
|
|
|
|
* `/js arrows.firework()` - A firework launches where the the arrow lands.
|
|
* `/js arrows.lightning()` - lightning strikes where the arrow lands.
|
|
* `/js arrows.teleport()` - makes player teleport to where arrow has landed.
|
|
* `/js arrows.flourish()` - makes a tree grow where the arrow lands.
|
|
* `/js arrows.explosive()` - makes arrows explode.
|
|
* `/js arrows.normal()` sets arrow type to normal.
|
|
* `/js arrows.sign()` turns a targeted sign into a Arrows menu
|
|
|
|
All of the above functions can take an optional player object or name
|
|
as a parameter. For example: `/js arrows.explosive('player23')` makes
|
|
player23's arrows explosive.
|
|
|
|
## alias Module
|
|
|
|
The alias module lets players and server admins create their own
|
|
per-player or global custom in-game command aliases.
|
|
|
|
### Examples
|
|
|
|
To set a command alias which is only visible to the current player
|
|
(per-player alias)...
|
|
|
|
/jsp alias set cw = time set {1} ; weather {2}
|
|
|
|
... Creates a new custom command only usable by the player who set
|
|
it called `cw` (short for set Clock and Weather) which when invoked...
|
|
|
|
/cw 4000 sun
|
|
|
|
... will perform the following commands...
|
|
|
|
/time set 4000
|
|
/weather sun
|
|
|
|
Aliases can use paramters as above. On the right hand side of the `=`, the
|
|
`{1}` refers to the first parameter provided with the `cw` alias, `{2}`
|
|
refers to the second parameter and so on. So `cw 4000 sun` is converted to
|
|
`time set 4000` and `weather sun`.
|
|
|
|
To set a global command alias usable by all (only operators can create
|
|
such an alias)...
|
|
|
|
/jsp alias global stormy = time 18000; weather storm
|
|
|
|
To delete an alias ...
|
|
|
|
/jsp alias delete cw
|
|
|
|
... deletes the 'cw' alias from the appropriate alias map.
|
|
|
|
To get a list of aliases currently defined...
|
|
|
|
/jsp alias list
|
|
|
|
To get help on the `jsp alias` command:
|
|
|
|
/jsp alias help
|
|
|
|
Aliases can be used at the in-game prompt by players or in the server
|
|
console. Aliases will not be able to avail of command autocompletion
|
|
(pressing the TAB key will have no effect).
|
|
|
|
## 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
|
|
so students can learn Javascript.
|
|
|
|
### classroom.allowScripting() function
|
|
|
|
Allow or disallow anyone who connects to the server (or is already
|
|
connected) to use ScriptCraft. This function is preferable to granting 'ops' privileges
|
|
to every student in a Minecraft classroom environment.
|
|
|
|
#### Parameters
|
|
|
|
* canScript : true or false
|
|
|
|
#### Example
|
|
|
|
To allow all players (and any players who connect to the server) to
|
|
use the `js` and `jsp` commands...
|
|
|
|
/js classroom.allowScripting(true)
|
|
|
|
To disallow scripting (and prevent players who join the server from using the commands)...
|
|
|
|
/js classroom.allowScripting(false)
|
|
|
|
Only ops users can run the classroom.allowScripting() function - this is so that students
|
|
don't try to bar themselves and each other from scripting.
|
|
|
|
## Commando Plugin
|
|
|
|
### Description
|
|
|
|
commando is a plugin which can be used to add completely new commands
|
|
to Minecraft. Normally ScriptCraft only allows for provision of new
|
|
commands as extensions to the jsp command. For example, to create a
|
|
new simple command for use by all players...
|
|
|
|
/js command('hi', function(){ echo('Hi ' + self.name); });
|
|
|
|
... then players can use this command by typing...
|
|
|
|
/jsp hi
|
|
|
|
... A couple of ScriptCraft users have asked for the ability to take
|
|
this a step further and allow the global command namespace to be
|
|
populated so that when a developer creates a new command using the
|
|
'command' function, then the command is added to the global command
|
|
namespace so that players can use it simply like this...
|
|
|
|
/hi
|
|
|
|
... There are good reasons why ScriptCraft's core `command()` function
|
|
does not do this. Polluting the global namespace with commands would
|
|
make ScriptCraft a bad citizen in that Plugins should be able to work
|
|
together in the same server and - as much as possible - not step on
|
|
each others' toes. The CraftBukkit team have very good reasons for
|
|
forcing Plugins to declare their commands in the plugin.yml
|
|
configuration file. It makes approving plugins easier and ensures that
|
|
craftbukkit plugins behave well together. While it is possible to
|
|
override other plugins' commands, the CraftBukkit team do not
|
|
recommend this. However, as ScriptCraft users have suggested, it
|
|
should be at the discretion of server administrators as to when
|
|
overriding or adding new commands to the global namespace is good.
|
|
|
|
So this is where `commando()` comes in. It uses the exact same
|
|
signature as the core `command()` function but will also make the
|
|
command accessible without the `jsp` prefix so instead of having to
|
|
type `/jsp hi` for the above command example, players simply type
|
|
`/hi` . This functionality is provided as a plugin rather than as part
|
|
of the ScriptCraft core.
|
|
|
|
### Example hi-command.js
|
|
|
|
var commando = require('../commando');
|
|
commando('hi', function(){
|
|
echo('Hi ' + self.name);
|
|
});
|
|
|
|
...Displays a greeting to any player who issues the `/hi` command.
|
|
|
|
### Example - timeofday-command.js
|
|
|
|
var times = {Dawn: 0, Midday: 6000, Dusk: 12000, Midnight:18000};
|
|
commando('timeofday', function(params){
|
|
self.location.world.setTime(times[params[0]]);
|
|
},
|
|
['Dawn','Midday','Dusk','Midnight']);
|
|
|
|
... changes the time of day using a new `/timeofday` command (options are Dawn, Midday, Dusk, Midnight)
|
|
|
|
### Caveats
|
|
|
|
Since commands registered using commando are really just appendages to
|
|
the `/jsp` command and are not actually registered globally (it just
|
|
looks like that to the player), you won't be able to avail of tab
|
|
completion for the command itself or its parameters (unless you go the
|
|
traditional route of adding the `jsp` prefix). This plugin uses the
|
|
[PlayerCommandPreprocessEvent][pcppevt] which allows plugins to
|
|
intercepts all commands and inject their own commands instead. If
|
|
anyone reading this knows of a better way to programmatically add new
|
|
global commands for a plugin, please let me know.
|
|
|
|
[pcppevt]: http://jd.bukkit.org/dev/apidocs/org/bukkit/event/player/PlayerCommandPreprocessEvent.html
|
|
|
|
## homes Module
|
|
|
|
The homes plugin lets players set a location as home and return to the
|
|
location, invite other players to their home and also visit other
|
|
player's homes.
|
|
|
|
This module is a good example of how to create a javascript-based
|
|
minecraft mod which provides...
|
|
|
|
* A programmatic interface (API) and
|
|
* A command extension which uses that API to provide new functionality for players.
|
|
|
|
The module uses the `plugin()` function to specify an object and
|
|
methods, and the `command()` function to expose functionality to
|
|
players through a new `jsp home` command. This module also
|
|
demonstrates how to enable autocompletion for custom commands (to see
|
|
this in action, at the in-game prompt or server console prompt type
|
|
`jsp home ` then press the TAB key - you should see a list of further
|
|
possible options).
|
|
|
|
The `jsp home` command has the following options...
|
|
|
|
### Basic options
|
|
|
|
* `/jsp home set` Will set your current location as your
|
|
'home' location to which you can return at any time using the ...
|
|
|
|
* `/jsp home` ..command will return you to your home, if you have set one.
|
|
|
|
* `/jsp home <player>` Will take you to the home of <player> (where
|
|
<player> is the name of the player whose home you wish to visit.
|
|
|
|
* `/jsp home delete` Deletes your home location from the location
|
|
database. This does not actually remove the home from the world or
|
|
change the world in any way. This command is completely
|
|
non-destructive and cannot be used for griefing. No blocks will be
|
|
destroyed by this command.
|
|
|
|
### Social options
|
|
The following options allow players to open their homes to all or some
|
|
players, invite players to their home and see a list of homes they can
|
|
visit.
|
|
|
|
* `/jsp home list` Lists home which you can visit.
|
|
* `/jsp home ilist` Lists players who can visit your home.
|
|
* `/jsp home invite <player>` Invites the named player to your home.
|
|
* `/jsp home uninvite <player>` Uninvites (revokes invitation) the named player to your home.
|
|
* `/jsp home public` Opens your home to all players (all players can visit your home).
|
|
* `/jsp home private` Makes your home private (no longer visitable by all).
|
|
|
|
### Administration options
|
|
The following administration options can only be used by server operators...
|
|
|
|
* `/jsp home listall` List all of the homes
|
|
* `/jsp home clear <player>` Removes the player's home
|
|
location. Again, this command does not destroy any structures in
|
|
the world, it simply removes the location from the database. No
|
|
blocks are destroyed by this command.
|
|
|
|
## SnowballFight mini-game
|
|
|
|
### Description
|
|
|
|
This is a rough and ready prototype of a simple multi-player
|
|
shoot-em-up. To start a game with all players playing against one another...
|
|
|
|
/js new Game_SnowballFight(60).start();
|
|
|
|
... this obviously works best if all of the players are in close
|
|
proximity within the same game world. Alternatively you can have team
|
|
matches...
|
|
|
|
|
|
/js var redTeam = ['<player1>','<player2>',...etc]
|
|
/js var blueTeam = ['<player3>','<player4>,...etc]
|
|
/js var greenTeam = ['<player5>','<player6>,...etc]
|
|
/js new Game_SnowballFight(60, {red: redTeam,blue: blueTeam,green: greenTeam}).start();
|
|
|
|
Or you can just have specific players play against each other...
|
|
|
|
/js new Game_SnowballFight(60, ['player1','player2','player3']).start();
|
|
|
|
(where 'player1' etc are the names of actual players)
|
|
|
|
You specify the teams in the game as an object where each property's
|
|
name is a team name and each property's value is the list of players
|
|
on that team. You specify the duration of the game (in seconds) You
|
|
kick off the game with the start() method. I need to work on a
|
|
better in-game mechanism for players to choose teams and start the
|
|
game but this will do for now.
|
|
|
|
When the game starts, each player is put in survival mode and given
|
|
snowballs. The aim of the game is to hit players on opposing teams. If
|
|
you hit a player on your own team, you lose a point.
|
|
|
|
At the end of the game the scores for each team are broadcast and each
|
|
player returns to their previous mode of play (creative or
|
|
survival). Create a small arena with a couple of small buildings for
|
|
cover to make the game more fun.
|
|
|
|
## NumberGuess mini-game:
|
|
|
|
### Description
|
|
This is a very simple number guessing game. Minecraft will ask you to
|
|
guess a number between 1 and 10 and you will tell you if you're too
|
|
hight or too low when you guess wrong. The purpose of this mini-game
|
|
code is to demonstrate use of Bukkit's Conversation API.
|
|
|
|
### Example
|
|
|
|
/js Game_NumberGuess.start()
|
|
|
|
Once the game begins, guess a number by typing the `/` character
|
|
followed by a number between 1 and 10.
|
|
|