275 lines
8.1 KiB
JavaScript
275 lines
8.1 KiB
JavaScript
/*
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The homes plugin lets players set a location as home and return to the location, invite
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other players to their home and also visit other player's homes.
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*/
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plugin("homes", {
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help: function(){
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return [
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/* basic functions */
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"/jsp home : Return to your own home",
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"/jsp home <player> : Go to player's home",
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"/jsp home set : Set your current location as home",
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"/jsp home delete : Delete your home location",
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/* social */
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"/jsp home list : List homes you can visit",
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"/jsp home ilist : List players who can visit your home",
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"/jsp home invite <player> : Invite <player> to your home",
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"/jsp home uninvite <player> : Uninvite <player> to your home",
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"/jsp home public : Open your home to all players",
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"/jsp home private : Make your home private",
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/* administration */
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"/jsp home listall : Show all houses (ops only)",
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"/jsp home clear <player> : Clears player's home location (ops only)"
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];
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},
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/* ========================================================================
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basic functions
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======================================================================== */
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go: function(guest, host){
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if (typeof host == "undefined")
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host = guest;
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guest = getPlayerObject(guest);
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host = getPlayerObject(host);
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var location = this.store.houses[host.name];
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if (!location){
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guest.sendMessage(host.name + " has no home");
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return;
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}
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if (!this._canVisit(guest,host)){
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guest.sendMessage("You can't visit " + host.name + "'s home yet");
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return;
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}
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var worldName = location[0], x = location[1], y = location[2], z=location[3], yaw=location[4];
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var homeLoc = new org.bukkit.Location(org.bukkit.Bukkit.getWorld(worldName),x,y,z,yaw,0);
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guest.teleport(homeLoc);
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},
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/*
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determine whether a guest is allow visit a host's home
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*/
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_canVisit: function(guest, host){
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if (guest == host)
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return true;
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if (this.store.openHouses[host.name])
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return true;
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var invitations = this.store.invites[host.name];
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if (invitations)
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for (var i = 0;i < invitations.length;i++)
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if (invitations[i] == guest.name)
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return true;
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return false;
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},
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set: function(player){
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player = getPlayerObject(player);
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var loc = player.location;
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this.store.houses[player.name] = [""+loc.world.name, Math.floor(loc.x), Math.floor(loc.y), Math.floor(loc.z), Math.floor(loc.yaw), Math.floor(loc.pitch)];
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},
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remove: function(player){
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player = getPlayerObject(player);
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delete this.store.houses[player.name];
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},
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/* ========================================================================
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social functions
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======================================================================== */
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/*
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list homes which the player can visit
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*/
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list: function(player){
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var result = [];
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for (var ohp in this.store.openHouses)
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result.push(ohp);
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player = getPlayerObject(player);
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for (var host in this.store.invites){
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var guests = this.store.invites[host];
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for (var i = 0;i < guests.length; i++)
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if (guests[i] == player.name)
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result.push(host);
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}
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return result;
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},
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/*
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list who can visit the player's home
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*/
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ilist: function(player){
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player = getPlayerObject(player);
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var result = [];
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// if home is public - all players
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if (this.store.openHouses[player.name]){
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var online = org.bukkit.Bukkit.getOnlinePlayers();
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for (var i = 0;i < online.length; i++)
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if (online[i].name != player.name)
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result.push(online[i].name);
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}else{
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result = this.store.invites[player.name] || [];
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}
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return result;
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},
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/*
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Invite a player to the home
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*/
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invite: function(host, guest){
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host = getPlayerObject(host);
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guest = getPlayerObject(guest);
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var invitations = this.store.invites[host.name] || [];
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invitations.push(guest.name);
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this.store.invites[host.name] = invitations;
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guest.sendMessage(host.name + " has invited you to their home.");
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guest.sendMessage("type '/jsp home " + host.name + "' to accept");
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},
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/*
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Uninvite someone to the home
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*/
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uninvite: function(host, guest){
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host = getPlayerObject(host);
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guest = getPlayerObject(guest);
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var invitations = this.store.invites[host.name];
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if (!invitations)
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return;
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var revisedInvites = [];
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for (var i =0;i < invitations.length; i++)
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if (invitations[i] != guest.name)
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revisedInvites.push(invitations[i]);
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this.store.invites[host.name] = revisedInvites;
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},
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/*
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make the player's house public
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*/
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open: function(player, optionalMsg){
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player = getPlayerObject(player);
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this.store.openHouses[player.name] = true;
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if (typeof optionalMsg != "undefined")
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__plugin.server.broadcastMessage(optionalMsg);
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},
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/*
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make the player's house private
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*/
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close: function(player){
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player = getPlayerObject(player);
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delete this.store.openHouses[player.name];
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},
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/* ========================================================================
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admin functions
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======================================================================== */
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listall: function(){
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var result = [];
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for (var home in this.store.houses)
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result.push(home);
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return result;
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},
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clear: function(player){
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player = getPlayerObject(player);
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delete this.store.houses[player.name];
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delete this.store.openHouses[player.name];
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}
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}, true);
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/*
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private implementation
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*/
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(function(){
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/*
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define a set of command options that can be used by players
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*/
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var options = {
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set: function(){homes.set();},
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'delete': function(){ homes.remove();},
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help: function(){ __self.sendMessage(homes.help());},
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list: function(){
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var visitable = homes.list();
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if (visitable.length == 0){
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__self.sendMessage("There are no homes to visit");
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return;
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}else{
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__self.sendMessage([
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"You can visit any of these " + visitable.length + " homes"
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,visitable.join(", ")
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]);
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}
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},
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ilist: function(){
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var potentialVisitors = homes.ilist();
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if (potentialVisitors.length == 0)
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__self.sendMessage("No one can visit your home");
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else
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__self.sendMessage([
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"These " + potentialVisitors.length + "players can visit your home",
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potentialVisitors.join(", ")]);
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},
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invite: function(){
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if (params.length == 1){
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__self.sendMessage("You must provide a player's name");
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return;
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}
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var playerName = params[1];
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var guest = getPlayerObject(playerName);
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if (!guest)
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__self.sendMessage(playerName + " is not here");
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else
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homes.invite(__self,guest);
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},
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uninvite: function(){
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if (params.length == 1){
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__self.sendMessage("You must provide a player's name");
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return;
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}
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var playerName = params[1];
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var guest = getPlayerObject(playerName);
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if (!guest)
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__self.sendMessage(playerName + " is not here");
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else
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homes.uninvite(__self,guest);
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},
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'public': function(){
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homes.open(__self,params.slice(1).join(' '));
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__self.sendMessage("Your home is open to the public");
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},
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'private': function(){
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homes.close();
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__self.sendMessage("Your home is closed to the public");
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},
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listall: function(){
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if (!__self.isOp())
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__self.sendMessage("Only operators can do this");
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else
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__self.sendMessage(homes.listall().join(", "));
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},
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clear: function(){
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if (!__self.isOp())
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__self.sendMessage("Only operators can do this");
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else
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homes.clear(params[1]);
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}
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};
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var optionList = [];
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for (var o in options)
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optionList.push(o);
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/*
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Expose a set of commands that players can use at the in-game command prompt
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*/
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command("home", function(params){
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if (params.length == 0){
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homes.go();
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return;
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}
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var option = options[params[0]];
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if (option)
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option();
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else{
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var host = getPlayerObject(params[0]);
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if (!host)
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__self.sendMessage(params[0] + " is not here");
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else
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homes.go(__self,host);
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}
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},optionList);
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/*
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initialize the store
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*/
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homes.store.houses = homes.store.houses || {};
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homes.store.openHouses = homes.store.openHouses || {};
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homes.store.invites = homes.store.invites || {};
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}());
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