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authordaniel0916 <theschokolps@gmail.com>2014-04-07 20:12:17 +0200
committerdaniel0916 <theschokolps@gmail.com>2014-04-07 20:12:17 +0200
commit2e9754ac1cf0537c12ab7974cf55c451c0724540 (patch)
tree713c5b8c8f22f77893b30b9c8cefca4a7c491483 /MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
parentFixed merge conflict (diff)
parentFixed some more minor issues with the redstone simulator. (diff)
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Diffstat (limited to 'MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html')
-rw-r--r--MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html50
1 files changed, 21 insertions, 29 deletions
diff --git a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
index 0e07cebdf..35c880b00 100644
--- a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
+++ b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
@@ -20,13 +20,7 @@
<p>
Let us begin. In order to begin development, we must firstly obtain a compiled copy
of MCServer, and make sure that the Core plugin is within the Plugins folder, and activated.
- Core handles much of the MCServer end-user experience and is a necessary component of
- plugin development, as necessary plugin components depend on sone of its functions.
- </p>
- <p>
- Next, we must obtain a copy of CoreMessaging.lua. This can be found
- <a href="https://raw.github.com/mc-server/MCServer/master/MCServer/Plugins/MagicCarpet/coremessaging.lua">here.</a>
- This is used to provide messaging support that is compliant with MCServer standards.
+ Core handles much of the MCServer end-user experience and gameplay will be very bland without it.
</p>
<h2>Creating the basic template</h2>
<p>
@@ -35,18 +29,17 @@
Format it like so:
</p>
<pre class="prettyprint lang-lua">
-local PLUGIN
+PLUGIN = nil
function Initialize(Plugin)
- Plugin:SetName("DerpyPlugin")
+ Plugin:SetName("NewPlugin")
Plugin:SetVersion(1)
- PLUGIN = Plugin
-
-- Hooks
-
- local PluginManager = cPluginManager:Get()
- -- Command bindings
+
+ PLUGIN = Plugin -- NOTE: only needed if you want OnDisable() to use GetName() or something like that
+
+ -- Command Bindings
LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
return true
@@ -63,7 +56,8 @@ end
<li><b>Plugin:SetName</b> sets the name of the plugin.</li>
<li><b>Plugin:SetVersion</b> sets the revision number of the plugin. This must be an integer.</li>
<li><b>LOG</b> logs to console a message, in this case, it prints that the plugin was initialised.</li>
- <li>The <b>PLUGIN</b> variable just stores this plugin's object, so GetName() can be called in OnDisable (as no Plugin parameter is passed there, contrary to Initialize).</li>
+ <li>The <b>PLUGIN</b> variable just stores this plugin's object, so GetName() can be called in OnDisable (as no Plugin parameter is passed there, contrary to Initialize).
+ This global variable is only needed if you want to know the plugin details (name, etc.) when shutting down.</li>
<li><b>function OnDisable</b> is called when the plugin is disabled, commonly when the server is shutting down. Perform cleanup and logging here.</li>
</ul>
Be sure to return true for this function, else MCS thinks you plugin had failed to initialise and prints a stacktrace with an error message.
@@ -84,7 +78,7 @@ end
To register a hook, insert the following code template into the "-- Hooks" area in the previous code example.
</p>
<pre class="prettyprint lang-lua">
-cPluginManager:AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled)
+cPluginManager.AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled)
</pre>
<p>
What does this code do?
@@ -102,10 +96,7 @@ function Initialize(Plugin)
Plugin:SetName("DerpyPlugin")
Plugin:SetVersion(1)
- cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
-
- local PluginManager = cPluginManager:Get()
- -- Command bindings
+ cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
return true
@@ -127,10 +118,10 @@ end
</p>
<pre class="prettyprint lang-lua">
-- ADD THIS IF COMMAND DOES NOT REQUIRE A PARAMETER (/explode)
-PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " - Description of command")
+cPluginManager.BindCommand("/commandname", "permissionnode", FunctionToCall, " - Description of command")
-- ADD THIS IF COMMAND DOES REQUIRE A PARAMETER (/explode Notch)
-PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " ~ Description of command and parameter(s)")
+cPluginManager.BindCommand("/commandname", "permissionnode", FunctionToCall, " ~ Description of command and parameter(s)")
</pre>
<p>
What does it do, and why are there two?
@@ -167,21 +158,23 @@ PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " ~
a message. Again, see the API documentation for fuller details. But, you ask, how <i>do</i> we send a message to the client?
</p>
<p>
- Remember that copy of CoreMessaging.lua that we downloaded earlier? Make sure that file is in your plugin folder, along with the main.lua file you are typing
- your code in. Since MCS brings all the files together on JIT compile, we don't need to worry about requiring any files or such. Simply follow the below examples:
+ There are dedicated functions used for sending a player formatted messages. By format, I refer to coloured prefixes/coloured text (depending on configuration)
+ that clearly categorise what type of message a player is being sent. For example, an informational message has a yellow coloured [INFO] prefix, and a warning message
+ has a rose coloured [WARNING] prefix. A few of the most used functions are listed here, but see the API docs for more details. Look in the cRoot, cWorld, and cPlayer sections
+ for functions that broadcast to the entire server, the whole world, and a single player, respectively.
</p>
<pre class="prettyprint lang-lua">
-- Format: §yellow[INFO] §white%text% (yellow [INFO], white text following it)
-- Use: Informational message, such as instructions for usage of a command
-SendMessage(Player, "Usage: /explode [player]")
+Player:SendMessageInfo("Usage: /explode [player]")
-- Format: §green[INFO] §white%text% (green [INFO] etc.)
-- Use: Success message, like when a command executes successfully
-SendMessageSuccess(Player, "Notch was blown up!")
+Player:SendMessageSuccess("Notch was blown up!")
-- Format: §rose[INFO] §white%text% (rose coloured [INFO] etc.)
-- Use: Failure message, like when a command was entered correctly but failed to run, such as when the destination player wasn't found in a /tp command
-SendMessageFailure(Player, "Player Salted was not found")
+Player:SendMessageFailure("Player Salted was not found")
</pre>
<p>
Those are the basics. If you want to output text to the player for a reason other than the three listed above, and you want to colour the text, simply concatenate
@@ -197,8 +190,7 @@ function Initialize(Plugin)
Plugin:SetName("DerpyPluginThatBlowsPeopleUp")
Plugin:SetVersion(9001)
- local PluginManager = cPluginManager:Get()
- PluginManager:BindCommand("/explode", "derpyplugin.explode", Explode, " ~ Explode a player");
+ cPluginManager.BindCommand("/explode", "derpyplugin.explode", Explode, " ~ Explode a player");
cPluginManager:AddHook(cPluginManager.HOOK_COLLECTING_PICKUP, OnCollectingPickup)