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authorHowaner <franzi.moos@googlemail.com>2014-10-21 17:37:03 +0200
committerHowaner <franzi.moos@googlemail.com>2014-10-21 17:37:03 +0200
commit283eda3c4eaa37acc242ccefdb3912768a80d14b (patch)
treefe9cdd385d5687c2f8bfe55d331ead942f28e4aa /MCServer/Plugins/Handy
parentLeaves are harvest-able. (diff)
parentUpdated ProtectionAreas (diff)
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Diffstat (limited to 'MCServer/Plugins/Handy')
m---------MCServer/Plugins/Handy0
-rw-r--r--MCServer/Plugins/Handy/handy.lua28
-rw-r--r--MCServer/Plugins/Handy/handy_functions.lua216
3 files changed, 0 insertions, 244 deletions
diff --git a/MCServer/Plugins/Handy b/MCServer/Plugins/Handy
new file mode 160000
+Subproject e64a04be39ac7790abcb09de3d4c7d8fc2a2a1e
diff --git a/MCServer/Plugins/Handy/handy.lua b/MCServer/Plugins/Handy/handy.lua
deleted file mode 100644
index e4e9d3f5f..000000000
--- a/MCServer/Plugins/Handy/handy.lua
+++ /dev/null
@@ -1,28 +0,0 @@
--- Global variables
-PLUGIN = {} -- Reference to own plugin object
-CHEST_WIDTH = 9
-HANDY_VERSION = 2
---[[
-
-Handy is a plugin for other plugins. It contain no commands, no hooks, but functions to ease plugins developers' life.
-
-API:
-
-
-TODO:
-1. GetChestSlot wrapper, so it will detect double chest neighbour chest and will be able to access it.
-]]
-
-function Initialize(Plugin)
- PLUGIN = Plugin
- PLUGIN:SetName("Handy")
- PLUGIN:SetVersion(HANDY_VERSION)
-
- PluginManager = cRoot:Get():GetPluginManager()
- LOG("Initialized " .. PLUGIN:GetName() .. " v" .. PLUGIN:GetVersion())
- return true
-end
-
-function OnDisable()
- LOG(PLUGIN:GetName() .. " v" .. PLUGIN:GetVersion() .. " is shutting down...")
-end \ No newline at end of file
diff --git a/MCServer/Plugins/Handy/handy_functions.lua b/MCServer/Plugins/Handy/handy_functions.lua
deleted file mode 100644
index af43f663a..000000000
--- a/MCServer/Plugins/Handy/handy_functions.lua
+++ /dev/null
@@ -1,216 +0,0 @@
---[[
-General stuff
-]]
--- Returns Handy plugin version number
-function GetHandyVersion()
- return HANDY_VERSION
-end
--- Checks if handy is in proper version
-function CheckForRequiredVersion( inVersion )
- if( inVersion > HANDY_VERSION ) then return false end
- return true
-end
---[[
-MCS-specific _functions and nasty hacks :D
-]]
-function GetChestHeightCheat( inChest )
- local chestGrid = inChest:GetContents()
- LOGINFO( "This function serves no purpose now! You should consider chest:GetContents():GetHeight() now!" )
- LOGINFO( "Also, you might find Handy's new 'IsChestDouble()' useful for your case" )
- return chestGrid:GetHeight()
-end
-function IsChestDouble( inChest )
- local chestHeight = inChest:GetContents():GetHeight()
- if( chestHeight == 3 ) then
- return false
- end
- return true
-end
--- Those two checks how many items of given inItemID chest and player have, and how much they could fit inside them
-function ReadChestForItem( inChest, inItemID )
- return ReadGridForItems( inChest:GetContents(), inItemID )
-end
-function ReadPlayerForItem( inPlayer, inItemID )
- local inventoryFound, inventoryFree = ReadGridForItems( inPlayer:GetInventory():GetInventoryGrid(), inItemID )
- local hotbarFound, hotbarFree = ReadGridForItems( inPlayer:GetInventory():GetHotbarGrid(), inItemID )
- local itemsFound = inventoryFound + hotbarFound
- local freeSpace = inventoryFree + hotbarFree
- return itemsFound, freeSpace
-end
--- Following functions are for chest-related operations
--- BEWARE! Those assume you did checked if chest has items/space in it!
-function ReadGridForItems( inGrid, inItemID )
- local itemsFound = 0
- local freeSpace = 0
- local slotsCount = inGrid:GetNumSlots()
- local testerItem = cItem( inItemID )
- local maxStackSize = testerItem:GetMaxStackSize()
- for index = 0, (slotsCount - 1) do
- slotItem = inGrid:GetSlot( index )
- if( slotItem:IsEmpty() ) then
- freeSpace = freeSpace + maxStackSize
- else
- if( slotItem:IsStackableWith( testerItem ) ) then
- itemsFound = itemsFound + slotItem.m_ItemCount
- freeSpace = maxStackSize - slotItem.m_ItemCount
- end
- end
- end
- return itemsFound, freeSpace
-end
-
-function TakeItemsFromGrid( inGrid, inItem )
- local slotsCount = inGrid:GetNumSlots()
- local removedItem = cItem( inItem )
- for index = 0, (slotsCount - 1) do
- slotItem = inGrid:GetSlot( index )
- if( slotItem:IsSameType( removedItem ) ) then
- if( slotItem.m_ItemCount <= removedItem.m_ItemCount ) then
- removedItem.m_ItemCount = removedItem.m_ItemCount - slotItem.m_ItemCount
- inGrid:EmptySlot( index )
- else
- removedItem.m_ItemCount = slotItem.m_ItemCount - removedItem.m_ItemCount
- inGrid:SetSlot( index, removedItem )
- removedItem.m_ItemCount = 0
- end
- if( removedItem.m_ItemCount <= 0 ) then break end
- end
- end
- return removedItem.m_ItemCount
-end
---------------
-function TakeItemsFromChest( inChest, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FOR ITEMS FIRST!!
- local chestGrid = inChest:GetContents()
- local removedItem = cItem( inItemID, inAmount )
- TakeItemsFromGrid( chestGrid, removedItem )
-end
-function PutItemsToChest( inChest, inItemID, inAmount )
- local chestGrid = inChest:GetContents()
- local addedItem = cItem( inItemID, inAmount )
- chestGrid:AddItem( addedItem )
-end
--- Similar to chest-related.
-function TakeItemsFromPlayer( inPlayer, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FIRST!
- local removedItem = cItem( inItemID, inAmount )
- local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
- local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
- local itemsLeft = TakeItemsFromGrid( inventoryGrid, removedItem )
- if( itemsLeft > 0 ) then
- removedItem = cItem( inItemID, itemsLeft )
- TakeItemsFromGrid( hotbarGrid, removedItem )
- end
-end
-function GiveItemsToPlayer( inPlayer, inItemID, inAmount )
- local addedItem = cItem( inItemID, inAmount )
- local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
- local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
- local itemsAdded = inventoryGrid:AddItem( addedItem )
- if( itemsAdded < inAmount ) then
- addedItem.m_ItemCount = addedItem.m_ItemCount - itemsAdded
- hotbarGrid:AddItem( addedItem )
- end
-end
--- This function returns item max stack for a given itemID. It uses vanilla max stack size, and uses several non-common items notations;
--- Those are:
--- oneonerecord( because aparently 11record wasn't the best idea in lua scripting application )
--- carrotonastick( because it wasn't added to items.txt yet )
--- waitrecord( for same reason )
--- Feel free to ignore the difference, or to add those to items.txt
-function GetItemMaxStack( inItemID )
- local testerItem = cItem( inItemID )
- LOGINFO( "This function serves no real purpose now, maybe consider using cItem:GetMaxStackSize()?" )
- return testerItem:GetMaxStackSize()
-end
-function ItemIsArmor( inItemID, inCheckForHorseArmor )
- inCheckForHorseArmor = inCheckForHorseArmor or false
- if( inItemID == E_ITEM_LEATHER_CAP ) then return true end
- if( inItemID == E_ITEM_LEATHER_TUNIC ) then return true end
- if( inItemID == E_ITEM_LEATHER_PANTS ) then return true end
- if( inItemID == E_ITEM_LEATHER_BOOTS ) then return true end
-
- if( inItemID == E_ITEM_CHAIN_HELMET ) then return true end
- if( inItemID == E_ITEM_CHAIN_CHESTPLATE ) then return true end
- if( inItemID == E_ITEM_CHAIN_LEGGINGS ) then return true end
- if( inItemID == E_ITEM_CHAIN_BOOTS ) then return true end
-
- if( inItemID == E_ITEM_IRON_HELMET ) then return true end
- if( inItemID == E_ITEM_IRON_CHESTPLATE ) then return true end
- if( inItemID == E_ITEM_IRON_LEGGINGS ) then return true end
- if( inItemID == E_ITEM_IRON_BOOTS ) then return true end
-
- if( inItemID == E_ITEM_DIAMOND_HELMET ) then return true end
- if( inItemID == E_ITEM_DIAMOND_CHESTPLATE ) then return true end
- if( inItemID == E_ITEM_DIAMOND_LEGGINGS ) then return true end
- if( inItemID == E_ITEM_DIAMOND_BOOTS ) then return true end
-
- if( inItemID == E_ITEM_GOLD_HELMET ) then return true end
- if( inItemID == E_ITEM_GOLD_CHESTPLATE ) then return true end
- if( inItemID == E_ITEM_GOLD_LEGGINGS ) then return true end
- if( inItemID == E_ITEM_GOLD_BOOTS ) then return true end
-
- if( inCheckForHorseArmor ) then
- if( inItemID == E_ITEM_IRON_HORSE_ARMOR ) then return true end
- if( inItemID == E_ITEM_GOLD_HORSE_ARMOR ) then return true end
- if( inItemID == E_ITEM_DIAMOND_HORSE_ARMOR ) then return true end
- end
- return false
-end
--- Returns full-length playername for a short name( usefull for parsing commands )
-function GetExactPlayername( inPlayerName )
- local _result = inPlayerName
- local function SetProcessingPlayername( inPlayer )
- _result = inPlayer:GetName()
- end
- cRoot:Get():FindAndDoWithPlayer( inPlayerName, SetProcessingPlayername )
- return _result
-end
-function GetPlayerByName( inPlayerName )
- local _player
- local PlayerSetter = function( Player )
- _player = Player
- end
- cRoot:Get():FindAndDoWithPlayer( inPlayerName, PlayerSetter )
- return _player
-end
---[[
-Not-so-usual math _functions
-]]
--- Rounds floating point number. Because lua guys think this function doesn't deserve to be presented in lua's math
-function round( inX )
- if( inX%2 ~= 0.5 ) then
- return math.floor( inX + 0.5 )
- end
- return inX - 0.5
-end
---[[
-Functions I use for filework and stringswork
-]]
-function PluralString( inValue, inSingularString, inPluralString )
- local _value_string = tostring( inValue )
- if( _value_string[#_value_string] == "1" ) then
- return inSingularString
- end
- return inPluralString
-end
-function PluralItemName( inItemID, inAmount ) -- BEWARE! TEMPORAL SOLUTION THERE! :D
- local _value_string = tostring( inValue )
- local _name = ""
- if( _value_string[#_value_string] == "1" ) then
- -- singular names
- _name = ItemTypeToString( inItemID )
- else
- -- plural names
- _name = ItemTypeToString( inItemID ).."s"
- end
- return _name
-end
--- for filewriting purposes. 0 = false, 1 = true
-function StringToBool( inValue )
- if( inValue == "1" ) then return true end
- return false
-end
--- same, but reversal
-function BoolToString( inValue )
- if( inValue == true ) then return 1 end
- return 0
-end