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authormadmaxoft <github@xoft.cz>2013-12-27 14:46:07 +0100
committermadmaxoft <github@xoft.cz>2013-12-27 14:46:07 +0100
commit270d79d47be1396b2ab03c2447544c64997b28db (patch)
tree27c10c3351003ea6db6e967da5594171fd277e09 /MCServer/Plugins
parentAPIDump: Added the WritingPlugin article to the exported pages. (diff)
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Diffstat (limited to '')
-rw-r--r--MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html205
1 files changed, 107 insertions, 98 deletions
diff --git a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
index 3ab997dcd..8d74051a6 100644
--- a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
+++ b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
@@ -2,7 +2,6 @@
<html>
<head>
- <!--MCServer, a divison of McDonalds Enterprises-->
<title>MCS Plugin Tutorial</title>
<link rel="stylesheet" type="text/css" href="main.css" />
<link rel="stylesheet" type="text/css" href="prettify.css" />
@@ -35,26 +34,26 @@
Format it like so:
</p>
<pre class="prettyprint lang-lua">
- local PLUGIN
-
- function Initialize( Plugin )
- Plugin:SetName( "DerpyPlugin" )
- Plugin:SetVersion( 1 )
-
- PLUGIN = Plugin
-
- -- Hooks
-
- local PluginManager = cPluginManager:Get()
- -- Command bindings
-
- LOG( "Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
- return true
- end
-
- function OnDisable()
- LOG(PLUGIN:GetName() .. " is shutting down...")
- end
+local PLUGIN
+
+function Initialize(Plugin)
+ Plugin:SetName("DerpyPlugin")
+ Plugin:SetVersion(1)
+
+ PLUGIN = Plugin
+
+ -- Hooks
+
+ local PluginManager = cPluginManager:Get()
+ -- Command bindings
+
+ LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
+ return true
+end
+
+function OnDisable()
+ LOG(PLUGIN:GetName() .. " is shutting down...")
+end
</pre>
<p>
Now for an explanation of the basics.
@@ -72,7 +71,7 @@
<h2>Registering hooks</h2>
<p>
Hooks are things that MCServer calls when an internal event occurs. For example, a hook is fired when a player places a block, moves,
- logs on, eats, and many other things. For a full list, see <a href="http://mc-server.xoft.cz/LuaAPI/">the API documentation</a>.
+ logs on, eats, and many other things. For a full list, see <a href="index.html">the API documentation</a>.
</p>
<p>
A hook can be either informative or overridable. In any case, returning false will not trigger a response, but returning true will cancel
@@ -84,7 +83,7 @@
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?
@@ -98,22 +97,22 @@
So in total, this is a working representation of what we have so far covered.
</p>
<pre class="prettyprint lang-lua">
- function Initialize( Plugin )
- Plugin:SetName( "DerpyPlugin" )
- Plugin:SetVersion( 1 )
-
- cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
-
- local PluginManager = cPluginManager:Get()
- -- Command bindings
-
- LOG( "Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
- return true
- end
-
- function OnPlayerMoving(Player) -- See API docs for parameters of all hooks
- return true -- Prohibit player movement, see docs for whether a hook is cancellable
- end
+function Initialize(Plugin)
+ Plugin:SetName("DerpyPlugin")
+ Plugin:SetVersion(1)
+
+ cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
+
+ local PluginManager = cPluginManager:Get()
+ -- Command bindings
+
+ LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
+ return true
+end
+
+function OnPlayerMoving(Player) -- See API docs for parameters of all hooks
+ return true -- Prohibit player movement, see docs for whether a hook is cancellable
+end
</pre>
<p>
So, that code stops the player from moving. Not particularly helpful, but yes :P. Note that ALL documentation is available
@@ -126,11 +125,11 @@
We firstly add this template to the "-- Command bindings" section of the initial example:
</p>
<pre class="prettyprint lang-lua">
- -- ADD THIS IF COMMAND DOES NOT REQUIRE A PARAMETER (/explode)
- PluginManager: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)")
+-- ADD THIS IF COMMAND DOES NOT REQUIRE A PARAMETER (/explode)
+PluginManager: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)")
</pre>
<p>
What does it do, and why are there two?
@@ -171,17 +170,17 @@
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:
</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]")
-
- -- Format: §green[INFO] §white%text% (green [INFO] etc.)
- -- Use: Success message, like when a command executes successfully
- SendMessageSuccess(Player, "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")
+-- 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]")
+
+-- Format: §green[INFO] §white%text% (green [INFO] etc.)
+-- Use: Success message, like when a command executes successfully
+SendMessageSuccess(Player, "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")
</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
@@ -193,51 +192,63 @@
So, a working example that checks the validity of a command, and blows up a player, and also refuses pickup collection to players with >100ms ping.
</p>
<pre class="prettyprint lang-lua">
- function Initialize( Plugin )
- Plugin:SetName( "DerpyPluginThatBlowsPeopleUp" )
- Plugin:SetVersion( 9001 )
-
- local PluginManager = cPluginManager:Get()
- PluginManager:BindCommand("/explode", "derpyplugin.explode", Explode, " ~ Explode a player");
-
- cPluginManager.AddHook(cPluginManager.HOOK_COLLECTING_PICKUP, OnCollectingPickup)
-
- LOG( "Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
- return true
- end
-
- function Explode(Split, Player)
- if #Split ~= 2
- SendMessage(Player, "Usage: /explode [playername]") -- There was more or less than one argument (excluding the /explode bit)
- else
- local ExplodePlayer = function(Explodee) -- Create a callback ExplodePlayer with parameter Explodee, which MCS calls for every player on the server
- if (Explodee:GetName() == Split[2] then -- If the player we are currently at is the one we specified as the parameter...
- Player:GetWorld():DoExplosionAt(Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin) -- Explode 'em; see API docs for further details of this function
- SendMessageSuccess(Player, Split[2] .. " was successfully exploded") -- Success!
- return true -- Break out
- end
- end
-
- cRoot:Get():FindAndDoWithPlayer(Split[2], ExplodePlayer) -- Tells MCS to loop through all players and call the callback above with the Player object it has found
-
- SendMessageFailure(Player, Split[2] .. " was not found") -- We have not broken out so far, therefore, the player must not exist, send failure
- end
-
- return true -- Concluding return
- end
-
- function OnCollectingPickup(Player, Pickup) -- Again, see the API docs for parameters of all hooks. In this case, it is a Player and Pickup object
- if (Player:GetClientHandle():GetPing() > 100) then -- Get ping of player, in milliseconds
- return true -- Discriminate against high latency - you don't get drops :D
- else
- return false -- You do get the drops! Yay~
- end
- end
+function Initialize(Plugin)
+ Plugin:SetName("DerpyPluginThatBlowsPeopleUp")
+ Plugin:SetVersion(9001)
+
+ local PluginManager = cPluginManager:Get()
+ PluginManager:BindCommand("/explode", "derpyplugin.explode", Explode, " ~ Explode a player");
+
+ cPluginManager.AddHook(cPluginManager.HOOK_COLLECTING_PICKUP, OnCollectingPickup)
+
+ LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
+ return true
+end
+
+function Explode(Split, Player)
+ if (#Split ~= 2) then
+ -- There was more or less than one argument (excluding the "/explode" bit)
+ -- Send the proper usage to the player and exit
+ SendMessage(Player, "Usage: /explode [playername]")
+ return true
+ end
+
+ -- Create a callback ExplodePlayer with parameter Explodee, which MCS calls for every player on the server
+ local HasExploded = false
+ local ExplodePlayer = function(Explodee)
+ -- If the player we are currently at is the one we specified as the parameter
+ if (Explodee:GetName() == Split[2]) then
+ -- Create an explosion at the same position as they are; see <a href="cWorld.html">API docs</a> for further details of this function
+ Player:GetWorld():DoExplosionAt(Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin)
+ SendMessageSuccess(Player, Split[2] .. " was successfully exploded")
+ HasExploded = true;
+ return true -- Signalize to MCS that we do not need to call this callback for any more players
+ end
+ end
+
+ -- Tell MCS to loop through all players and call the callback above with the Player object it has found
+ cRoot:Get():FindAndDoWithPlayer(Split[2], ExplodePlayer)
+
+ if not(HasExploded) then
+ -- We have not broken out so far, therefore, the player must not exist, send failure
+ SendMessageFailure(Player, Split[2] .. " was not found")
+ end
+
+ return true
+end
+
+function OnCollectingPickup(Player, Pickup) -- Again, see the API docs for parameters of all hooks. In this case, it is a Player and Pickup object
+ if (Player:GetClientHandle():GetPing() > 100) then -- Get ping of player, in milliseconds
+ return true -- Discriminate against high latency - you don't get drops :D
+ else
+ return false -- You do get the drops! Yay~
+ end
+end
</pre>
<p>
Make sure to read the comments for a description of what everything does. Also be sure to return true for all <b>command</b> handlers, unless you want MCS to print out an "Unknown command" message
when the command gets executed :P. Make sure to follow standards - use CoreMessaging.lua functions for messaging, dashes for no parameter commands and tildes for vice versa,
- and finally, <a href="http://mc-server.xoft.cz/LuaAPI/">the API documentation</a> is your friend!
+ and finally, <a href="index.html">the API documentation</a> is your friend!
</p>
<p>
Happy coding ;)
@@ -247,7 +258,5 @@
prettyPrint();
</script>
</div>
- <hr />
- <footer>This tutorial was brought you by Aperture Science, in conjunction with McDonalds Enterprises.<br /></footer>
</body>
</html>