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author | daniel0916 <theschokolps@gmail.com> | 2014-04-07 20:12:17 +0200 |
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committer | daniel0916 <theschokolps@gmail.com> | 2014-04-07 20:12:17 +0200 |
commit | 2e9754ac1cf0537c12ab7974cf55c451c0724540 (patch) | |
tree | 713c5b8c8f22f77893b30b9c8cefca4a7c491483 /MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html | |
parent | Fixed merge conflict (diff) | |
parent | Fixed 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.html | 50 |
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) |