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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 | 206 |
1 files changed, 108 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..50e39d533 100644 --- a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html +++ b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html @@ -2,12 +2,12 @@ <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" /> <script src="prettify.js"></script> <script src="lang-lua.js"></script> + <meta charset="UTF-8"> </head> <body> <div id="content"> @@ -35,26 +35,26 @@ 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 +72,7 @@ <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 +84,7 @@ 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 +98,22 @@ 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 +126,11 @@ 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 +171,17 @@ 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 +193,63 @@ 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 +259,5 @@ prettyPrint(); </script> </div> - <hr /> - <footer>This tutorial was brought you by Aperture Science, in conjunction with McDonalds Enterprises.<br /></footer> </body> </html> |