From d501dcb70da6444debd2e2d99509dac3d1a7c55d Mon Sep 17 00:00:00 2001 From: Julian Laubstein Date: Fri, 14 Aug 2015 09:40:44 +0200 Subject: Readded plugin article --- .../Plugins/APIDump/Writing-a-Cuberite-plugin.html | 255 +++++++++++++++++++++ 1 file changed, 255 insertions(+) create mode 100644 MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html diff --git a/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html b/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html new file mode 100644 index 000000000..2b6af0d82 --- /dev/null +++ b/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html @@ -0,0 +1,255 @@ + + + + + Cuberite Plugin Tutorial + + + + + + + +
+

Writing a Cuberite plugin

+

+ This article will explain how to write a basic plugin. It details basic requirements + for a plugin, explains how to register a hook and bind a command, and gives plugin + standards details. +

+

+ Let us begin. In order to begin development, we must firstly obtain a compiled copy + of Cuberite, and make sure that the Core plugin is within the Plugins folder, and activated. + Core handles much of the Cuberite end-user experience and gameplay will be very bland without it. +

+

Creating the basic template

+

+ Plugins are written in Lua. Therefore, create a new Lua file. You can create as many files as you wish, with + any filename - Cuberite bungs them all together at runtime, however, let us create a file called main.lua for now. + Format it like so: +

+
+PLUGIN = nil
+
+function Initialize(Plugin)
+	Plugin:SetName("NewPlugin")
+	Plugin:SetVersion(1)
+
+	-- Hooks
+
+	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
+end
+
+function OnDisable()
+	LOG(PLUGIN:GetName() .. " is shutting down...")
+end
+			
+

+ Now for an explanation of the basics. +

+ Be sure to return true for this function, else Cuberite thinks you plugin had failed to initialise and prints a stacktrace with an error message. +

+ +

Registering hooks

+

+ Hooks are things that Cuberite 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 the API documentation. +

+

+ A hook can be either informative or overridable. In any case, returning false will not trigger a response, but returning true will cancel + the hook and prevent it from being propagated further to other plugins. An overridable hook simply means that there is visible behaviour + to a hook's cancellation, such as a chest being prevented from being opened. There are some exceptions to this where only changing the value the + hook passes has an effect, and not the actual return value, an example being the HOOK_KILLING hook. See the API docs for details. +

+

+ To register a hook, insert the following code template into the "-- Hooks" area in the previous code example. +

+
+cPluginManager.AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled)
+			
+

+ What does this code do? +

+ What about the third parameter, you ask? Well, it is the name of the function that Cuberite calls when the hook fires. It is in this + function that you should handle or cancel the hook. +

+

+ So in total, this is a working representation of what we have so far covered. +

+
+function Initialize(Plugin)
+	Plugin:SetName("DerpyPlugin")
+	Plugin:SetVersion(1)
+
+	cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
+
+	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
+			
+

+ So, that code stops the player from moving. Not particularly helpful, but yes :P. Note that ALL documentation is available + on the main API docs page, so if ever in doubt, go there. +

+

Binding a command

+

Format

+

+ So now we know how to hook into Cuberite, how do we bind a command, such as /explode, for a player to type? That is more complicated. + We firstly add this template to the "-- Command bindings" section of the initial example: +

+
+-- ADD THIS IF COMMAND DOES NOT REQUIRE A PARAMETER (/explode)
+cPluginManager.BindCommand("/commandname", "permissionnode", FunctionToCall, " - Description of command")
+
+-- ADD THIS IF COMMAND DOES REQUIRE A PARAMETER (/explode Notch)
+cPluginManager.BindCommand("/commandname", "permissionnode", FunctionToCall, " ~ Description of command and parameter(s)")
+			
+

+ What does it do, and why are there two? +

+ The command name is pretty self explanatory. The permission node is basically just a string that the player's group needs to have, so you can have anything in there, + though we recommend a style such as "derpyplugin.explode". The function to call is like the ones with Hooks, but with some fixed parameters which we will come on to later, + and the description is a description of the command which is shown when "/help" is typed. +

+

+ So why are there two? Standards. A plugin that accepts a parameter MUST use a format for the description of " ~ Description of command and parms" + whereas a command that doesn't accept parameters MUST use " - Description of command" instead. Be sure to put a space before the tildes or dashes. + Additionally, try to keep the description brief and on one line on the client. +

+

Parameters

+

+ What parameters are in the function Cuberite calls when the command is executed? A 'Split' array and a 'Player' object. +

+

The Split Array

+

+ The Split array is an array of all text submitted to the server, including the actual command. Cuberite automatically splits the text into the array, + so plugin authors do not need to worry about that. An example of a Split array passed for the command, "/derp zubby explode" would be:

+    /derp (Split[1])
+    zubby (Split[2])
+    explode (Split[3])
+
+    The total amount of parameters passed were: 3 (#Split) +

+

The Player Object and sending them messages

+

+ The Player object is basically a pointer to the player that has executed the command. You can do things with them, but most common is sending + a message. Again, see the API documentation for fuller details. But, you ask, how do we send a message to the client? +

+

+ 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. +

+
+-- Format: §yellow[INFO] §white%text% (yellow [INFO], white text following it)
+-- Use: Informational message, such as instructions for usage of a command
+Player:SendMessageInfo("Usage: /explode [player]")
+
+-- Format: §green[INFO] §white%text% (green [INFO] etc.)
+-- Use: Success message, like when a command executes successfully
+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
+Player:SendMessageFailure("Player Salted was not found")
+			
+

+ 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 + "cChatColor.*colorhere*" with your desired text, concatenate being "..". See the API docs for more details of all colours, as well as details on logging to console with + LOG("Text"). +

+

Final example and conclusion

+

+ 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. +

+
+function Initialize(Plugin)
+	Plugin:SetName("DerpyPluginThatBlowsPeopleUp")
+	Plugin:SetVersion(9001)
+
+	cPluginManager.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
+		Player:SendMessage("Usage: /explode [playername]")
+		return true
+	end
+
+	-- Create a callback ExplodePlayer with parameter Explodee, which Cuberite 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 API docs for further details of this function
+			Player:GetWorld():DoExplosionAt(Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin)
+			Player:SendMessageSuccess(Split[2] .. " was successfully exploded")
+			HasExploded = true;
+			return true -- Signalize to Cuberite that we do not need to call this callback for any more players
+		end
+	end
+
+	-- Tell Cuberite 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
+		Player:SendMessageFailure(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
+			
+

+ Make sure to read the comments for a description of what everything does. Also be sure to return true for all command handlers, unless you want Cuberite 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, the API documentation is your friend! +

+

+ Happy coding ;) +

+ + +
+ + -- cgit v1.2.3