From 270d79d47be1396b2ab03c2447544c64997b28db Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Fri, 27 Dec 2013 14:46:07 +0100 Subject: APIDump: Fixed the WritingPlugin article. The code is no longer weirdly indented in the browser, and links are relative to the API docs root. --- .../Plugins/APIDump/Writing-a-MCServer-plugin.html | 205 +++++++++++---------- 1 file changed, 107 insertions(+), 98 deletions(-) (limited to 'MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html') 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 @@ - MCS Plugin Tutorial @@ -35,26 +34,26 @@ Format it like so:

-			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
 			

Now for an explanation of the basics. @@ -72,7 +71,7 @@

Registering hooks

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 the API documentation. + 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 @@ -84,7 +83,7 @@ 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)
+cPluginManager.AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled)
 			

What does this code do? @@ -98,22 +97,22 @@ 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)
-		
-				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
 			

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:

-				-- 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)")
 			

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:

-				-- 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")
 			

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.

-			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 API docs 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
 			

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 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, the API documentation is your friend! + and finally, the API documentation is your friend!

Happy coding ;) @@ -247,7 +258,5 @@ prettyPrint(); -


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