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-- Global variables
PLUGIN = { } ; -- Reference to own plugin object
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g_DropSpensersToActivate = { } ; -- A list of dispensers and droppers (as {World, X, Y Z} quadruplets) that are to be activated every tick
g_HungerReportTick = 10 ;
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function Initialize ( Plugin )
PLUGIN = Plugin
Plugin : SetName ( " Debuggers " )
Plugin : SetVersion ( 1 )
PluginManager = cRoot : Get ( ) : GetPluginManager ( )
PluginManager : AddHook ( Plugin , cPluginManager.HOOK_PLAYER_USING_BLOCK ) ;
PluginManager : AddHook ( Plugin , cPluginManager.HOOK_PLAYER_USING_ITEM ) ;
PluginManager : AddHook ( Plugin , cPluginManager.HOOK_TAKE_DAMAGE ) ;
PluginManager : AddHook ( Plugin , cPluginManager.HOOK_TICK ) ;
PluginManager : AddHook ( Plugin , cPluginManager.HOOK_CHAT ) ;
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PluginManager : AddHook ( Plugin , cPluginManager.HOOK_PLAYER_RIGHT_CLICKING_ENTITY ) ;
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PluginManager : BindCommand ( " /le " , " debuggers " , HandleListEntitiesCmd , " Shows a list of all the loaded entities " ) ;
PluginManager : BindCommand ( " /ke " , " debuggers " , HandleKillEntitiesCmd , " Kills all the loaded entities " ) ;
PluginManager : BindCommand ( " /wool " , " debuggers " , HandleWoolCmd , " Sets all your armor to blue wool " ) ;
PluginManager : BindCommand ( " /testwnd " , " debuggers " , HandleTestWndCmd , " Opens up a window using plugin API " ) ;
PluginManager : BindCommand ( " /gc " , " debuggers " , HandleGCCmd , " Activates the Lua garbage collector " ) ;
PluginManager : BindCommand ( " /fast " , " debuggers " , HandleFastCmd , " Switches between fast and normal movement speed " ) ;
PluginManager : BindCommand ( " /dash " , " debuggers " , HandleDashCmd , " Switches between fast and normal sprinting speed " ) ;
PluginManager : BindCommand ( " /hunger " , " debuggers " , HandleHungerCmd , " Lists the current hunger-related variables " ) ;
PluginManager : BindCommand ( " /poison " , " debuggers " , HandlePoisonCmd , " Sets food-poisoning for 15 seconds " ) ;
PluginManager : BindCommand ( " /starve " , " debuggers " , HandleStarveCmd , " Sets the food level to zero " ) ;
PluginManager : BindCommand ( " /fl " , " debuggers " , HandleFoodLevelCmd , " Sets the food level to the given value " ) ;
-- Enable the following line for BlockArea / Generator interface testing:
-- PluginManager:AddHook(Plugin, cPluginManager.HOOK_CHUNK_GENERATED);
LOG ( " Initialized " .. Plugin : GetName ( ) .. " v. " .. Plugin : GetVersion ( ) )
-- TestBlockAreas();
-- TestSQLiteBindings();
-- TestExpatBindings();
return true
end ;
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function TestBlockAreas ( )
LOG ( " Testing block areas... " ) ;
-- Debug block area merging:
local BA1 = cBlockArea ( ) ;
local BA2 = cBlockArea ( ) ;
if ( BA1 : LoadFromSchematicFile ( " schematics/test.schematic " ) ) then
if ( BA2 : LoadFromSchematicFile ( " schematics/fountain.schematic " ) ) then
BA2 : SetRelBlockType ( 0 , 0 , 0 , E_BLOCK_LAPIS_BLOCK ) ;
BA2 : SetRelBlockType ( 1 , 0 , 0 , E_BLOCK_LAPIS_BLOCK ) ;
BA2 : SetRelBlockType ( 2 , 0 , 0 , E_BLOCK_LAPIS_BLOCK ) ;
BA1 : Merge ( BA2 , 1 , 10 , 1 , cBlockArea.msImprint ) ;
BA1 : SaveToSchematicFile ( " schematics/merge.schematic " ) ;
end
else
BA1 : Create ( 16 , 16 , 16 ) ;
end
-- Debug block area cuboid filling:
BA1 : FillRelCuboid ( 2 , 9 , 2 , 8 , 2 , 8 , cBlockArea.baTypes , E_BLOCK_GOLD_BLOCK ) ;
BA1 : RelLine ( 2 , 2 , 2 , 9 , 8 , 8 , cBlockArea.baTypes or cBlockArea.baMetas , E_BLOCK_SAPLING , E_META_SAPLING_BIRCH ) ;
BA1 : SaveToSchematicFile ( " schematics/fillrel.schematic " ) ;
-- Debug block area mirroring:
if ( BA1 : LoadFromSchematicFile ( " schematics/lt.schematic " ) ) then
BA1 : MirrorXYNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/lt_XY.schematic " ) ;
BA1 : MirrorXYNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/lt_XY2.schematic " ) ;
BA1 : MirrorXZNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/lt_XZ.schematic " ) ;
BA1 : MirrorXZNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/lt_XZ2.schematic " ) ;
BA1 : MirrorYZNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/lt_YZ.schematic " ) ;
BA1 : MirrorYZNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/lt_YZ2.schematic " ) ;
end
-- Debug block area rotation:
if ( BA1 : LoadFromSchematicFile ( " schematics/rot.schematic " ) ) then
BA1 : RotateCWNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rot1.schematic " ) ;
BA1 : RotateCWNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rot2.schematic " ) ;
BA1 : RotateCWNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rot3.schematic " ) ;
BA1 : RotateCWNoMeta ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rot4.schematic " ) ;
end
-- Debug block area rotation:
if ( BA1 : LoadFromSchematicFile ( " schematics/rotm.schematic " ) ) then
BA1 : RotateCCW ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rotm1.schematic " ) ;
BA1 : RotateCCW ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rotm2.schematic " ) ;
BA1 : RotateCCW ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rotm3.schematic " ) ;
BA1 : RotateCCW ( ) ;
BA1 : SaveToSchematicFile ( " schematics/rotm4.schematic " ) ;
end
-- Debug block area mirroring:
if ( BA1 : LoadFromSchematicFile ( " schematics/ltm.schematic " ) ) then
BA1 : MirrorXY ( ) ;
BA1 : SaveToSchematicFile ( " schematics/ltm_XY.schematic " ) ;
BA1 : MirrorXY ( ) ;
BA1 : SaveToSchematicFile ( " schematics/ltm_XY2.schematic " ) ;
BA1 : MirrorXZ ( ) ;
BA1 : SaveToSchematicFile ( " schematics/ltm_XZ.schematic " ) ;
BA1 : MirrorXZ ( ) ;
BA1 : SaveToSchematicFile ( " schematics/ltm_XZ2.schematic " ) ;
BA1 : MirrorYZ ( ) ;
BA1 : SaveToSchematicFile ( " schematics/ltm_YZ.schematic " ) ;
BA1 : MirrorYZ ( ) ;
BA1 : SaveToSchematicFile ( " schematics/ltm_YZ2.schematic " ) ;
end
LOG ( " Block areas test ended " ) ;
end
function TestSQLiteBindings ( )
LOG ( " Testing SQLite bindings... " ) ;
-- Debug SQLite binding
local TestDB , ErrCode , ErrMsg = sqlite3.open ( " test.sqlite " ) ;
if ( TestDB ~= nil ) then
local function ShowRow ( UserData , NumCols , Values , Names )
assert ( UserData == ' UserData ' ) ;
LOG ( " New row " ) ;
for i = 1 , NumCols do
LOG ( " " .. Names [ i ] .. " = " .. Values [ i ] ) ;
end
return 0 ;
end
local sql = [ = [
CREATE TABLE numbers ( num1 , num2 , str ) ;
INSERT INTO numbers VALUES ( 1 , 11 , " ABC " ) ;
INSERT INTO numbers VALUES ( 2 , 22 , " DEF " ) ;
INSERT INTO numbers VALUES ( 3 , 33 , " UVW " ) ;
INSERT INTO numbers VALUES ( 4 , 44 , " XYZ " ) ;
SELECT * FROM numbers ;
] = ]
local Res = TestDB : exec ( sql , ShowRow , ' UserData ' ) ;
if ( Res ~= sqlite3.OK ) then
LOG ( " TestDB:exec() failed: " .. Res .. " ( " .. TestDB : errmsg ( ) .. " ) " ) ;
end ;
TestDB : close ( ) ;
else
-- This happens if for example SQLite cannot open the file (eg. a folder with the same name exists)
LOG ( " SQLite3 failed to open DB! ( " .. ErrCode .. " , " .. ErrMsg .. " ) " ) ;
end
LOG ( " SQLite bindings test ended " ) ;
end
function TestExpatBindings ( )
LOG ( " Testing Expat bindings... " ) ;
-- Debug LuaExpat bindings:
local count = 0
callbacks = {
StartElement = function ( parser , name )
LOG ( " + " .. string.rep ( " " , count ) .. name ) ;
count = count + 1 ;
end ,
EndElement = function ( parser , name )
count = count - 1 ;
LOG ( " - " .. string.rep ( " " , count ) .. name ) ;
end
}
local p = lxp.new ( callbacks ) ;
p : parse ( " <elem1> \n next line \n another line " ) ;
p : parse ( " text \n " ) ;
p : parse ( " <elem2/> \n " ) ;
p : parse ( " more text " ) ;
p : parse ( " </elem1> " ) ;
p : parse ( " \n " ) ;
p : parse ( ) ; -- finishes the document
p : close ( ) ; -- closes the parser
LOG ( " Expat bindings test ended " ) ;
end
function OnUsingBlazeRod ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ )
-- Magic rod of query: show block types and metas for both neighbors of the pointed face
local Type , Meta , Valid = Player : GetWorld ( ) : GetBlockTypeMeta ( BlockX , BlockY , BlockZ , Type , Meta ) ;
if ( Type == E_BLOCK_AIR ) then
Player : SendMessage ( cChatColor.LightGray .. " Block { " .. BlockX .. " , " .. BlockY .. " , " .. BlockZ .. " }: air: " .. Meta ) ;
else
local TempItem = cItem ( Type , 1 , Meta ) ;
Player : SendMessage ( cChatColor.LightGray .. " Block { " .. BlockX .. " , " .. BlockY .. " , " .. BlockZ .. " }: " .. ItemToFullString ( TempItem ) .. " ( " .. Type .. " : " .. Meta .. " ) " ) ;
end
local X , Y , Z = AddFaceDirection ( BlockX , BlockY , BlockZ , BlockFace ) ;
Valid , Type , Meta = Player : GetWorld ( ) : GetBlockTypeMeta ( X , Y , Z , Type , Meta ) ;
if ( Type == E_BLOCK_AIR ) then
Player : SendMessage ( cChatColor.LightGray .. " Block { " .. X .. " , " .. Y .. " , " .. Z .. " }: air: " .. Meta ) ;
else
local TempItem = cItem ( Type , 1 , Meta ) ;
Player : SendMessage ( cChatColor.LightGray .. " Block { " .. X .. " , " .. Y .. " , " .. Z .. " }: " .. ItemToFullString ( TempItem ) .. " ( " .. Type .. " : " .. Meta .. " ) " ) ;
end
return false ;
end
function OnUsingDiamond ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ )
-- Rclk with a diamond to test block area cropping and expanding
local Area = cBlockArea ( ) ;
Area : Read ( Player : GetWorld ( ) ,
BlockX - 19 , BlockX + 19 ,
BlockY - 7 , BlockY + 7 ,
BlockZ - 19 , BlockZ + 19
) ;
LOG ( " Size before cropping: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " crop0.dat " ) ;
Area : Crop ( 2 , 3 , 0 , 0 , 0 , 0 ) ;
LOG ( " Size after cropping 1: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " crop1.dat " ) ;
Area : Crop ( 2 , 3 , 0 , 0 , 0 , 0 ) ;
LOG ( " Size after cropping 2: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " crop2.dat " ) ;
Area : Expand ( 2 , 3 , 0 , 0 , 0 , 0 ) ;
LOG ( " Size after expanding 1: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " expand1.dat " ) ;
Area : Expand ( 3 , 2 , 1 , 1 , 0 , 0 ) ;
LOG ( " Size after expanding 2: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " expand2.dat " ) ;
Area : Crop ( 0 , 0 , 0 , 0 , 3 , 2 ) ;
LOG ( " Size after cropping 3: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " crop3.dat " ) ;
Area : Crop ( 0 , 0 , 3 , 2 , 0 , 0 ) ;
LOG ( " Size after cropping 4: " .. Area : GetSizeX ( ) .. " x " .. Area : GetSizeY ( ) .. " x " .. Area : GetSizeZ ( ) ) ;
Area : DumpToRawFile ( " crop4.dat " ) ;
LOG ( " Crop test done " ) ;
Player : SendMessage ( " Crop / expand test done. " ) ;
return false ;
end
function OnUsingEyeOfEnder ( Player , BlockX , BlockY , BlockZ )
-- Rclk with an eye of ender places a predefined schematic at the cursor
local Area = cBlockArea ( ) ;
if not ( Area : LoadFromSchematicFile ( " schematics/test.schematic " ) ) then
LOG ( " Loading failed " ) ;
return false ;
end
LOG ( " Schematic loaded, placing now. " ) ;
Area : Write ( Player : GetWorld ( ) , BlockX , BlockY , BlockZ ) ;
LOG ( " Done. " ) ;
return false ;
end
function OnUsingEnderPearl ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ )
-- Rclk with an ender pearl saves a predefined area around the cursor into a .schematic file. Also tests area copying
local Area = cBlockArea ( ) ;
if not ( Area : Read ( Player : GetWorld ( ) ,
BlockX - 8 , BlockX + 8 , BlockY - 8 , BlockY + 8 , BlockZ - 8 , BlockZ + 8 )
) then
LOG ( " LUA: Area couldn't be read " ) ;
return false ;
end
LOG ( " LUA: Area read, copying now. " ) ;
local Area2 = cBlockArea ( ) ;
Area2 : CopyFrom ( Area ) ;
LOG ( " LUA: Copied, now saving. " ) ;
if not ( Area2 : SaveToSchematicFile ( " schematics/test.schematic " ) ) then
LOG ( " LUA: Cannot save schematic file. " ) ;
return false ;
end
LOG ( " LUA: Done. " ) ;
return false ;
end
function OnUsingRedstoneTorch ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ )
-- Redstone torch activates a rapid dispenser / dropper discharge (at every tick):
local BlockType = Player : GetWorld ( ) : GetBlock ( BlockX , BlockY , BlockZ ) ;
if ( BlockType == E_BLOCK_DISPENSER ) then
table.insert ( g_DropSpensersToActivate , { World = Player : GetWorld ( ) , x = BlockX , y = BlockY , z = BlockZ } ) ;
Player : SendMessage ( " Dispenser at { " .. BlockX .. " , " .. BlockY .. " , " .. BlockZ .. " } discharging " ) ;
return true ;
elseif ( BlockType == E_BLOCK_DROPPER ) then
table.insert ( g_DropSpensersToActivate , { World = Player : GetWorld ( ) , x = BlockX , y = BlockY , z = BlockZ } ) ;
Player : SendMessage ( " Dropper at { " .. BlockX .. " , " .. BlockY .. " , " .. BlockZ .. " } discharging " ) ;
return true ;
else
Player : SendMessage ( " Neither a dispenser nor a dropper at { " .. BlockX .. " , " .. BlockY .. " , " .. BlockZ .. " }: " .. BlockType ) ;
end
return false ;
end
function OnPlayerUsingItem ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ )
-- dont check if the direction is in the air
if ( BlockFace == BLOCK_FACE_NONE ) then
return false
end
local HeldItem = Player : GetEquippedItem ( ) ;
local HeldItemType = HeldItem.m_ItemType ;
if ( HeldItemType == E_ITEM_STICK ) then
-- Magic sTick of ticking: set the pointed block for ticking at the next tick
Player : SendMessage ( cChatColor.LightGray .. " Setting next block tick to { " .. BlockX .. " , " .. BlockY .. " , " .. BlockZ .. " } " )
Player : GetWorld ( ) : SetNextBlockTick ( BlockX , BlockY , BlockZ ) ;
return true
elseif ( HeldItemType == E_ITEM_BLAZE_ROD ) then
return OnUsingBlazeRod ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ ) ;
elseif ( HeldItemType == E_ITEM_DIAMOND ) then
return OnUsingDiamond ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ ) ;
elseif ( HeldItemType == E_ITEM_EYE_OF_ENDER ) then
return OnUsingEyeOfEnder ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ ) ;
elseif ( HeldItemType == E_ITEM_ENDER_PEARL ) then
return OnUsingEnderPearl ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ ) ;
end
return false ;
end
function OnPlayerUsingBlock ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ , BlockType , BlockMeta )
-- dont check if the direction is in the air
if ( BlockFace == BLOCK_FACE_NONE ) then
return false
end
local HeldItem = Player : GetEquippedItem ( ) ;
local HeldItemType = HeldItem.m_ItemType ;
if ( HeldItemType == E_BLOCK_REDSTONE_TORCH_ON ) then
return OnUsingRedstoneTorch ( Player , BlockX , BlockY , BlockZ , BlockFace , CursorX , CursorY , CursorZ ) ;
end
end
function OnTakeDamage ( Receiver , TDI )
-- Receiver is cPawn
-- TDI is TakeDamageInfo
LOG ( Receiver : GetClass ( ) .. " was dealt " .. DamageTypeToString ( TDI.DamageType ) .. " damage: Raw " .. TDI.RawDamage .. " , Final " .. TDI.FinalDamage .. " ( " .. ( TDI.RawDamage - TDI.FinalDamage ) .. " covered by armor) " ) ;
return false ;
end
--- When set to a positive number, the following OnTick() will perform GC and decrease until 0 again
GCOnTick = 0 ;
function OnTick ( )
-- Activate all dropspensers in the g_DropSpensersToActivate list:
local ActivateDrSp = function ( DropSpenser )
if ( DropSpenser : GetContents ( ) : GetFirstUsedSlot ( ) == - 1 ) then
return true ;
end
DropSpenser : Activate ( ) ;
return false ;
end
-- Walk the list backwards, because we're removing some items
local idx = # g_DropSpensersToActivate ;
for i = idx , 1 , - 1 do
local DrSp = g_DropSpensersToActivate [ i ] ;
if not ( DrSp.World : DoWithDropSpenserAt ( DrSp.x , DrSp.y , DrSp.z , ActivateDrSp ) ) then
table.remove ( g_DropSpensersToActivate , i ) ;
end
end
-- If GCOnTick > 0, do a garbage-collect and decrease by one
if ( GCOnTick > 0 ) then
collectgarbage ( ) ;
GCOnTick = GCOnTick - 1 ;
end
--[[
if ( g_HungerReportTick > 0 ) then
g_HungerReportTick = g_HungerReportTick - 1 ;
else
g_HungerReportTick = 10 ;
cRoot : Get ( ) : GetDefaultWorld ( ) : ForEachPlayer (
function ( a_Player )
a_Player : SendMessage ( " FoodStat: " .. a_Player : GetFoodLevel ( ) .. " / " .. a_Player : GetFoodExhaustionLevel ( ) ) ;
end
) ;
end
] ]
return false ;
end
function OnChunkGenerated ( World , ChunkX , ChunkZ , ChunkDesc )
-- Test ChunkDesc / BlockArea interaction
local BlockArea = cBlockArea ( ) ;
ChunkDesc : ReadBlockArea ( BlockArea , 0 , 15 , 50 , 70 , 0 , 15 ) ;
-- BlockArea:SaveToSchematicFile("ChunkBlocks_" .. ChunkX .. "_" .. ChunkZ .. ".schematic");
ChunkDesc : WriteBlockArea ( BlockArea , 5 , 115 , 5 ) ;
return false ;
end
function OnChat ( a_Player , a_Message )
return false , " blabla " .. a_Message ;
end
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function OnPlayerRightClickingEntity ( a_Player , a_Entity )
LOG ( " Player " .. a_Player : GetName ( ) .. " right-clicking entity ID " .. a_Entity : GetUniqueID ( ) .. " , a " .. a_Entity : GetClass ( ) ) ;
return false ;
end
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-- Function "round" copied from http://lua-users.org/wiki/SimpleRound
function round ( num , idp )
local mult = 10 ^ ( idp or 0 )
if num >= 0 then return math.floor ( num * mult + 0.5 ) / mult
else return math.ceil ( num * mult - 0.5 ) / mult end
end
function HandleListEntitiesCmd ( Split , Player )
local NumEntities = 0 ;
local ListEntity = function ( Entity )
if ( Entity : IsDestroyed ( ) ) then
-- The entity has already been destroyed, don't list it
return false ;
end ;
Player : SendMessage ( " " .. Entity : GetUniqueID ( ) .. " : " .. Entity : GetClass ( ) .. " { " .. round ( Entity : GetPosX ( ) , 2 ) .. " , " .. round ( Entity : GetPosY ( ) , 2 ) .. " , " .. round ( Entity : GetPosZ ( ) , 2 ) .. " } " ) ;
NumEntities = NumEntities + 1 ;
end
Player : SendMessage ( " Listing all entities... " ) ;
Player : GetWorld ( ) : ForEachEntity ( ListEntity ) ;
Player : SendMessage ( " List finished, " .. NumEntities .. " entities listed " ) ;
return true ;
end
function HandleKillEntitiesCmd ( Split , Player )
local NumEntities = 0 ;
local KillEntity = function ( Entity )
-- kill everything except for players:
if ( Entity : GetEntityType ( ) ~= cEntity.etPlayer ) then
Entity : Destroy ( ) ;
NumEntities = NumEntities + 1 ;
end ;
end
Player : SendMessage ( " Killing all entities... " ) ;
Player : GetWorld ( ) : ForEachEntity ( KillEntity ) ;
Player : SendMessage ( " Killed " .. NumEntities .. " entities. " ) ;
return true ;
end
function HandleWoolCmd ( Split , Player )
local Wool = cItem ( E_BLOCK_WOOL , 1 , E_META_WOOL_BLUE ) ;
Player : GetInventory ( ) : SetArmorSlot ( 0 , Wool ) ;
Player : GetInventory ( ) : SetArmorSlot ( 1 , Wool ) ;
Player : GetInventory ( ) : SetArmorSlot ( 2 , Wool ) ;
Player : GetInventory ( ) : SetArmorSlot ( 3 , Wool ) ;
Player : SendMessage ( " You have been bluewooled :) " ) ;
return true ;
end
function HandleTestWndCmd ( a_Split , a_Player )
local WindowType = cWindow.Hopper ;
local WindowSizeX = 5 ;
local WindowSizeY = 1 ;
if ( # a_Split == 4 ) then
WindowType = tonumber ( a_Split [ 2 ] ) ;
WindowSizeX = tonumber ( a_Split [ 3 ] ) ;
WindowSizeY = tonumber ( a_Split [ 4 ] ) ;
elseif ( # a_Split ~= 1 ) then
a_Player : SendMessage ( " Usage: /testwnd [WindowType WindowSizeX WindowSizeY] " ) ;
return true ;
end
-- Test out the OnClosing callback's ability to refuse to close the window
local attempt = 1 ;
local OnClosing = function ( Window , Player , CanRefuse )
Player : SendMessage ( " Window closing attempt # " .. attempt .. " ; CanRefuse = " .. tostring ( CanRefuse ) ) ;
attempt = attempt + 1 ;
return CanRefuse and ( attempt <= 3 ) ; -- refuse twice, then allow, unless CanRefuse is set to true
end
-- Log the slot changes
local OnSlotChanged = function ( Window , SlotNum )
LOG ( " Window \" " .. Window : GetWindowTitle ( ) .. " \" slot " .. SlotNum .. " changed. " ) ;
end
local Window = cLuaWindow ( WindowType , WindowSizeX , WindowSizeY , " TestWnd " ) ;
local Item2 = cItem ( E_ITEM_DIAMOND_SWORD , 1 , 0 , " 1=1 " ) ;
local Item3 = cItem ( E_ITEM_DIAMOND_SHOVEL ) ;
Item3.m_Enchantments : SetLevel ( cEnchantments.enchUnbreaking , 4 ) ;
local Item4 = cItem ( Item3 ) ; -- Copy
Item4.m_Enchantments : SetLevel ( cEnchantments.enchEfficiency , 3 ) ; -- Add enchantment
Item4.m_Enchantments : SetLevel ( cEnchantments.enchUnbreaking , 5 ) ; -- Overwrite existing level
local Item5 = cItem ( E_ITEM_DIAMOND_CHESTPLATE , 1 , 0 , " thorns=1;unbreaking=3 " ) ;
Window : SetSlot ( a_Player , 0 , cItem ( E_ITEM_DIAMOND , 64 ) ) ;
Window : SetSlot ( a_Player , 1 , Item2 ) ;
Window : SetSlot ( a_Player , 2 , Item3 ) ;
Window : SetSlot ( a_Player , 3 , Item4 ) ;
Window : SetSlot ( a_Player , 4 , Item5 ) ;
Window : SetOnClosing ( OnClosing ) ;
Window : SetOnSlotChanged ( OnSlotChanged ) ;
a_Player : OpenWindow ( Window ) ;
-- To make sure that the object has the correct life-management in Lua,
-- let's garbage-collect in the following few ticks
GCOnTick = 10 ;
return true ;
end
function HandleGCCmd ( a_Split , a_Player )
collectgarbage ( ) ;
return true ;
end
function HandleFastCmd ( a_Split , a_Player )
if ( a_Player : GetNormalMaxSpeed ( ) <= 0.11 ) then
-- The player has normal speed, set double speed:
a_Player : SetNormalMaxSpeed ( 0.2 ) ;
a_Player : SendMessage ( " You are now fast " ) ;
else
-- The player has fast speed, set normal speed:
a_Player : SetNormalMaxSpeed ( 0.1 ) ;
a_Player : SendMessage ( " Back to normal speed " ) ;
end
return true ;
end
function HandleDashCmd ( a_Split , a_Player )
if ( a_Player : GetSprintingMaxSpeed ( ) <= 0.14 ) then
-- The player has normal sprinting speed, set double Sprintingspeed:
a_Player : SetSprintingMaxSpeed ( 0.4 ) ;
a_Player : SendMessage ( " You can now sprint very fast " ) ;
else
-- The player has fast sprinting speed, set normal sprinting speed:
a_Player : SetSprintingMaxSpeed ( 0.13 ) ;
a_Player : SendMessage ( " Back to normal sprinting " ) ;
end
return true ;
end ;
function HandleHungerCmd ( a_Split , a_Player )
a_Player : SendMessage ( " FoodLevel: " .. a_Player : GetFoodLevel ( ) ) ;
a_Player : SendMessage ( " FoodSaturationLevel: " .. a_Player : GetFoodSaturationLevel ( ) ) ;
a_Player : SendMessage ( " FoodTickTimer: " .. a_Player : GetFoodTickTimer ( ) ) ;
a_Player : SendMessage ( " FoodExhaustionLevel: " .. a_Player : GetFoodExhaustionLevel ( ) ) ;
a_Player : SendMessage ( " FoodPoisonedTicksRemaining: " .. a_Player : GetFoodPoisonedTicksRemaining ( ) ) ;
return true ;
end
function HandlePoisonCmd ( a_Split , a_Player )
a_Player : FoodPoison ( 15 * 20 ) ;
return true ;
end
function HandleStarveCmd ( a_Split , a_Player )
a_Player : SetFoodLevel ( 0 ) ;
a_Player : SendMessage ( " You are now starving " ) ;
return true ;
end
function HandleFoodLevelCmd ( a_Split , a_Player )
if ( # a_Split ~= 2 ) then
a_Player : SendMessage ( " Missing an argument: the food level to set " ) ;
return true ;
end
a_Player : SetFoodLevel ( tonumber ( a_Split [ 2 ] ) ) ;
a_Player : SendMessage ( " Food level set to " .. a_Player : GetFoodLevel ( ) ) ;
return true ;
end