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cuberite-2a/MCServer/Plugins/Debuggers/Debuggers.lua

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-- Global variables
PLUGIN = {} -- Reference to own plugin object
ShouldDumpFunctions = false -- If set to true, all available functions are logged upon plugin initialization
function Initialize(Plugin)
PLUGIN = Plugin
Plugin:SetName("Debuggers")
Plugin:SetVersion(1)
PluginManager = cRoot:Get():GetPluginManager()
PluginManager:AddHook(Plugin, cPluginManager.HOOK_PLAYER_USING_ITEM)
PluginManager:AddHook(Plugin, cPluginManager.HOOK_TAKE_DAMAGE)
LOG("Initialized " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
-- dump all available functions to console:
if (ShouldDumpFunctions) then
LOG("Dumping all available functions:");
function dump (prefix, a)
for i, v in pairs (a) do
if (type(v) == "table") then
if (GetChar(i, 1) ~= ".") then
if (v == _G) then
LOG(prefix .. i .. " == _G, CYCLE, ignoring");
elseif (v == _G.package) then
LOG(prefix .. i .. " == _G.package, ignoring");
else
dump(prefix .. i .. ".", v)
end
end
elseif (type(v) == "function") then
LOG(prefix .. i .. "()")
end
end
end
dump("", _G);
end
return true
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();
if (HeldItem.m_ItemType == 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
end
if (HeldItem.m_ItemType == E_ITEM_BLAZE_ROD) then
-- Magic rod of query: show block types and metas for both neighbors of the pointed face
local Type = 0;
local Meta = 0;
local Valid = false;
Valid, Type, Meta = 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 = BlockX;
local Y = BlockY;
local Z = BlockZ;
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 .. ")");
return true;
end
end
end
function OnTakeDamage(Receiver, TDI)
-- Receiver is cPawn
-- TDI is TakeDamageInfo
LOG(Receiver:GetClass() .. " was dealt RawDamage " .. TDI.RawDamage .. ", FinalDamage " .. TDI.FinalDamage .. " (that is, " .. (TDI.RawDamage - TDI.FinalDamage) .. " HPs covered by armor)");
end