APIDump: Fixed the WritingPlugin article.
The code is no longer weirdly indented in the browser, and links are relative to the API docs root.
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@ -2,7 +2,6 @@
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<html>
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<head>
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<!--MCServer, a divison of McDonalds Enterprises-->
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<title>MCS Plugin Tutorial</title>
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<link rel="stylesheet" type="text/css" href="main.css" />
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<link rel="stylesheet" type="text/css" href="prettify.css" />
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@ -35,26 +34,26 @@
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Format it like so:
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</p>
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<pre class="prettyprint lang-lua">
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local PLUGIN
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function Initialize( Plugin )
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Plugin:SetName( "DerpyPlugin" )
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Plugin:SetVersion( 1 )
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PLUGIN = Plugin
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local PLUGIN
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-- Hooks
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local PluginManager = cPluginManager:Get()
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-- Command bindings
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function Initialize(Plugin)
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Plugin:SetName("DerpyPlugin")
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Plugin:SetVersion(1)
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PLUGIN = Plugin
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LOG( "Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
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return true
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end
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function OnDisable()
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LOG(PLUGIN:GetName() .. " is shutting down...")
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end
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-- Hooks
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local PluginManager = cPluginManager:Get()
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-- Command bindings
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LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
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return true
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end
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function OnDisable()
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LOG(PLUGIN:GetName() .. " is shutting down...")
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end
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</pre>
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<p>
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Now for an explanation of the basics.
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@ -72,7 +71,7 @@
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<h2>Registering hooks</h2>
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<p>
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Hooks are things that MCServer calls when an internal event occurs. For example, a hook is fired when a player places a block, moves,
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logs on, eats, and many other things. For a full list, see <a href="http://mc-server.xoft.cz/LuaAPI/">the API documentation</a>.
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logs on, eats, and many other things. For a full list, see <a href="index.html">the API documentation</a>.
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</p>
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<p>
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A hook can be either informative or overridable. In any case, returning false will not trigger a response, but returning true will cancel
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@ -84,7 +83,7 @@
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To register a hook, insert the following code template into the "-- Hooks" area in the previous code example.
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</p>
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<pre class="prettyprint lang-lua">
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cPluginManager.AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled)
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cPluginManager.AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled)
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</pre>
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<p>
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What does this code do?
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@ -98,22 +97,22 @@
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So in total, this is a working representation of what we have so far covered.
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</p>
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<pre class="prettyprint lang-lua">
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function Initialize( Plugin )
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Plugin:SetName( "DerpyPlugin" )
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Plugin:SetVersion( 1 )
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function Initialize(Plugin)
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Plugin:SetName("DerpyPlugin")
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Plugin:SetVersion(1)
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cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
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local PluginManager = cPluginManager:Get()
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-- Command bindings
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cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
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LOG( "Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
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return true
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end
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function OnPlayerMoving(Player) -- See API docs for parameters of all hooks
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return true -- Prohibit player movement, see docs for whether a hook is cancellable
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end
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local PluginManager = cPluginManager:Get()
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-- Command bindings
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LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
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return true
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end
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function OnPlayerMoving(Player) -- See API docs for parameters of all hooks
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return true -- Prohibit player movement, see docs for whether a hook is cancellable
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end
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</pre>
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<p>
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So, that code stops the player from moving. Not particularly helpful, but yes :P. Note that ALL documentation is available
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@ -126,11 +125,11 @@
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We firstly add this template to the "-- Command bindings" section of the initial example:
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</p>
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<pre class="prettyprint lang-lua">
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-- ADD THIS IF COMMAND DOES NOT REQUIRE A PARAMETER (/explode)
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PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " - Description of command")
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-- ADD THIS IF COMMAND DOES REQUIRE A PARAMETER (/explode Notch)
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PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " ~ Description of command and parameter(s)")
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-- ADD THIS IF COMMAND DOES NOT REQUIRE A PARAMETER (/explode)
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PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " - Description of command")
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-- ADD THIS IF COMMAND DOES REQUIRE A PARAMETER (/explode Notch)
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PluginManager:BindCommand("/commandname", "permissionnode", FunctionToCall, " ~ Description of command and parameter(s)")
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</pre>
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<p>
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What does it do, and why are there two?
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@ -171,17 +170,17 @@
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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:
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</p>
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<pre class="prettyprint lang-lua">
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-- Format: §yellow[INFO] §white%text% (yellow [INFO], white text following it)
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-- Use: Informational message, such as instructions for usage of a command
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SendMessage(Player, "Usage: /explode [player]")
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-- Format: §green[INFO] §white%text% (green [INFO] etc.)
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-- Use: Success message, like when a command executes successfully
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SendMessageSuccess(Player, "Notch was blown up!")
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-- Format: §rose[INFO] §white%text% (rose coloured [INFO] etc.)
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-- 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
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SendMessageFailure(Player, "Player Salted was not found")
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-- Format: §yellow[INFO] §white%text% (yellow [INFO], white text following it)
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-- Use: Informational message, such as instructions for usage of a command
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SendMessage(Player, "Usage: /explode [player]")
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-- Format: §green[INFO] §white%text% (green [INFO] etc.)
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-- Use: Success message, like when a command executes successfully
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SendMessageSuccess(Player, "Notch was blown up!")
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-- Format: §rose[INFO] §white%text% (rose coloured [INFO] etc.)
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-- 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
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SendMessageFailure(Player, "Player Salted was not found")
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</pre>
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<p>
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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
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@ -193,51 +192,63 @@
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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.
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</p>
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<pre class="prettyprint lang-lua">
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function Initialize( Plugin )
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Plugin:SetName( "DerpyPluginThatBlowsPeopleUp" )
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Plugin:SetVersion( 9001 )
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local PluginManager = cPluginManager:Get()
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PluginManager:BindCommand("/explode", "derpyplugin.explode", Explode, " ~ Explode a player");
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function Initialize(Plugin)
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Plugin:SetName("DerpyPluginThatBlowsPeopleUp")
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Plugin:SetVersion(9001)
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cPluginManager.AddHook(cPluginManager.HOOK_COLLECTING_PICKUP, OnCollectingPickup)
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local PluginManager = cPluginManager:Get()
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PluginManager:BindCommand("/explode", "derpyplugin.explode", Explode, " ~ Explode a player");
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LOG( "Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
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return true
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end
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function Explode(Split, Player)
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if #Split ~= 2
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SendMessage(Player, "Usage: /explode [playername]") -- There was more or less than one argument (excluding the /explode bit)
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else
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local ExplodePlayer = function(Explodee) -- Create a callback ExplodePlayer with parameter Explodee, which MCS calls for every player on the server
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if (Explodee:GetName() == Split[2] then -- If the player we are currently at is the one we specified as the parameter...
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Player:GetWorld():DoExplosionAt(Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin) -- Explode 'em; see API docs for further details of this function
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SendMessageSuccess(Player, Split[2] .. " was successfully exploded") -- Success!
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return true -- Break out
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end
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end
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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
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SendMessageFailure(Player, Split[2] .. " was not found") -- We have not broken out so far, therefore, the player must not exist, send failure
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end
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return true -- Concluding return
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end
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function OnCollectingPickup(Player, Pickup) -- Again, see the API docs for parameters of all hooks. In this case, it is a Player and Pickup object
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if (Player:GetClientHandle():GetPing() > 100) then -- Get ping of player, in milliseconds
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return true -- Discriminate against high latency - you don't get drops :D
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else
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return false -- You do get the drops! Yay~
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end
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end
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cPluginManager.AddHook(cPluginManager.HOOK_COLLECTING_PICKUP, OnCollectingPickup)
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LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
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return true
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end
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function Explode(Split, Player)
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if (#Split ~= 2) then
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-- There was more or less than one argument (excluding the "/explode" bit)
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-- Send the proper usage to the player and exit
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SendMessage(Player, "Usage: /explode [playername]")
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return true
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end
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-- Create a callback ExplodePlayer with parameter Explodee, which MCS calls for every player on the server
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local HasExploded = false
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local ExplodePlayer = function(Explodee)
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-- If the player we are currently at is the one we specified as the parameter
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if (Explodee:GetName() == Split[2]) then
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-- Create an explosion at the same position as they are; see <a href="cWorld.html">API docs</a> for further details of this function
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Player:GetWorld():DoExplosionAt(Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin)
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SendMessageSuccess(Player, Split[2] .. " was successfully exploded")
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HasExploded = true;
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return true -- Signalize to MCS that we do not need to call this callback for any more players
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end
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end
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-- Tell MCS to loop through all players and call the callback above with the Player object it has found
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cRoot:Get():FindAndDoWithPlayer(Split[2], ExplodePlayer)
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if not(HasExploded) then
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-- We have not broken out so far, therefore, the player must not exist, send failure
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SendMessageFailure(Player, Split[2] .. " was not found")
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end
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return true
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end
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function OnCollectingPickup(Player, Pickup) -- Again, see the API docs for parameters of all hooks. In this case, it is a Player and Pickup object
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if (Player:GetClientHandle():GetPing() > 100) then -- Get ping of player, in milliseconds
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return true -- Discriminate against high latency - you don't get drops :D
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else
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return false -- You do get the drops! Yay~
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end
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end
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</pre>
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<p>
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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
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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,
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and finally, <a href="http://mc-server.xoft.cz/LuaAPI/">the API documentation</a> is your friend!
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and finally, <a href="index.html">the API documentation</a> is your friend!
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</p>
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<p>
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Happy coding ;)
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@ -247,7 +258,5 @@
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prettyPrint();
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</script>
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</div>
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<hr />
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<footer>This tutorial was brought you by Aperture Science, in conjunction with McDonalds Enterprises.<br /></footer>
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</body>
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</html>
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