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diff --git a/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html b/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html deleted file mode 100644 index 2b6af0d82..000000000 --- a/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html +++ /dev/null @@ -1,255 +0,0 @@ -<!DOCTYPE html> - -<html> - <head> - <title>Cuberite Plugin Tutorial</title> - <link rel="stylesheet" type="text/css" href="main.css" /> - <link rel="stylesheet" type="text/css" href="prettify.css" /> - <script src="prettify.js"></script> - <script src="lang-lua.js"></script> - <meta charset="UTF-8"> - </head> - <body> - <div id="content"> - <h1>Writing a Cuberite plugin</h1> - <p> - 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. - </p> - <p> - 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. - </p> - <h2>Creating the basic template</h2> - <p> - 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: - </p> - <pre class="prettyprint lang-lua"> -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 - </pre> - <p> - Now for an explanation of the basics. - <ul> - <li><b>function Initialize</b> is called on plugin startup. It is the place where the plugin is set up.</li> - <li><b>Plugin:SetName</b> sets the name of the plugin.</li> - <li><b>Plugin:SetVersion</b> sets the revision number of the plugin. This must be an integer.</li> - <li><b>LOG</b> logs to console a message, in this case, it prints that the plugin was initialised.</li> - <li>The <b>PLUGIN</b> variable just stores this plugin's object, so GetName() can be called in OnDisable (as no Plugin parameter is passed there, contrary to Initialize). - This global variable is only needed if you want to know the plugin details (name, etc.) when shutting down.</li> - <li><b>function OnDisable</b> is called when the plugin is disabled, commonly when the server is shutting down. Perform cleanup and logging here.</li> - </ul> - 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. - </p> - - <h2>Registering hooks</h2> - <p> - 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 <a href="index.html">the API documentation</a>. - </p> - <p> - 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. - </p> - <p> - To register a hook, insert the following code template into the "-- Hooks" area in the previous code example. - </p> - <pre class="prettyprint lang-lua"> -cPluginManager.AddHook(cPluginManager.HOOK_NAME_HERE, FunctionNameToBeCalled) - </pre> - <p> - What does this code do? - <ul> - <li><b>cPluginManager.AddHook</b> registers the hook. The hook name is the second parameter. See the previous API documentation link for a list of all hooks.</li> - </ul> - 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. - </p> - <p> - So in total, this is a working representation of what we have so far covered. - </p> - <pre class="prettyprint lang-lua"> -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 - </pre> - <p> - 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. - </p> - <h2>Binding a command</h2> - <h3>Format</h3> - <p> - 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: - </p> - <pre class="prettyprint lang-lua"> --- 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)") - </pre> - <p> - What does it do, and why are there two? - <ul> - <li><b>PluginManager:BindCommand</b> binds a command. It takes the command name (with a slash), the permission a player needs to execute the command, the function - to call when the command is executed, and a description of the command.</li> - </ul> - The command name is pretty self explanatory. The permission node is basically just a <b>string</b> 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. - </p> - <p> - 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. - </p> - <h3>Parameters</h3> - <p> - What parameters are in the function Cuberite calls when the command is executed? A 'Split' array and a 'Player' object. - </p> - <h4>The Split Array</h4> - <p> - 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:<br /><br /> -    /derp (Split[1])<br /> -    zubby (Split[2])<br /> -    explode (Split[3])<br /> - <br /> -    The total amount of parameters passed were: 3 (#Split) - </p> - <h4>The Player Object and sending them messages</h4> - <p> - 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 <i>do</i> we send a message to the client? - </p> - <p> - 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. - </p> - <pre class="prettyprint lang-lua"> --- 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") - </pre> - <p> - 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"). - </p> - <h2>Final example and conclusion</h2> - <p> - 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. - </p> - <pre class="prettyprint lang-lua"> -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 <a href="cWorld.html">API docs</a> 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 - </pre> - <p> - 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 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, <a href="index.html">the API documentation</a> is your friend! - </p> - <p> - Happy coding ;) - </p> - - <script> - prettyPrint(); - </script> - </div> - </body> -</html> |