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-rw-r--r--MCServer/Plugins/Handy/handy.lua28
-rw-r--r--MCServer/Plugins/Handy/handy_functions.lua355
2 files changed, 383 insertions, 0 deletions
diff --git a/MCServer/Plugins/Handy/handy.lua b/MCServer/Plugins/Handy/handy.lua
new file mode 100644
index 000000000..c2330abab
--- /dev/null
+++ b/MCServer/Plugins/Handy/handy.lua
@@ -0,0 +1,28 @@
+-- Global variables
+PLUGIN = {} -- Reference to own plugin object
+CHEST_WIDTH = 9
+HANDY_VERSION = 1
+--[[
+
+Handy is a plugin for other plugins. It contain no commands, no hooks, but functions to ease plugins developers' life.
+
+API:
+
+
+TODO:
+1. GetChestSlot wrapper, so it will detect double chest neighbour chest and will be able to access it.
+]]
+
+function Initialize(Plugin)
+ PLUGIN = Plugin
+ PLUGIN:SetName("Handy")
+ PLUGIN:SetVersion(HANDY_VERSION)
+
+ PluginManager = cRoot:Get():GetPluginManager()
+ LOG("Initialized " .. PLUGIN:GetName() .. " v" .. PLUGIN:GetVersion())
+ return true
+end
+
+function OnDisable()
+ LOG(PLUGIN:GetName() .. " v" .. PLUGIN:GetVersion() .. " is shutting down...")
+end \ No newline at end of file
diff --git a/MCServer/Plugins/Handy/handy_functions.lua b/MCServer/Plugins/Handy/handy_functions.lua
new file mode 100644
index 000000000..f8423312f
--- /dev/null
+++ b/MCServer/Plugins/Handy/handy_functions.lua
@@ -0,0 +1,355 @@
+--[[
+General stuff
+]]
+-- Returns Handy plugin version number
+function GetHandyVersion()
+ return HANDY_VERSION
+end
+-- Checks if handy is in proper version
+function CheckForRequiedVersion(IN_version)
+ if (IN_version > HANDY_VERSION) then return false end
+ return true
+end
+--[[
+MCS-specific _functions and nasty hacks :D
+]]
+-- There's a "GetChestHeight" function inside source code, but it's not lua-exported
+function GetChestHeightCheat(IN_chest)
+ if (IN_chest:GetSlot(28) == nil) then -- this means we're trying to get double chest slot and FAIL
+ LOGWARN("HANDY: single chest checked")
+ return 3
+ end
+ LOGWARN("HANDY: double chest checked")
+ return 6
+end
+-- Those two checks how many items of given IN_itemID chest and player have, and how much they could fit inside them
+function ReadChestForItem(IN_chest, IN_itemID)
+ local _items_found = 0
+ local _free_space = 0
+ -- stalk through chest slots...
+ local _slot_counter = 0
+ local _slot_item
+ local _item_max_stack = GetItemMaxStack(IN_itemID)
+ while true do
+ _slot_item = IN_chest:GetSlot(_slot_counter)
+ if (_slot_item ~= nil) then
+ if (_slot_item.m_ItemID == IN_itemID) then
+ _items_found = _items_found + _slot_item.m_ItemCount
+ _free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
+ end
+ if (_slot_item:IsEmpty() == true) then
+ _free_space = _free_space + _item_max_stack
+ end
+ end
+ _slot_counter = _slot_counter + 1
+ if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
+ break
+ end
+ end
+ return _items_found, _free_space
+end
+function ReadPlayerForItem(IN_player, IN_itemID)
+ local _items_found = 0
+ local _free_space = 0
+ -- stalk through IN_player inventory slots...
+ local _slot_counter = 9
+ if (ItemIsArmor(IN_itemID) == true) then _slot_counter = 5 end
+ local _slot_item
+ local _item_max_stack = GetItemMaxStack(IN_itemID)
+ while true do
+ _slot_item = IN_player:GetInventory():GetSlot(_slot_counter)
+ if (_slot_item ~= nil) then
+ if (_slot_item.m_ItemID == IN_itemID) then
+ _items_found = _items_found + _slot_item.m_ItemCount
+ _free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
+ end
+ if (_slot_item:IsEmpty() == true) then
+ _free_space = _free_space + _item_max_stack
+ end
+ end
+ _slot_counter = _slot_counter + 1
+ if (_slot_counter == 45) then
+ break
+ end
+ end
+ return _items_found, _free_space
+end
+-- Following functions are for chest-related operations (since noone was bothered writing them in MCS code)
+-- BEWARE! Those assume you did checked if chest has items/space in it!
+function TakeItemsFromChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR ITEMS FIRST!!
+ -- stalk through chest slots...
+ local _slot_counter = 0
+ local _slot_item
+ local _take_count = IN_ammount
+ while true do
+ _slot_item = IN_chest:GetSlot(_slot_counter)
+ if (_slot_item ~= nil) then
+ if (_slot_item.m_ItemID == IN_itemID) then
+ -- assuming player have enought money
+ if (_take_count > 0) then
+ if (_take_count > _slot_item.m_ItemCount) then
+ _take_count = _take_count - _slot_item.m_ItemCount
+ IN_chest:SetSlot(_slot_counter, cItem()) -- a bit hacky, can't make cItem:Clear() work(
+ else
+ local _left_count = _slot_item.m_ItemCount - _take_count
+ IN_chest:SetSlot(_slot_counter, cItem(_slot_item.m_ItemID, _left_count)) -- a bit hacky
+ _take_count = 0
+ end
+ end
+ if (_take_count == 0) then
+ break
+ end
+ end
+ end
+ _slot_counter = _slot_counter + 1
+ if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
+ break
+ end
+ end
+end
+function PutItemsToChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR SPACE FIRST!!
+ -- stalk through chest slots...
+ local _slot_counter = 0
+ local _slot_item
+ local _put_count = IN_ammount
+ local _max_stack = GetItemMaxStack(IN_itemID)
+ while true do
+ _slot_item = IN_chest:GetSlot(_slot_counter)
+ local _portion = 0
+ local _ammount_to_set = 0
+ if (_slot_item ~= nil) then
+ if (_slot_item:IsEmpty() == true) then
+ _portion = math.min(_max_stack, _put_count)
+ _ammount_to_set = _portion
+ else
+ if (_slot_item.m_ItemID == IN_itemID) then
+ -- choose between how much we need to put and how much free space left
+ _portion = math.min(_put_count, _max_stack - _slot_item.m_ItemCount)
+ _ammount_to_set = _slot_item.m_ItemCount + _portion
+ end
+ end
+ end
+ IN_chest:SetSlot(_slot_counter, cItem(IN_itemID, _ammount_to_set)) -- we add max stack to chest
+ _put_count = _put_count - _portion
+ if (_put_count == 0) then break end
+ _slot_counter = _slot_counter + 1
+ if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
+ break
+ end
+ end
+end
+-- Similar to chest-related.
+function TakeItemsFromPlayer(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
+ local _put_count = IN_ammount
+ local _max_stack = GetItemMaxStack(IN_itemID)
+ while true do
+ local _portion = math.min(_max_stack, _put_count)
+ IN_player:GetInventory():RemoveItem(cItem(IN_itemID, _portion))
+ _put_count = _put_count - _portion
+ if (_put_count == 0) then break end
+ end
+end
+function GiveItemsToPlayer(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
+ local _put_count = IN_ammount
+ local _max_stack = GetItemMaxStack(IN_itemID)
+ while true do
+ local _portion = math.min(_max_stack, _put_count)
+ IN_player:GetInventory():AddItem(cItem(IN_itemID, _portion))
+ _put_count = _put_count - _portion
+ if (_put_count == 0) then break end
+ end
+end
+-- This function returns item max stack for a given itemID. It uses vanilla max stack size, and uses several non-common items notations;
+-- Those are:
+-- oneonerecord (because aparently 11record wasn't the best idea in lua scripting application)
+-- carrotonastick (because it wasn't added to items.txt yet)
+-- waitrecord (for same reason)
+-- Feel free to ignore the difference, or to add those to items.txt
+function GetItemMaxStack(IN_itemID)
+ local _result = 64
+ -- Tools and swords
+ if (IN_itemID == woodensword) then _result = 1 end
+ if (IN_itemID == woodenshovel) then _result = 1 end
+ if (IN_itemID == woodenpickaxe) then _result = 1 end
+ if (IN_itemID == woodenaxe) then _result = 1 end
+ if (IN_itemID == woodenhoe) then _result = 1 end
+ if (IN_itemID == stonesword) then _result = 1 end
+ if (IN_itemID == stoneshovel) then _result = 1 end
+ if (IN_itemID == stonepickaxe) then _result = 1 end
+ if (IN_itemID == stoneaxe) then _result = 1 end
+ if (IN_itemID == stonehoe) then _result = 1 end
+ if (IN_itemID == ironsword) then _result = 1 end
+ if (IN_itemID == ironshovel) then _result = 1 end
+ if (IN_itemID == ironpickaxe) then _result = 1 end
+ if (IN_itemID == ironaxe) then _result = 1 end
+ if (IN_itemID == ironhoe) then _result = 1 end
+ if (IN_itemID == diamondsword) then _result = 1 end
+ if (IN_itemID == diamondshovel) then _result = 1 end
+ if (IN_itemID == diamondpickaxe) then _result = 1 end
+ if (IN_itemID == diamondaxe) then _result = 1 end
+ if (IN_itemID == diamondhoe) then _result = 1 end
+ if (IN_itemID == goldensword) then _result = 1 end
+ if (IN_itemID == goldenshovel) then _result = 1 end
+ if (IN_itemID == goldenpickaxe) then _result = 1 end
+ if (IN_itemID == goldenaxe) then _result = 1 end
+ if (IN_itemID == goldenhoe) then _result = 1 end
+
+ if (IN_itemID == flintandsteel) then _result = 1 end
+ if (IN_itemID == bow) then _result = 1 end
+ if (IN_itemID == sign) then _result = 16 end
+ if (IN_itemID == woodendoor) then _result = 1 end
+ if (IN_itemID == irondoor) then _result = 1 end
+ if (IN_itemID == cake) then _result = 1 end
+ if (IN_itemID == cauldron) then _result = 1 end
+ if (IN_itemID == mushroomstew) then _result = 1 end
+ if (IN_itemID == painting) then _result = 1 end
+ if (IN_itemID == bucket) then _result = 16 end
+ if (IN_itemID == waterbucket) then _result = 1 end
+ if (IN_itemID == lavabucket) then _result = 1 end
+ if (IN_itemID == minecart) then _result = 1 end
+ if (IN_itemID == saddle) then _result = 1 end
+ if (IN_itemID == snowball) then _result = 16 end
+ if (IN_itemID == boat) then _result = 1 end
+ if (IN_itemID == milkbucket) then _result = 1 end
+ if (IN_itemID == storageminecart) then _result = 1 end
+ if (IN_itemID == poweredminecart) then _result = 1 end
+ if (IN_itemID == egg) then _result = 16 end
+ if (IN_itemID == fishingrod) then _result = 1 end
+ if (IN_itemID == bed) then _result = 1 end
+ if (IN_itemID == map) then _result = 1 end
+ if (IN_itemID == shears) then _result = 1 end
+ if (IN_itemID == enderpearl) then _result = 16 end
+ if (IN_itemID == potion) then _result = 1 end
+ if (IN_itemID == spawnegg) then _result = 1 end
+ if (IN_itemID == bookandquill) then _result = 1 end
+ if (IN_itemID == writtenbook) then _result = 1 end
+ if (IN_itemID == carrotonastick) then _result = 1 end
+
+ if (IN_itemID == goldrecord) then _result = 1 end
+ if (IN_itemID == greenrecord) then _result = 1 end
+ if (IN_itemID == blocksrecord) then _result = 1 end
+ if (IN_itemID == chirprecord) then _result = 1 end
+ if (IN_itemID == farrecord) then _result = 1 end
+ if (IN_itemID == mallrecord) then _result = 1 end
+ if (IN_itemID == mellohirecord) then _result = 1 end
+ if (IN_itemID == stalrecord) then _result = 1 end
+ if (IN_itemID == stradrecord) then _result = 1 end
+ if (IN_itemID == wardrecord) then _result = 1 end
+ if (IN_itemID == oneonerecord) then _result = 1 end
+ if (IN_itemID == waitrecord) then _result = 1 end
+
+ --if (IN_itemID == xxxxxxxxx) then _result = 1 end
+
+ if (IN_itemID == leatherhelmet) then _result = 1 end
+ if (IN_itemID == leatherchestplate) then _result = 1 end
+ if (IN_itemID == leatherpants) then _result = 1 end
+ if (IN_itemID == leatherboots) then _result = 1 end
+
+ if (IN_itemID == chainmailhelmet) then _result = 1 end
+ if (IN_itemID == chainmailchestplate) then _result = 1 end
+ if (IN_itemID == chainmailpants) then _result = 1 end
+ if (IN_itemID == chainmailboots) then _result = 1 end
+
+ if (IN_itemID == ironhelmet) then _result = 1 end
+ if (IN_itemID == ironchestplate) then _result = 1 end
+ if (IN_itemID == ironpants) then _result = 1 end
+ if (IN_itemID == ironboots) then _result = 1 end
+
+ if (IN_itemID == diamondhelmet) then _result = 1 end
+ if (IN_itemID == diamondchestplate) then _result = 1 end
+ if (IN_itemID == diamondpants) then _result = 1 end
+ if (IN_itemID == diamondboots) then _result = 1 end
+
+ if (IN_itemID == goldenhelmet) then _result = 1 end
+ if (IN_itemID == goldenchestplate) then _result = 1 end
+ if (IN_itemID == goldenpants) then _result = 1 end
+ if (IN_itemID == goldenboots) then _result = 1 end
+ return _result
+end
+function ItemIsArmor(IN_itemID)
+ local _result = false
+ if (IN_itemID == leatherhelmet) then _result = true end
+ if (IN_itemID == leatherchestplate) then _result = true end
+ if (IN_itemID == leatherpants) then _result = true end
+ if (IN_itemID == leatherboots) then _result = true end
+
+ if (IN_itemID == chainmailhelmet) then _result = true end
+ if (IN_itemID == chainmailchestplate) then _result = true end
+ if (IN_itemID == chainmailpants) then _result = true end
+ if (IN_itemID == chainmailboots) then _result = true end
+
+ if (IN_itemID == ironhelmet) then _result = true end
+ if (IN_itemID == ironchestplate) then _result = true end
+ if (IN_itemID == ironpants) then _result = true end
+ if (IN_itemID == ironboots) then _result = true end
+
+ if (IN_itemID == diamondhelmet) then _result = true end
+ if (IN_itemID == diamondchestplate) then _result = true end
+ if (IN_itemID == diamondpants) then _result = true end
+ if (IN_itemID == diamondboots) then _result = true end
+
+ if (IN_itemID == goldenhelmet) then _result = true end
+ if (IN_itemID == goldenchestplate) then _result = true end
+ if (IN_itemID == goldenpants) then _result = true end
+ if (IN_itemID == goldenboots) then _result = true end
+ return _result
+end
+-- Returns full-length playername for a short name (usefull for parsing commands)
+function GetExactPlayername(IN_playername)
+ local _result = IN_playername
+ local function SetProcessingPlayername(IN_player)
+ _result = IN_player:GetName()
+ end
+ cRoot:Get():FindAndDoWithPlayer(IN_playername, SetProcessingPlayername)
+ return _result
+end
+function GetPlayerByName(IN_playername)
+ local _player
+ local PlayerSetter = function (Player)
+ _player = Player
+ end
+ cRoot:Get():FindAndDoWithPlayer(IN_playername, PlayerSetter)
+ return _player
+end
+--[[
+Not-so-usual math _functions
+]]
+-- Rounds floating point number. Because lua guys think this function doesn't deserve to be presented in lua's math
+function round(IN_x)
+ if (IN_x%2 ~= 0.5) then
+ return math.floor(IN_x+0.5)
+ end
+ return IN_x-0.5
+end
+--[[
+Functions I use for filework and stringswork
+]]
+function PluralString(IN_value, IN_singular_string, IN_plural_string)
+ local _value_string = tostring(IN_value)
+ if (_value_string[#_value_string] == "1") then
+ return IN_singular_string
+ end
+ return IN_plural_string
+end
+function PluralItemName(IN_itemID, IN_ammount) -- BEWARE! TEMPORAL SOLUTION THERE! :D
+ local _value_string = tostring(IN_value)
+ local _name = ""
+ if (_value_string[#_value_string] == "1") then
+ -- singular names
+ _name = ItemTypeToString(IN_itemID)
+ else
+ -- plural names
+ _name = ItemTypeToString(IN_itemID).."s"
+ end
+ return _name
+end
+-- for filewriting purposes. 0 = false, 1 = true
+function StringToBool(value)
+ if value=="1" then return true end
+ return false
+end
+-- same, but reversal
+function BoolToString(value)
+ if value==true then return 1 end
+ return 0
+end \ No newline at end of file