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author | madmaxoft <github@xoft.cz> | 2014-02-09 20:40:20 +0100 |
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committer | madmaxoft <github@xoft.cz> | 2014-02-09 20:40:20 +0100 |
commit | 1447d6d0dc0cca5b3362c6775c57d8483f8d8d17 (patch) | |
tree | af5c7109a6a46866ca0e2d4d962bd9f07ee1ed4a | |
parent | First working version of cLuaChunkStay. (diff) | |
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-rw-r--r-- | MCServer/Plugins/Debuggers/Debuggers.lua | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/MCServer/Plugins/Debuggers/Debuggers.lua b/MCServer/Plugins/Debuggers/Debuggers.lua index 521032239..fca993065 100644 --- a/MCServer/Plugins/Debuggers/Debuggers.lua +++ b/MCServer/Plugins/Debuggers/Debuggers.lua @@ -53,6 +53,7 @@ function Initialize(Plugin) PM:BindCommand("/fr", "debuggers", HandleFurnaceRecipe, "- Shows the furnace recipe for the currently held item"); PM:BindCommand("/ff", "debuggers", HandleFurnaceFuel, "- Shows how long the currently held item would burn in a furnace"); PM:BindCommand("/sched", "debuggers", HandleSched, "- Schedules a simple countdown using cWorld:ScheduleTask()"); + PM:BindCommand("/cs", "debuggers", HandleChunkStay, "- Tests the ChunkStay Lua integration for the specified chunk coords"); Plugin:AddWebTab("Debuggers", HandleRequest_Debuggers); @@ -1061,3 +1062,74 @@ end + +function HandleChunkStay(a_Split, a_Player) + if (#a_Split ~= 3) then + a_Player:SendMessage("Usage: /cs <ChunkX> <ChunkZ>") + return true + end + + local ChunkX = tonumber(a_Split[2]) + local ChunkZ = tonumber(a_Split[3]) + if ((ChunkX == nil) or (ChunkZ == nil)) then + a_Player:SendMessage("Invalid chunk coords.") + return true + end + + local World = a_Player:GetWorld() + local PlayerID = a_Player:GetUniqueID() + + -- Create the ChunkStay object: + local ChunkStay = cLuaChunkStay() + + -- Add the wanted chunks: + for z = -1, 1 do for x = -1, 1 do + ChunkStay:Add(ChunkX + x, ChunkZ + z) + end end + + -- The function that is called when all chunks are available + -- Will perform the action and finally get rid of the ChunkStay object + -- Note that the player needs to be referenced using their EntityID - in case they disconnect before this completes + local OnAllChunksAvailable = function() + -- Build something on the neighboring chunks, to verify: + for z = -1, 1 do for x = -1, 1 do + local BlockX = (ChunkX + x) * 16 + 8 + local BlockZ = (ChunkZ + z) * 16 + 8 + for y = 20, 80 do + World:SetBlock(BlockX, y, BlockZ, E_BLOCK_OBSIDIAN, 0) + end + end end + + -- Teleport the player there for visual inspection: + World:DoWithEntityByID(PlayerID, + function (a_CallbackPlayer) + a_CallbackPlayer:TeleportToCoords(ChunkX * 16 + 8, 85, ChunkZ * 16 + 8) + a_CallbackPlayer:SendMessage("ChunkStay fully available") + end + ) + + -- Deactivate and remove the ChunkStay object (so that MCS can unload the chunks): + -- Forgetting this might crash the server when it stops! + ChunkStay:Disable() + ChunkStay = nil + end + + -- This function will be called for each chunk that is made available + -- Note that the player needs to be referenced using their EntityID - in case they disconnect before this completes + local OnChunkAvailable = function(a_ChunkX, a_ChunkZ) + LOGINFO("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]") + World:DoWithEntityByID(PlayerID, + function (a_CallbackPlayer) + a_CallbackPlayer:SendMessage("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]") + end + ) + end + + -- Activate the ChunkStay: + ChunkStay:Enable(World, OnChunkAvailable, OnAllChunksAvailable) + return true +end + + + + |