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|
-- Global variables
g_DropSpensersToActivate = {}; -- A list of dispensers and droppers (as {World, X, Y Z} quadruplets) that are to be activated every tick
g_HungerReportTick = 10;
g_ShowFoodStats = false; -- When true, each player's food stats are sent to them every 10 ticks
function Initialize(Plugin)
Plugin:SetName("Debuggers")
Plugin:SetVersion(1)
--[[
-- Test multiple hook handlers:
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick1);
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick2);
--]]
cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_USING_BLOCK, OnPlayerUsingBlock);
cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_USING_ITEM, OnPlayerUsingItem);
cPluginManager.AddHook(cPluginManager.HOOK_TAKE_DAMAGE, OnTakeDamage);
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick);
cPluginManager.AddHook(cPluginManager.HOOK_CHAT, OnChat);
cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_RIGHT_CLICKING_ENTITY, OnPlayerRightClickingEntity);
cPluginManager.AddHook(cPluginManager.HOOK_WORLD_TICK, OnWorldTick);
cPluginManager.AddHook(cPluginManager.HOOK_CHUNK_GENERATED, OnChunkGenerated);
PM = cRoot:Get():GetPluginManager();
PM:BindCommand("/le", "debuggers", HandleListEntitiesCmd, "- Shows a list of all the loaded entities");
PM:BindCommand("/ke", "debuggers", HandleKillEntitiesCmd, "- Kills all the loaded entities");
PM:BindCommand("/wool", "debuggers", HandleWoolCmd, "- Sets all your armor to blue wool");
PM:BindCommand("/testwnd", "debuggers", HandleTestWndCmd, "- Opens up a window using plugin API");
PM:BindCommand("/gc", "debuggers", HandleGCCmd, "- Activates the Lua garbage collector");
PM:BindCommand("/fast", "debuggers", HandleFastCmd, "- Switches between fast and normal movement speed");
PM:BindCommand("/dash", "debuggers", HandleDashCmd, "- Switches between fast and normal sprinting speed");
PM:BindCommand("/hunger", "debuggers", HandleHungerCmd, "- Lists the current hunger-related variables");
PM:BindCommand("/poison", "debuggers", HandlePoisonCmd, "- Sets food-poisoning for 15 seconds");
PM:BindCommand("/starve", "debuggers", HandleStarveCmd, "- Sets the food level to zero");
PM:BindCommand("/fl", "debuggers", HandleFoodLevelCmd, "- Sets the food level to the given value");
PM:BindCommand("/spidey", "debuggers", HandleSpideyCmd, "- Shoots a line of web blocks until it hits non-air");
PM:BindCommand("/ench", "debuggers", HandleEnchCmd, "- Provides an instant dummy enchantment window");
PM:BindCommand("/fs", "debuggers", HandleFoodStatsCmd, "- Turns regular foodstats message on or off");
PM:BindCommand("/arr", "debuggers", HandleArrowCmd, "- Creates an arrow going away from the player");
PM:BindCommand("/fb", "debuggers", HandleFireballCmd, "- Creates a ghast fireball as if shot by the player");
PM:BindCommand("/xpa", "debuggers", HandleAddExperience, "- Adds 200 experience to the player");
PM:BindCommand("/xpr", "debuggers", HandleRemoveXp, "- Remove all xp");
PM:BindCommand("/fill", "debuggers", HandleFill, "- Fills all block entities in current chunk with junk");
PM:BindCommand("/fr", "debuggers", HandleFurnaceRecipe, "- Shows the furnace recipe for the currently held item");
-- Enable the following line for BlockArea / Generator interface testing:
-- PluginManager:AddHook(Plugin, cPluginManager.HOOK_CHUNK_GENERATED);
LOG("Initialized " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
-- TestBlockAreas();
-- TestSQLiteBindings();
-- TestExpatBindings();
return true
end;
function TestBlockAreas()
LOG("Testing block areas...");
-- Debug block area merging:
local BA1 = cBlockArea();
local BA2 = cBlockArea();
if (BA1:LoadFromSchematicFile("schematics/test.schematic")) then
if (BA2:LoadFromSchematicFile("schematics/fountain.schematic")) then
BA2:SetRelBlockType(0, 0, 0, E_BLOCK_LAPIS_BLOCK);
BA2:SetRelBlockType(1, 0, 0, E_BLOCK_LAPIS_BLOCK);
BA2:SetRelBlockType(2, 0, 0, E_BLOCK_LAPIS_BLOCK);
BA1:Merge(BA2, 1, 10, 1, cBlockArea.msImprint);
BA1:SaveToSchematicFile("schematics/merge.schematic");
end
else
BA1:Create(16, 16, 16);
end
-- Debug block area cuboid filling:
BA1:FillRelCuboid(2, 9, 2, 8, 2, 8, cBlockArea.baTypes, E_BLOCK_GOLD_BLOCK);
BA1:RelLine(2, 2, 2, 9, 8, 8, cBlockArea.baTypes or cBlockArea.baMetas, E_BLOCK_SAPLING, E_META_SAPLING_BIRCH);
BA1:SaveToSchematicFile("schematics/fillrel.schematic");
-- Debug block area mirroring:
if (BA1:LoadFromSchematicFile("schematics/lt.schematic")) then
BA1:MirrorXYNoMeta();
BA1:SaveToSchematicFile("schematics/lt_XY.schematic");
BA1:MirrorXYNoMeta();
BA1:SaveToSchematicFile("schematics/lt_XY2.schematic");
BA1:MirrorXZNoMeta();
BA1:SaveToSchematicFile("schematics/lt_XZ.schematic");
BA1:MirrorXZNoMeta();
BA1:SaveToSchematicFile("schematics/lt_XZ2.schematic");
BA1:MirrorYZNoMeta();
BA1:SaveToSchematicFile("schematics/lt_YZ.schematic");
BA1:MirrorYZNoMeta();
BA1:SaveToSchematicFile("schematics/lt_YZ2.schematic");
end
-- Debug block area rotation:
if (BA1:LoadFromSchematicFile("schematics/rot.schematic")) then
BA1:RotateCWNoMeta();
BA1:SaveToSchematicFile("schematics/rot1.schematic");
BA1:RotateCWNoMeta();
BA1:SaveToSchematicFile("schematics/rot2.schematic");
BA1:RotateCWNoMeta();
BA1:SaveToSchematicFile("schematics/rot3.schematic");
BA1:RotateCWNoMeta();
BA1:SaveToSchematicFile("schematics/rot4.schematic");
end
-- Debug block area rotation:
if (BA1:LoadFromSchematicFile("schematics/rotm.schematic")) then
BA1:RotateCCW();
BA1:SaveToSchematicFile("schematics/rotm1.schematic");
BA1:RotateCCW();
BA1:SaveToSchematicFile("schematics/rotm2.schematic");
BA1:RotateCCW();
BA1:SaveToSchematicFile("schematics/rotm3.schematic");
BA1:RotateCCW();
BA1:SaveToSchematicFile("schematics/rotm4.schematic");
end
-- Debug block area mirroring:
if (BA1:LoadFromSchematicFile("schematics/ltm.schematic")) then
BA1:MirrorXY();
BA1:SaveToSchematicFile("schematics/ltm_XY.schematic");
BA1:MirrorXY();
BA1:SaveToSchematicFile("schematics/ltm_XY2.schematic");
BA1:MirrorXZ();
BA1:SaveToSchematicFile("schematics/ltm_XZ.schematic");
BA1:MirrorXZ();
BA1:SaveToSchematicFile("schematics/ltm_XZ2.schematic");
BA1:MirrorYZ();
BA1:SaveToSchematicFile("schematics/ltm_YZ.schematic");
BA1:MirrorYZ();
BA1:SaveToSchematicFile("schematics/ltm_YZ2.schematic");
end
LOG("Block areas test ended");
end
function TestSQLiteBindings()
LOG("Testing SQLite bindings...");
-- Debug SQLite binding
local TestDB, ErrCode, ErrMsg = sqlite3.open("test.sqlite");
if (TestDB ~= nil) then
local function ShowRow(UserData, NumCols, Values, Names)
assert(UserData == 'UserData');
LOG("New row");
for i = 1, NumCols do
LOG(" " .. Names[i] .. " = " .. Values[i]);
end
return 0;
end
local sql = [=[
CREATE TABLE numbers(num1,num2,str);
INSERT INTO numbers VALUES(1, 11, "ABC");
INSERT INTO numbers VALUES(2, 22, "DEF");
INSERT INTO numbers VALUES(3, 33, "UVW");
INSERT INTO numbers VALUES(4, 44, "XYZ");
SELECT * FROM numbers;
]=]
local Res = TestDB:exec(sql, ShowRow, 'UserData');
if (Res ~= sqlite3.OK) then
LOG("TestDB:exec() failed: " .. Res .. " (" .. TestDB:errmsg() .. ")");
end;
TestDB:close();
else
-- This happens if for example SQLite cannot open the file (eg. a folder with the same name exists)
LOG("SQLite3 failed to open DB! (" .. ErrCode .. ", " .. ErrMsg ..")");
end
LOG("SQLite bindings test ended");
end
function TestExpatBindings()
LOG("Testing Expat bindings...");
-- Debug LuaExpat bindings:
local count = 0
callbacks = {
StartElement = function (parser, name)
LOG("+ " .. string.rep(" ", count) .. name);
count = count + 1;
end,
EndElement = function (parser, name)
count = count - 1;
LOG("- " .. string.rep(" ", count) .. name);
end
}
local p = lxp.new(callbacks);
p:parse("<elem1>\nnext line\nanother line");
p:parse("text\n");
p:parse("<elem2/>\n");
p:parse("more text");
p:parse("</elem1>");
p:parse("\n");
p:parse(); -- finishes the document
p:close(); -- closes the parser
LOG("Expat bindings test ended");
end
function OnUsingBlazeRod(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ)
-- Magic rod of query: show block types and metas for both neighbors of the pointed face
local Type, Meta, Valid = 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, 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 .. ")");
end
return false;
end
function OnUsingDiamond(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ)
-- Rclk with a diamond to test block area cropping and expanding
local Area = cBlockArea();
Area:Read(Player:GetWorld(),
BlockX - 19, BlockX + 19,
BlockY - 7, BlockY + 7,
BlockZ - 19, BlockZ + 19
);
LOG("Size before cropping: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("crop0.dat");
Area:Crop(2, 3, 0, 0, 0, 0);
LOG("Size after cropping 1: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("crop1.dat");
Area:Crop(2, 3, 0, 0, 0, 0);
LOG("Size after cropping 2: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("crop2.dat");
Area:Expand(2, 3, 0, 0, 0, 0);
LOG("Size after expanding 1: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("expand1.dat");
Area:Expand(3, 2, 1, 1, 0, 0);
LOG("Size after expanding 2: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("expand2.dat");
Area:Crop(0, 0, 0, 0, 3, 2);
LOG("Size after cropping 3: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("crop3.dat");
Area:Crop(0, 0, 3, 2, 0, 0);
LOG("Size after cropping 4: " .. Area:GetSizeX() .. " x " .. Area:GetSizeY() .. " x " .. Area:GetSizeZ());
Area:DumpToRawFile("crop4.dat");
LOG("Crop test done");
Player:SendMessage("Crop / expand test done.");
return false;
end
function OnUsingEyeOfEnder(Player, BlockX, BlockY, BlockZ)
-- Rclk with an eye of ender places a predefined schematic at the cursor
local Area = cBlockArea();
if not(Area:LoadFromSchematicFile("schematics/test.schematic")) then
LOG("Loading failed");
return false;
end
LOG("Schematic loaded, placing now.");
Area:Write(Player:GetWorld(), BlockX, BlockY, BlockZ);
LOG("Done.");
return false;
end
function OnUsingEnderPearl(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ)
-- Rclk with an ender pearl saves a predefined area around the cursor into a .schematic file. Also tests area copying
local Area = cBlockArea();
if not(Area:Read(Player:GetWorld(),
BlockX - 8, BlockX + 8, BlockY - 8, BlockY + 8, BlockZ - 8, BlockZ + 8)
) then
LOG("LUA: Area couldn't be read");
return false;
end
LOG("LUA: Area read, copying now.");
local Area2 = cBlockArea();
Area2:CopyFrom(Area);
LOG("LUA: Copied, now saving.");
if not(Area2:SaveToSchematicFile("schematics/test.schematic")) then
LOG("LUA: Cannot save schematic file.");
return false;
end
LOG("LUA: Done.");
return false;
end
function OnUsingRedstoneTorch(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ)
-- Redstone torch activates a rapid dispenser / dropper discharge (at every tick):
local BlockType = Player:GetWorld():GetBlock(BlockX, BlockY, BlockZ);
if (BlockType == E_BLOCK_DISPENSER) then
table.insert(g_DropSpensersToActivate, {World = Player:GetWorld(), x = BlockX, y = BlockY, z = BlockZ});
Player:SendMessage("Dispenser at {" .. BlockX .. ", " .. BlockY .. ", " .. BlockZ .. "} discharging");
return true;
elseif (BlockType == E_BLOCK_DROPPER) then
table.insert(g_DropSpensersToActivate, {World = Player:GetWorld(), x = BlockX, y = BlockY, z = BlockZ});
Player:SendMessage("Dropper at {" .. BlockX .. ", " .. BlockY .. ", " .. BlockZ .. "} discharging");
return true;
else
Player:SendMessage("Neither a dispenser nor a dropper at {" .. BlockX .. ", " .. BlockY .. ", " .. BlockZ .. "}: " .. BlockType);
end
return false;
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();
local HeldItemType = HeldItem.m_ItemType;
if (HeldItemType == 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
elseif (HeldItemType == E_ITEM_BLAZE_ROD) then
return OnUsingBlazeRod(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ);
elseif (HeldItemType == E_ITEM_DIAMOND) then
return OnUsingDiamond(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ);
elseif (HeldItemType == E_ITEM_EYE_OF_ENDER) then
return OnUsingEyeOfEnder(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ);
elseif (HeldItemType == E_ITEM_ENDER_PEARL) then
return OnUsingEnderPearl(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ);
end
return false;
end
function OnPlayerUsingBlock(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ, BlockType, BlockMeta)
-- dont check if the direction is in the air
if (BlockFace == BLOCK_FACE_NONE) then
return false
end
local HeldItem = Player:GetEquippedItem();
local HeldItemType = HeldItem.m_ItemType;
if (HeldItemType == E_BLOCK_REDSTONE_TORCH_ON) then
return OnUsingRedstoneTorch(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ);
end
end
function OnTakeDamage(Receiver, TDI)
-- Receiver is cPawn
-- TDI is TakeDamageInfo
LOG(Receiver:GetClass() .. " was dealt " .. DamageTypeToString(TDI.DamageType) .. " damage: Raw " .. TDI.RawDamage .. ", Final " .. TDI.FinalDamage .. " (" .. (TDI.RawDamage - TDI.FinalDamage) .. " covered by armor)");
return false;
end
function OnTick1()
-- For testing multiple hook handlers per plugin
LOGINFO("Tick1");
end
function OnTick2()
-- For testing multiple hook handlers per plugin
LOGINFO("Tick2");
end
--- When set to a positive number, the following OnTick() will perform GC and decrease until 0 again
GCOnTick = 0;
function OnTick()
-- Activate all dropspensers in the g_DropSpensersToActivate list:
local ActivateDrSp = function(DropSpenser)
if (DropSpenser:GetContents():GetFirstUsedSlot() == -1) then
return true;
end
DropSpenser:Activate();
return false;
end
-- Walk the list backwards, because we're removing some items
local idx = #g_DropSpensersToActivate;
for i = idx, 1, -1 do
local DrSp = g_DropSpensersToActivate[i];
if not(DrSp.World:DoWithDropSpenserAt(DrSp.x, DrSp.y, DrSp.z, ActivateDrSp)) then
table.remove(g_DropSpensersToActivate, i);
end
end
-- If GCOnTick > 0, do a garbage-collect and decrease by one
if (GCOnTick > 0) then
collectgarbage();
GCOnTick = GCOnTick - 1;
end
return false;
end
function OnWorldTick(a_World, a_Dt)
-- Report food stats, if switched on:
local Tick = a_World:GetWorldAge();
if (not(g_ShowFoodStats) or (math.mod(Tick, 10) ~= 0)) then
return false;
end
a_World:ForEachPlayer(
function(a_Player)
a_Player:SendMessage(
tostring(Tick / 10) ..
" > FS: fl " .. a_Player:GetFoodLevel() ..
"; sat " .. a_Player:GetFoodSaturationLevel() ..
"; exh " .. a_Player:GetFoodExhaustionLevel()
);
end
);
end
function OnChat(a_Player, a_Message)
return false, "blabla " .. a_Message;
end
function OnPlayerRightClickingEntity(a_Player, a_Entity)
LOG("Player " .. a_Player:GetName() .. " right-clicking entity ID " .. a_Entity:GetUniqueID() .. ", a " .. a_Entity:GetClass());
return false;
end
function OnChunkGenerated(a_World, a_ChunkX, a_ChunkZ, a_ChunkDesc)
-- Get the topmost block coord:
local Height = a_ChunkDesc:GetHeight(0, 0);
-- Create a sign there:
a_ChunkDesc:SetBlockTypeMeta(0, Height + 1, 0, E_BLOCK_SIGN_POST, 0);
local BlockEntity = a_ChunkDesc:GetBlockEntity(0, Height + 1, 0);
if (BlockEntity ~= nil) then
LOG("Setting sign lines...");
local SignEntity = tolua.cast(BlockEntity, "cSignEntity");
SignEntity:SetLines("Chunk:", tonumber(a_ChunkX) .. ", " .. tonumber(a_ChunkZ), "", "(Debuggers)");
end
-- Update the heightmap:
a_ChunkDesc:SetHeight(0, 0, Height + 1);
end
-- Function "round" copied from http://lua-users.org/wiki/SimpleRound
function round(num, idp)
local mult = 10^(idp or 0)
if num >= 0 then return math.floor(num * mult + 0.5) / mult
else return math.ceil(num * mult - 0.5) / mult end
end
function HandleListEntitiesCmd(Split, Player)
local NumEntities = 0;
local ListEntity = function(Entity)
if (Entity:IsDestroyed()) then
-- The entity has already been destroyed, don't list it
return false;
end;
local cls = Entity:GetClass();
Player:SendMessage(" " .. Entity:GetUniqueID() .. ": " .. cls .. " {" .. round(Entity:GetPosX(), 2) .. ", " .. round(Entity:GetPosY(), 2) .. ", " .. round(Entity:GetPosZ(), 2) .."}");
if (cls == "cPickup") then
local Pickup = Entity;
tolua.cast(Pickup, "cPickup");
Player:SendMessage(" Age: " .. Pickup:GetAge() .. ", IsCollected: " .. tostring(Pickup:IsCollected()));
end
NumEntities = NumEntities + 1;
end
Player:SendMessage("Listing all entities...");
Player:GetWorld():ForEachEntity(ListEntity);
Player:SendMessage("List finished, " .. NumEntities .. " entities listed");
return true;
end
function HandleKillEntitiesCmd(Split, Player)
local NumEntities = 0;
local KillEntity = function(Entity)
-- kill everything except for players:
if (Entity:GetEntityType() ~= cEntity.etPlayer) then
Entity:Destroy();
NumEntities = NumEntities + 1;
end;
end
Player:SendMessage("Killing all entities...");
Player:GetWorld():ForEachEntity(KillEntity);
Player:SendMessage("Killed " .. NumEntities .. " entities.");
return true;
end
function HandleWoolCmd(Split, Player)
local Wool = cItem(E_BLOCK_WOOL, 1, E_META_WOOL_BLUE);
Player:GetInventory():SetArmorSlot(0, Wool);
Player:GetInventory():SetArmorSlot(1, Wool);
Player:GetInventory():SetArmorSlot(2, Wool);
Player:GetInventory():SetArmorSlot(3, Wool);
Player:SendMessage("You have been bluewooled :)");
return true;
end
function HandleTestWndCmd(a_Split, a_Player)
local WindowType = cWindow.wtHopper;
local WindowSizeX = 5;
local WindowSizeY = 1;
if (#a_Split == 4) then
WindowType = tonumber(a_Split[2]);
WindowSizeX = tonumber(a_Split[3]);
WindowSizeY = tonumber(a_Split[4]);
elseif (#a_Split ~= 1) then
a_Player:SendMessage("Usage: /testwnd [WindowType WindowSizeX WindowSizeY]");
return true;
end
-- Test out the OnClosing callback's ability to refuse to close the window
local attempt = 1;
local OnClosing = function(Window, Player, CanRefuse)
Player:SendMessage("Window closing attempt #" .. attempt .. "; CanRefuse = " .. tostring(CanRefuse));
attempt = attempt + 1;
return CanRefuse and (attempt <= 3); -- refuse twice, then allow, unless CanRefuse is set to true
end
-- Log the slot changes
local OnSlotChanged = function(Window, SlotNum)
LOG("Window \"" .. Window:GetWindowTitle() .. "\" slot " .. SlotNum .. " changed.");
end
local Window = cLuaWindow(WindowType, WindowSizeX, WindowSizeY, "TestWnd");
local Item2 = cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1");
local Item3 = cItem(E_ITEM_DIAMOND_SHOVEL);
Item3.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 4);
local Item4 = cItem(Item3); -- Copy
Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3); -- Add enchantment
Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5); -- Overwrite existing level
local Item5 = cItem(E_ITEM_DIAMOND_CHESTPLATE, 1, 0, "thorns=1;unbreaking=3");
Window:SetSlot(a_Player, 0, cItem(E_ITEM_DIAMOND, 64));
Window:SetSlot(a_Player, 1, Item2);
Window:SetSlot(a_Player, 2, Item3);
Window:SetSlot(a_Player, 3, Item4);
Window:SetSlot(a_Player, 4, Item5);
Window:SetOnClosing(OnClosing);
Window:SetOnSlotChanged(OnSlotChanged);
a_Player:OpenWindow(Window);
-- To make sure that the object has the correct life-management in Lua,
-- let's garbage-collect in the following few ticks
GCOnTick = 10;
return true;
end
function HandleGCCmd(a_Split, a_Player)
collectgarbage();
return true;
end
function HandleFastCmd(a_Split, a_Player)
if (a_Player:GetNormalMaxSpeed() <= 0.11) then
-- The player has normal speed, set double speed:
a_Player:SetNormalMaxSpeed(0.2);
a_Player:SendMessage("You are now fast");
else
-- The player has fast speed, set normal speed:
a_Player:SetNormalMaxSpeed(0.1);
a_Player:SendMessage("Back to normal speed");
end
return true;
end
function HandleDashCmd(a_Split, a_Player)
if (a_Player:GetSprintingMaxSpeed() <= 0.14) then
-- The player has normal sprinting speed, set double Sprintingspeed:
a_Player:SetSprintingMaxSpeed(0.4);
a_Player:SendMessage("You can now sprint very fast");
else
-- The player has fast sprinting speed, set normal sprinting speed:
a_Player:SetSprintingMaxSpeed(0.13);
a_Player:SendMessage("Back to normal sprinting");
end
return true;
end;
function HandleHungerCmd(a_Split, a_Player)
a_Player:SendMessage("FoodLevel: " .. a_Player:GetFoodLevel());
a_Player:SendMessage("FoodSaturationLevel: " .. a_Player:GetFoodSaturationLevel());
a_Player:SendMessage("FoodTickTimer: " .. a_Player:GetFoodTickTimer());
a_Player:SendMessage("FoodExhaustionLevel: " .. a_Player:GetFoodExhaustionLevel());
a_Player:SendMessage("FoodPoisonedTicksRemaining: " .. a_Player:GetFoodPoisonedTicksRemaining());
return true;
end
function HandlePoisonCmd(a_Split, a_Player)
a_Player:FoodPoison(15 * 20);
return true;
end
function HandleStarveCmd(a_Split, a_Player)
a_Player:SetFoodLevel(0);
a_Player:SendMessage("You are now starving");
return true;
end
function HandleFoodLevelCmd(a_Split, a_Player)
if (#a_Split ~= 2) then
a_Player:SendMessage("Missing an argument: the food level to set");
return true;
end
a_Player:SetFoodLevel(tonumber(a_Split[2]));
a_Player:SetFoodSaturationLevel(5);
a_Player:SetFoodExhaustionLevel(0);
a_Player:SendMessage(
"Food level set to " .. a_Player:GetFoodLevel() ..
", saturation reset to " .. a_Player:GetFoodSaturationLevel() ..
" and exhaustion reset to " .. a_Player:GetFoodExhaustionLevel()
);
return true;
end
function HandleSpideyCmd(a_Split, a_Player)
-- Place a line of cobwebs from the player's eyes until non-air block, in the line-of-sight of the player
local World = a_Player:GetWorld();
local Callbacks = {
OnNextBlock = function(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta)
if (a_BlockType ~= E_BLOCK_AIR) then
-- abort the trace
return true;
end
World:SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_COBWEB, 0);
end
};
local EyePos = a_Player:GetEyePosition();
local LookVector = a_Player:GetLookVector();
LookVector:Normalize();
-- Start cca 2 blocks away from the eyes
local Start = EyePos + LookVector + LookVector;
local End = EyePos + LookVector * 50;
cLineBlockTracer.Trace(World, Callbacks, Start.x, Start.y, Start.z, End.x, End.y, End.z);
return true;
end
function HandleEnchCmd(a_Split, a_Player)
local Wnd = cLuaWindow(cWindow.wtEnchantment, 1, 1, "Ench");
a_Player:OpenWindow(Wnd);
Wnd:SetProperty(0, 10);
Wnd:SetProperty(1, 15);
Wnd:SetProperty(2, 25);
return true;
end
function HandleFoodStatsCmd(a_Split, a_Player)
g_ShowFoodStats = not(g_ShowFoodStats);
return true;
end
function HandleArrowCmd(a_Split, a_Player)
local World = a_Player:GetWorld();
local Pos = a_Player:GetEyePosition();
local Speed = a_Player:GetLookVector();
Speed:Normalize();
Pos = Pos + Speed;
World:CreateProjectile(Pos.x, Pos.y, Pos.z, cProjectileEntity.pkArrow, a_Player, Speed * 10);
return true;
end
function HandleFireballCmd(a_Split, a_Player)
local World = a_Player:GetWorld();
local Pos = a_Player:GetEyePosition();
local Speed = a_Player:GetLookVector();
Speed:Normalize();
Pos = Pos + Speed * 2;
World:CreateProjectile(Pos.x, Pos.y, Pos.z, cProjectileEntity.pkGhastFireball, a_Player, Speed * 10);
return true;
end
function HandleAddExperience(a_Split, a_Player)
a_Player:DeltaExperience(200);
return true;
end
function HandleRemoveXp(a_Split, a_Player)
a_Player:SetCurrentExperience(0);
return true;
end
function HandleFill(a_Split, a_Player)
local World = a_Player:GetWorld();
local ChunkX = a_Player:GetChunkX();
local ChunkZ = a_Player:GetChunkZ();
World:ForEachBlockEntityInChunk(ChunkX, ChunkZ,
function(a_BlockEntity)
local BlockType = a_BlockEntity:GetBlockType();
if (
(BlockType == E_BLOCK_CHEST) or
(BlockType == E_BLOCK_DISPENSER) or
(BlockType == E_BLOCK_DROPPER) or
(BlockType == E_BLOCK_FURNACE) or
(BlockType == E_BLOCK_HOPPER)
) then
-- This block entity has items (inherits from cBlockEntityWithItems), fill it:
-- Note that we're not touching lit furnaces, don't wanna mess them up
local EntityWithItems = tolua.cast(a_BlockEntity, "cBlockEntityWithItems");
local ItemGrid = EntityWithItems:GetContents();
local NumSlots = ItemGrid:GetNumSlots();
local ItemToSet = cItem(E_ITEM_GOLD_NUGGET);
for i = 0, NumSlots - 1 do
if (ItemGrid:GetSlot(i):IsEmpty()) then
ItemGrid:SetSlot(i, ItemToSet);
end
end
end
end
);
return true;
end
function HandleFurnaceRecipe(a_Split, a_Player)
local HeldItem = a_Player:GetEquippedItem();
local Out, NumTicks, In = cRoot.GetFurnaceRecipe(HeldItem);
if (Out ~= nil) then
a_Player:SendMessage(
"Furnace turns " .. ItemToFullString(In) ..
" to " .. ItemToFullString(Out) ..
" in " .. NumTicks .. " ticks (" ..
tostring(NumTicks / 20) .. " seconds)."
);
else
a_Player:SendMessage("There is no furnace recipe that would smelt " .. ItemToString(HeldItem));
end
return true;
end
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