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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)
--[[
-- Test multiple hook handlers:
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick1);
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick2);
--]]
local PM = cPluginManager;
PM:AddHook(cPluginManager.HOOK_PLAYER_USING_BLOCK, OnPlayerUsingBlock);
PM:AddHook(cPluginManager.HOOK_PLAYER_USING_ITEM, OnPlayerUsingItem);
PM:AddHook(cPluginManager.HOOK_TAKE_DAMAGE, OnTakeDamage);
PM:AddHook(cPluginManager.HOOK_TICK, OnTick);
PM:AddHook(cPluginManager.HOOK_CHAT, OnChat);
PM:AddHook(cPluginManager.HOOK_PLAYER_RIGHT_CLICKING_ENTITY, OnPlayerRightClickingEntity);
PM:AddHook(cPluginManager.HOOK_WORLD_TICK, OnWorldTick);
PM:AddHook(cPluginManager.HOOK_PLUGINS_LOADED, OnPluginsLoaded);
PM:AddHook(cPluginManager.HOOK_PLAYER_JOINED, OnPlayerJoined);
PM:AddHook(cPluginManager.HOOK_PROJECTILE_HIT_BLOCK, OnProjectileHitBlock);
PM:AddHook(cPluginManager.HOOK_CHUNK_UNLOADING, OnChunkUnloading);
PM:AddHook(cPluginManager.HOOK_WORLD_STARTED, OnWorldStarted);
PM:AddHook(cPluginManager.HOOK_PROJECTILE_HIT_BLOCK, OnProjectileHitBlock);
-- _X: Disabled WECUI manipulation:
-- PM:AddHook(cPluginManager.HOOK_PLUGIN_MESSAGE, OnPluginMessage);
-- _X: Disabled so that the normal operation doesn't interfere with anything
-- PM:AddHook(cPluginManager.HOOK_CHUNK_GENERATED, OnChunkGenerated);
-- Load the InfoReg shared library:
dofile(cPluginManager:GetPluginsPath() .. "/InfoReg.lua")
-- Bind all the commands:
RegisterPluginInfoCommands();
-- Bind all the console commands:
RegisterPluginInfoConsoleCommands();
Plugin:AddWebTab("Debuggers", HandleRequest_Debuggers)
Plugin:AddWebTab("StressTest", HandleRequest_StressTest)
-- 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()
-- TestPluginCalls()
TestBlockAreasString()
TestStringBase64()
-- TestUUIDFromName()
-- TestRankMgr()
--[[
-- Test cCompositeChat usage in console-logging:
LOGINFO(cCompositeChat("This is a simple message with some @2 color formatting @4 and http://links.to .")
:AddSuggestCommandPart("(Suggested command)", "cmd")
:AddRunCommandPart("(Run command)", "cmd")
:SetMessageType(mtInfo)
)
--]]
return true
end;
function TestPluginCalls()
-- In order to test the inter-plugin communication, we're going to call Core's ReturnColorFromChar() function
-- It is a rather simple function that doesn't need any tables as its params and returns a value, too
-- Note the signature: function ReturnColorFromChar( Split, char ) ... return cChatColog.Gray ... end
-- The Split parameter should be a table, but it is not used in that function anyway,
-- so we can get away with passing nil to it.
-- Use the old, deprecated and unsafe method:
local Core = cPluginManager:Get():GetPlugin("Core")
if (Core ~= nil) then
LOGINFO("Calling Core::ReturnColorFromChar() the old-fashioned way...")
local Gray = Core:Call("ReturnColorFromChar", nil, "8")
if (Gray ~= cChatColor.Gray) then
LOGWARNING("Call failed, exp " .. cChatColor.Gray .. ", got " .. (Gray or "<nil>"))
else
LOGINFO("Call succeeded")
end
end
-- Use the new method:
LOGINFO("Calling Core::ReturnColorFromChar() the recommended way...")
local Gray = cPluginManager:CallPlugin("Core", "ReturnColorFromChar", nil, "8")
if (Gray ~= cChatColor.Gray) then
LOGWARNING("Call failed, exp " .. cChatColor.Gray .. ", got " .. (Gray or "<nil>"))
else
LOGINFO("Call succeeded")
end
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 TestBlockAreasString()
-- Write one area to string, then to file:
local BA1 = cBlockArea()
BA1:Create(5, 5, 5, cBlockArea.baTypes + cBlockArea.baMetas)
BA1:Fill(cBlockArea.baTypes, E_BLOCK_DIAMOND_BLOCK)
BA1:FillRelCuboid(1, 3, 1, 3, 1, 3, cBlockArea.baTypes, E_BLOCK_GOLD_BLOCK)
local Data = BA1:SaveToSchematicString()
if ((type(Data) ~= "string") or (Data == "")) then
LOG("Cannot save schematic to string")
return
end
cFile:CreateFolder("schematics")
local f = io.open("schematics/StringTest.schematic", "wb")
f:write(Data)
f:close()
-- Load a second area from that file:
local BA2 = cBlockArea()
if not(BA2:LoadFromSchematicFile("schematics/StringTest.schematic")) then
LOG("Cannot read schematic from string test file")
return
end
BA2:Clear()
-- Load another area from a string in that file:
f = io.open("schematics/StringTest.schematic", "rb")
Data = f:read("*all")
if not(BA2:LoadFromSchematicString(Data)) then
LOG("Cannot load schematic from string")
end
end
function TestStringBase64()
-- Create a binary string:
local s = ""
for i = 0, 255 do
s = s .. string.char(i)
end
-- Roundtrip through Base64:
local Base64 = Base64Encode(s)
local UnBase64 = Base64Decode(Base64)
assert(UnBase64 == s)
end
function TestUUIDFromName()
LOG("Testing UUID-from-Name resolution...")
-- Test by querying a few existing names, along with a non-existent one:
local PlayerNames =
{
"xoft",
"aloe_vera",
"nonexistent_player",
}
-- WARNING: Blocking operation! DO NOT USE IN TICK THREAD!
local UUIDs = cMojangAPI:GetUUIDsFromPlayerNames(PlayerNames)
-- Log the results:
for _, name in ipairs(PlayerNames) do
local UUID = UUIDs[name]
if (UUID == nil) then
LOG(" UUID(" .. name .. ") not found.")
else
LOG(" UUID(" .. name .. ") = \"" .. UUID .. "\"")
end
end
-- Test once more with the same players, valid-only. This should go directly from cache, so fast.
LOG("Testing again with the same valid players...")
local ValidPlayerNames =
{
"xoft",
"aloe_vera",
}
UUIDs = cMojangAPI:GetUUIDsFromPlayerNames(ValidPlayerNames);
-- Log the results:
for _, name in ipairs(ValidPlayerNames) do
local UUID = UUIDs[name]
if (UUID == nil) then
LOG(" UUID(" .. name .. ") not found.")
else
LOG(" UUID(" .. name .. ") = \"" .. UUID .. "\"")
end
end
-- Test yet again, cache-only:
LOG("Testing once more, cache only...")
local PlayerNames3 =
{
"xoft",
"aloe_vera",
"notch", -- Valid player name, but not cached (most likely :)
}
UUIDs = cMojangAPI:GetUUIDsFromPlayerNames(PlayerNames3, true)
-- Log the results:
for _, name in ipairs(PlayerNames3) do
local UUID = UUIDs[name]
if (UUID == nil) then
LOG(" UUID(" .. name .. ") not found.")
else
LOG(" UUID(" .. name .. ") = \"" .. UUID .. "\"")
end
end
LOG("UUID-from-Name resolution tests finished.")
LOG("Performing a Name-from-UUID test...")
-- local NameToTest = "aloe_vera"
local NameToTest = "xoft"
local Name = cMojangAPI:GetPlayerNameFromUUID(UUIDs[NameToTest])
LOG("Name(" .. UUIDs[NameToTest] .. ") = '" .. Name .. "', expected '" .. NameToTest .. "'.")
LOG("Name-from-UUID test finished.")
end
function TestRankMgr()
LOG("Testing the rank manager")
cRankManager:AddRank("LuaRank")
cRankManager:AddGroup("LuaTestGroup")
cRankManager:AddGroupToRank("LuaTestGroup", "LuaRank")
cRankManager:AddPermissionToGroup("luaperm", "LuaTestGroup")
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 Valid, Type, Meta = Player:GetWorld():GetBlockTypeMeta(BlockX, BlockY, BlockZ);
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);
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 OnPluginsLoaded()
LOG("All plugins loaded");
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
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 HandleNickCmd(Split, Player)
if (Split[2] == nil) then
Player:SendMessage("Usage: /nick [CustomName]");
return true;
end
Player:SetCustomName(Split[2]);
Player:SendMessageSuccess("Custom name setted to " .. Player:GetCustomName() .. "!")
return true
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
function HandleFurnaceFuel(a_Split, a_Player)
local HeldItem = a_Player:GetEquippedItem();
local NumTicks = cRoot:GetFurnaceFuelBurnTime(HeldItem);
if (NumTicks > 0) then
a_Player:SendMessage(
ItemToFullString(HeldItem) .. " would power a furnace for " .. NumTicks ..
" ticks (" .. tostring(NumTicks / 20) .. " seconds)."
);
else
a_Player:SendMessage(ItemToString(HeldItem) .. " will not power furnaces.");
end
return true;
end
function HandleSched(a_Split, a_Player)
local World = a_Player:GetWorld()
-- Schedule a broadcast of a countdown message:
for i = 1, 10 do
World:ScheduleTask(i * 20,
function(a_World)
a_World:BroadcastChat("Countdown: " .. 11 - i)
end
)
end
-- Schedule a broadcast of the final message and a note to the originating player
-- Note that we CANNOT use the a_Player in the callback - what if the player disconnected?
-- Therefore we store the player's EntityID
local PlayerID = a_Player:GetUniqueID()
World:ScheduleTask(220,
function(a_World)
a_World:BroadcastChat("Countdown: BOOM")
a_World:DoWithEntityByID(PlayerID,
function(a_Entity)
if (a_Entity:IsPlayer()) then
-- Although unlikely, it is possible that this player is not the originating player
-- However, I leave this as an excercise to you to fix this "bug"
local Player = tolua.cast(a_Entity, "cPlayer")
Player:SendMessage("Countdown finished")
end
end
)
end
)
return true
end
function HandleRMItem(a_Split, a_Player)
-- Check params:
if (a_Split[2] == nil) then
a_Player:SendMessage("Usage: /rmitem <Item> [Count]")
return true
end
-- Parse the item type:
local Item = cItem()
if (not StringToItem(a_Split[2], Item)) then
a_Player:SendMessageFailure(a_Split[2] .. " isn't a valid item")
return true
end
-- Parse the optional item count
if (a_Split[3] ~= nil) then
local Count = tonumber(a_Split[3])
if (Count == nil) then
a_Player:SendMessageFailure(a_Split[3] .. " isn't a valid number")
return true
end
Item.m_ItemCount = Count
end
-- Remove the item:
local NumRemovedItems = a_Player:GetInventory():RemoveItem(Item)
a_Player:SendMessageSuccess("Removed " .. NumRemovedItems .. " Items!")
return true
end
function HandleRequest_Debuggers(a_Request)
local FolderContents = cFile:GetFolderContents("./");
return "<p>The following objects have been returned by cFile:GetFolderContents():<ul><li>" .. table.concat(FolderContents, "</li><li>") .. "</li></ul></p>";
end
local g_Counter = 0
local g_JavaScript =
[[
<script>
function createXHR()
{
var request = false;
try {
request = new ActiveXObject('Msxml2.XMLHTTP');
}
catch (err2)
{
try
{
request = new ActiveXObject('Microsoft.XMLHTTP');
}
catch (err3)
{
try
{
request = new XMLHttpRequest();
}
catch (err1)
{
request = false;
}
}
}
return request;
}
function RefreshCounter()
{
var xhr = createXHR();
xhr.onreadystatechange = function()
{
if (xhr.readyState == 4)
{
document.getElementById("cnt").innerHTML = xhr.responseText;
}
};
xhr.open("POST", "/~webadmin/Debuggers/StressTest", true);
xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');
xhr.send("counter=true");
}
setInterval(RefreshCounter, 10)
</script>
]]
function HandleRequest_StressTest(a_Request)
if (a_Request.PostParams["counter"]) then
g_Counter = g_Counter + 1
return tostring(g_Counter)
end
return g_JavaScript .. "<p>The counter below should be reloading as fast as possible</p><div id='cnt'>0</div>"
end
function OnPluginMessage(a_Client, a_Channel, a_Message)
LOGINFO("Received a plugin message from client " .. a_Client:GetUsername() .. ": channel '" .. a_Channel .. "', message '" .. a_Message .. "'");
if (a_Channel == "REGISTER") then
if (a_Message:find("WECUI")) then
-- The client has WorldEditCUI mod installed, test the comm by sending a few WECUI messages:
--[[
WECUI messages have the following generic format:
<shape>|<params>
If shape is p (cuboid selection), the params are sent individually for each corner click and have the following format:
<point-index>|<x>|<y>|<z>|<volume>
point-index is 0 or 1 (lclk / rclk)
volume is the 3D volume of the current cuboid selected (all three coords' deltas multiplied), including the edge blocks; -1 if N/A
--]]
-- Select a 51 * 51 * 51 block cuboid:
a_Client:SendPluginMessage("WECUI", "p|0|50|50|50|-1");
a_Client:SendPluginMessage("WECUI", "p|1|100|100|100|132651"); -- 132651 = 51 * 51 * 51
end
end
end
function HandleChunkStay(a_Split, a_Player)
-- As an example of using ChunkStay, this call will load 3x3 chunks around the specified chunk coords,
-- then build an obsidian pillar in the middle of each one.
-- Once complete, the player will be teleported to the middle pillar
if (#a_Split ~= 3) then
a_Player:SendMessageInfo("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:SendMessageFailure("Invalid chunk coords.")
return true
end
local World = a_Player:GetWorld()
local PlayerID = a_Player:GetUniqueID()
a_Player:SendMessageInfo("Loading chunks, stand by...");
-- Set the wanted chunks:
local Chunks = {}
for z = -1, 1 do for x = -1, 1 do
table.insert(Chunks, {ChunkX + x, ChunkZ + z})
end end
-- The function that is called when all chunks are available
-- Will perform the actual action with all those chunks
-- Note that the player needs to be referenced using their EntityID - in case they disconnect before the chunks load
local OnAllChunksAvailable = function()
LOGINFO("ChunkStay all chunks now available")
-- 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:SendMessageSuccess("ChunkStay fully available")
end
)
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 the chunks load
local OnChunkAvailable = function(a_ChunkX, a_ChunkZ)
LOGINFO("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]")
World:DoWithEntityByID(PlayerID,
function (a_CallbackPlayer)
a_CallbackPlayer:SendMessageInfo("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]")
end
)
end
-- Process the ChunkStay:
World:ChunkStay(Chunks, OnChunkAvailable, OnAllChunksAvailable)
return true
end
function HandleCompo(a_Split, a_Player)
-- Send one composite message to self:
local msg = cCompositeChat()
msg:AddTextPart("Hello! ", "b@e") -- bold yellow
msg:AddUrlPart("MCServer", "http://mc-server.org")
msg:AddTextPart(" rules! ")
msg:AddRunCommandPart("Set morning", "/time set 0")
a_Player:SendMessage(msg)
-- Broadcast another one to the world:
local msg2 = cCompositeChat()
msg2:AddSuggestCommandPart(a_Player:GetName(), "/tell " .. a_Player:GetName() .. " ")
msg2:AddTextPart(" knows how to use cCompositeChat!");
a_Player:GetWorld():BroadcastChat(msg2)
return true
end
function HandleSetBiome(a_Split, a_Player)
local Biome = biJungle
local Size = 20
local SplitSize = #a_Split
if (SplitSize > 3) then
a_Player:SendMessage("Too many parameters. Usage: " .. a_Split[1] .. " <BiomeType>")
return true
end
if (SplitSize >= 2) then
Biome = StringToBiome(a_Split[2])
if (Biome == biInvalidBiome) then
a_Player:SendMessage("Unknown biome: '" .. a_Split[2] .. "'. Command ignored.")
return true
end
end
if (SplitSize >= 3) then
Size = tostring(a_Split[3])
if (Size == nil) then
a_Player:SendMessage("Unknown size: '" .. a_Split[3] .. "'. Command ignored.")
return true
end
end
local BlockX = math.floor(a_Player:GetPosX())
local BlockZ = math.floor(a_Player:GetPosZ())
a_Player:GetWorld():SetAreaBiome(BlockX - Size, BlockX + Size, BlockZ - Size, BlockZ + Size, Biome)
a_Player:SendMessage(
"Blocks {" .. (BlockX - Size) .. ", " .. (BlockZ - Size) ..
"} - {" .. (BlockX + Size) .. ", " .. (BlockZ + Size) ..
"} set to biome #" .. tostring(Biome) .. "."
)
return true
end
function HandleWESel(a_Split, a_Player)
-- Check if the selection is a cuboid:
local IsCuboid = cPluginManager:CallPlugin("WorldEdit", "IsPlayerSelectionCuboid")
if (IsCuboid == nil) then
a_Player:SendMessage(cCompositeChat():SetMessageType(mtFailure):AddTextPart("Cannot adjust selection, WorldEdit is not loaded"))
return true
elseif (IsCuboid == false) then
a_Player:SendMessage(cCompositeChat():SetMessageType(mtFailure):AddTextPart("Cannot adjust selection, the selection is not a cuboid"))
return true
end
-- Get the selection:
local SelCuboid = cCuboid()
local IsSuccess = cPluginManager:CallPlugin("WorldEdit", "GetPlayerCuboidSelection", a_Player, SelCuboid)
if not(IsSuccess) then
a_Player:SendMessage(cCompositeChat():SetMessageType(mtFailure):AddTextPart("Cannot adjust selection, WorldEdit reported failure while getting current selection"))
return true
end
-- Adjust the selection:
local NumBlocks = tonumber(a_Split[2] or "1") or 1
SelCuboid:Expand(NumBlocks, NumBlocks, 0, 0, NumBlocks, NumBlocks)
-- Set the selection:
IsSuccess = cPluginManager:CallPlugin("WorldEdit", "SetPlayerCuboidSelection", a_Player, SelCuboid)
if not(IsSuccess) then
a_Player:SendMessage(cCompositeChat():SetMessageType(mtFailure):AddTextPart("Cannot adjust selection, WorldEdit reported failure while setting new selection"))
return true
end
a_Player:SendMessage(cCompositeChat():SetMessageType(mtInformation):AddTextPart("Successfully adjusted the selection by " .. NumBlocks .. " block(s)"))
return true
end
function OnPlayerJoined(a_Player)
-- Test composite chat chaining:
a_Player:SendMessage(cCompositeChat()
:AddTextPart("Hello, ")
:AddUrlPart(a_Player:GetName(), "http://www.mc-server.org", "u@2")
:AddSuggestCommandPart(", and welcome.", "/help", "u")
:AddRunCommandPart(" SetDay", "/time set 0")
)
end
function OnProjectileHitBlock(a_Projectile, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_BlockHitPos)
-- Test projectile hooks by setting the blocks they hit on fire:
local BlockX, BlockY, BlockZ = AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)
local World = a_Projectile:GetWorld()
World:SetBlock(BlockX, BlockY, BlockZ, E_BLOCK_FIRE, 0)
end
function OnChunkUnloading(a_World, a_ChunkX, a_ChunkZ)
-- Do not let chunk [0, 0] unload, so that it continues ticking [cWorld:SetChunkAlwaysTicked() test]
if ((a_ChunkX == 0) and (a_ChunkZ == 0)) then
return true
end
end
function OnWorldStarted(a_World)
-- Make the chunk [0, 0] in every world keep ticking [cWorld:SetChunkAlwaysTicked() test]
a_World:ChunkStay({{0, 0}}, nil,
function()
-- The chunk is loaded, make it always tick:
a_World:SetChunkAlwaysTicked(0, 0, true)
end
)
end
function OnProjectileHitBlock(a_ProjectileEntity, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_BlockHitPos)
-- This simple test is for testing issue #1326 - simply declaring this hook would crash the server upon call
LOG("Projectile hit block")
LOG(" Projectile EntityID: " .. a_ProjectileEntity:GetUniqueID())
LOG(" Block: {" .. a_BlockX .. ", " .. a_BlockY .. ", " .. a_BlockZ .. "}, face " .. a_BlockFace)
LOG(" HitPos: {" .. a_BlockHitPos.x .. ", " .. a_BlockHitPos.y .. ", " .. a_BlockHitPos.z .. "}")
end
local PossibleItems =
{
cItem(E_ITEM_DIAMOND),
cItem(E_ITEM_GOLD),
cItem(E_ITEM_IRON),
cItem(E_ITEM_DYE, 1, E_META_DYE_BLUE), -- Lapis lazuli
cItem(E_ITEM_COAL),
}
function HandlePickups(a_Split, a_Player)
local PlayerX = a_Player:GetPosX()
local PlayerY = a_Player:GetPosY()
local PlayerZ = a_Player:GetPosZ()
local World = a_Player:GetWorld()
local Range = 12
for x = 0, Range do for z = 0, Range do
local px = PlayerX + x - Range / 2
local pz = PlayerZ + z - Range / 2
local Items = cItems()
Items:Add(PossibleItems[math.random(#PossibleItems)])
World:SpawnItemPickups(Items, px, PlayerY, pz, 0)
end end -- for z, for x
return true
end
function HandlePoof(a_Split, a_Player)
local PlayerPos = Vector3d(a_Player:GetPosition()) -- Create a copy of the position
PlayerPos.y = PlayerPos.y - 1
local Box = cBoundingBox(PlayerPos, 4, 2)
local NumEntities = 0
a_Player:GetWorld():ForEachEntityInBox(Box,
function (a_Entity)
if not(a_Entity:IsPlayer()) then
local AddSpeed = a_Entity:GetPosition() - PlayerPos -- Speed away from the player
a_Entity:AddSpeed(AddSpeed * 32 / (AddSpeed:SqrLength() + 1)) -- The further away, the less speed to add
NumEntities = NumEntities + 1
end
end
)
a_Player:SendMessage("Poof! (" .. NumEntities .. " entities)")
return true
end
-- List of hashing functions to test:
local HashFunctions =
{
{"md5", md5 },
{"cCryptoHash.md5", cCryptoHash.md5 },
{"cCryptoHash.md5HexString", cCryptoHash.md5HexString },
{"cCryptoHash.sha1", cCryptoHash.sha1 },
{"cCryptoHash.sha1HexString", cCryptoHash.sha1HexString },
}
-- List of strings to try hashing:
local HashExamples =
{
"",
"\0",
"test",
}
function HandleConsoleHash(a_Split)
for _, str in ipairs(HashExamples) do
LOG("Hashing string \"" .. str .. "\":")
for _, hash in ipairs(HashFunctions) do
if not(hash[2]) then
LOG("Hash function " .. hash[1] .. " doesn't exist in the API!")
else
LOG(hash[1] .. "() = " .. hash[2](str))
end
end -- for hash - HashFunctions[]
end -- for str - HashExamples[]
return true
end
function HandleConsoleLoadChunk(a_Split)
-- Check params:
local numParams = #a_Split
if (numParams ~= 3) and (numParams ~= 4) then
return true, "Usage: " .. a_Split[1] .. " <ChunkX> <ChunkZ> [<WorldName>]"
end
-- Get the chunk coords:
local chunkX = tonumber(a_Split[2])
if (chunkX == nil) then
return true, "Not a number: '" .. a_Split[2] .. "'"
end
local chunkZ = tonumber(a_Split[3])
if (chunkZ == nil) then
return true, "Not a number: '" .. a_Split[3] .. "'"
end
-- Get the world:
local world
if (a_Split[4] == nil) then
world = cRoot:Get():GetDefaultWorld()
else
world = cRoot:Get():GetWorld(a_Split[4])
if (world == nil) then
return true, "There's no world named '" .. a_Split[4] .. "'."
end
end
-- Queue a ChunkStay for the chunk, log a message when the chunk is loaded:
world:ChunkStay({{chunkX, chunkZ}}, nil,
function()
LOG("Chunk [" .. chunkX .. ", " .. chunkZ .. "] is loaded")
end
)
return true
end
function HandleConsolePrepareChunk(a_Split)
-- Check params:
local numParams = #a_Split
if (numParams ~= 3) and (numParams ~= 4) then
return true, "Usage: " .. a_Split[1] .. " <ChunkX> <ChunkZ> [<WorldName>]"
end
-- Get the chunk coords:
local chunkX = tonumber(a_Split[2])
if (chunkX == nil) then
return true, "Not a number: '" .. a_Split[2] .. "'"
end
local chunkZ = tonumber(a_Split[3])
if (chunkZ == nil) then
return true, "Not a number: '" .. a_Split[3] .. "'"
end
-- Get the world:
local world
if (a_Split[4] == nil) then
world = cRoot:Get():GetDefaultWorld()
else
world = cRoot:Get():GetWorld(a_Split[4])
if (world == nil) then
return true, "There's no world named '" .. a_Split[4] .. "'."
end
end
-- Queue the chunk for preparing, log a message when prepared:
world:PrepareChunk(chunkX, chunkZ,
function(a_CBChunkX, a_CBChunkZ)
LOG("Chunk [" .. chunkX .. ", " .. chunkZ .. "] has been prepared")
end
)
return true
end
function HandleConsoleSchedule(a_Split)
local prev = os.clock()
LOG("Scheduling a task for 2 seconds in the future (current os.clock is " .. prev .. ")")
cRoot:Get():GetDefaultWorld():ScheduleTask(40,
function ()
local current = os.clock()
local diff = current - prev
LOG("Scheduled function is called. Current os.clock is " .. current .. ", difference is " .. diff .. ")")
end
)
return true, "Task scheduled"
end
function HandleConsoleBBox(a_Split)
local bbox = cBoundingBox(0, 10, 0, 10, 0, 10)
local v1 = Vector3d(1, 1, 1)
local v2 = Vector3d(5, 5, 5)
local v3 = Vector3d(11, 11, 11)
if (bbox:IsInside(v1)) then
LOG("v1 is inside bbox")
else
LOG("v1 is not inside bbox")
end
if (bbox:IsInside(v2)) then
LOG("v2 is inside bbox")
else
LOG("v2 is not inside bbox")
end
if (bbox:IsInside(v3)) then
LOG("v3 is inside bbox")
else
LOG("v3 is not inside bbox")
end
if (bbox:IsInside(v1, v2)) then
LOG("v1*v2 is inside bbox")
else
LOG("v1*v2 is not inside bbox")
end
if (bbox:IsInside(v2, v1)) then
LOG("v2*v1 is inside bbox")
else
LOG("v2*v1 is not inside bbox")
end
if (bbox:IsInside(v1, v3)) then
LOG("v1*v3 is inside bbox")
else
LOG("v1*v3 is not inside bbox")
end
if (bbox:IsInside(v2, v3)) then
LOG("v2*v3 is inside bbox")
else
LOG("v2*v3 is not inside bbox")
end
return true
end
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