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-- Global variables
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g_DropSpensersToActivate = {}; -- A list of dispensers and droppers (as {World, X, Y Z} quadruplets) that are to be activated every tick
g_HungerReportTick = 10 ;
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g_ShowFoodStats = false ; -- When true, each player's food stats are sent to them every 10 ticks
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function Initialize ( a_Plugin )
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--[[
-- Test multiple hook handlers:
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick1);
cPluginManager.AddHook(cPluginManager.HOOK_TICK, OnTick2);
--]]
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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 );
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PM : AddHook ( cPluginManager.HOOK_PLAYER_JOINED , OnPlayerJoined );
PM : AddHook ( cPluginManager.HOOK_PROJECTILE_HIT_BLOCK , OnProjectileHitBlock );
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PM : AddHook ( cPluginManager.HOOK_CHUNK_UNLOADING , OnChunkUnloading );
PM : AddHook ( cPluginManager.HOOK_WORLD_STARTED , OnWorldStarted );
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PM : AddHook ( cPluginManager.HOOK_PROJECTILE_HIT_BLOCK , OnProjectileHitBlock );
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-- _X: Disabled WECUI manipulation:
-- PM:AddHook(cPluginManager.HOOK_PLUGIN_MESSAGE, OnPluginMessage);
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-- _X: Disabled so that the normal operation doesn't interfere with anything
-- PM:AddHook(cPluginManager.HOOK_CHUNK_GENERATED, OnChunkGenerated);
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-- Load the InfoReg shared library:
dofile ( cPluginManager : GetPluginsPath () .. "/InfoReg.lua" )
-- Bind all the commands:
RegisterPluginInfoCommands ();
-- Bind all the console commands:
RegisterPluginInfoConsoleCommands ();
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a_Plugin : AddWebTab ( "Debuggers" , HandleRequest_Debuggers )
a_Plugin : AddWebTab ( "StressTest" , HandleRequest_StressTest )
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-- Enable the following line for BlockArea / Generator interface testing:
-- PluginManager:AddHook(Plugin, cPluginManager.HOOK_CHUNK_GENERATED);
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-- TestBlockAreas()
-- TestSQLiteBindings()
-- TestExpatBindings()
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TestPluginCalls ()
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TestBlockAreasString ()
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TestStringBase64 ()
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-- TestUUIDFromName()
-- TestRankMgr()
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TestFileExt ()
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TestFileLastMod ()
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TestPluginInterface ()
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local LastSelfMod = cFile : GetLastModificationTime ( a_Plugin : GetLocalFolder () .. "/Debuggers.lua" )
LOG ( "Debuggers.lua last modified on " .. os.date ( "%Y-%m-%dT%H:%M:%S" , LastSelfMod ))
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--[[
-- 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)
)
--]]
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-- Test the crash in #1889:
cPluginManager : AddHook ( cPluginManager.HOOK_PLAYER_RIGHT_CLICKING_ENTITY ,
function ( a_CBPlayer , a_CBEntity )
a_CBPlayer : GetWorld (): DoWithEntityByID ( -- This will crash the server in #1889
a_CBEntity : GetUniqueID (),
function ( Entity )
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LOG ( "RightClicking an entity, crash #1889 fixed. Entity is a " .. tolua.type ( Entity ))
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end
)
end
)
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return true
end ;
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function TestPluginInterface ()
cPluginManager : DoWithPlugin ( "Core" ,
function ( a_CBPlugin )
if ( a_CBPlugin : GetStatus () == cPluginManager.psLoaded ) then
LOG ( "Core plugin was found, version " .. a_CBPlugin : GetVersion ())
else
LOG ( "Core plugin is not loaded" )
end
end
)
cPluginManager : ForEachPlugin (
function ( a_CBPlugin )
LOG ( "Plugin in " .. a_CBPlugin : GetFolderName () .. " has an API name of " .. a_CBPlugin : GetName () .. " and status " .. a_CBPlugin : GetStatus ())
end
)
end
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function TestFileExt ()
assert ( cFile : ChangeFileExt ( "fileless_dir/" , "new" ) == "fileless_dir/" )
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assert ( cFile : ChangeFileExt ( "fileless_dir/" , ".new" ) == "fileless_dir/" )
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assert ( cFile : ChangeFileExt ( "pathless_file.ext" , "new" ) == "pathless_file.new" )
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assert ( cFile : ChangeFileExt ( "pathless_file.ext" , ".new" ) == "pathless_file.new" )
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assert ( cFile : ChangeFileExt ( "path/to/file.ext" , "new" ) == "path/to/file.new" )
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assert ( cFile : ChangeFileExt ( "path/to/file.ext" , ".new" ) == "path/to/file.new" )
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assert ( cFile : ChangeFileExt ( "path/to.dir/file" , "new" ) == "path/to.dir/file.new" )
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assert ( cFile : ChangeFileExt ( "path/to.dir/file" , ".new" ) == "path/to.dir/file.new" )
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assert ( cFile : ChangeFileExt ( "path/to.dir/file.ext" , "new" ) == "path/to.dir/file.new" )
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assert ( cFile : ChangeFileExt ( "path/to.dir/file.ext" , ".new" ) == "path/to.dir/file.new" )
assert ( cFile : ChangeFileExt ( "path/to.dir/file.longext" , "new" ) == "path/to.dir/file.new" )
assert ( cFile : ChangeFileExt ( "path/to.dir/file.longext" , ".new" ) == "path/to.dir/file.new" )
assert ( cFile : ChangeFileExt ( "path/to.dir/file." , "new" ) == "path/to.dir/file.new" )
assert ( cFile : ChangeFileExt ( "path/to.dir/file." , ".new" ) == "path/to.dir/file.new" )
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end
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function TestFileLastMod ()
local f = assert ( io.open ( "test.txt" , "w" ))
f : write ( "test" )
f : close ()
local filetime = cFile : GetLastModificationTime ( "test.txt" )
local ostime = os.time ()
LOG ( "file time: " .. filetime .. ", OS time: " .. ostime .. ", difference: " .. ostime - filetime )
end
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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.
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LOG ( "Debuggers: Calling NoSuchPlugin.FnName()..." )
cPluginManager : CallPlugin ( "NoSuchPlugin" , "FnName" , "SomeParam" )
LOG ( "Debuggers: Calling Core.NoSuchFunction()..." )
cPluginManager : CallPlugin ( "Core" , "NoSuchFunction" , "SomeParam" )
LOG ( "Debuggers: Calling Core.ReturnColorFromChar(..., \" 8 \" )..." )
local Gray = cPluginManager : CallPlugin ( "Core" , "ReturnColorFromChar" , "split" , "8" )
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if ( Gray ~= cChatColor.Gray ) then
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LOGWARNING ( "Debuggers: Call failed, exp " .. cChatColor.Gray .. ", got " .. ( Gray or "<nil>" ))
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else
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LOG ( "Debuggers: Call succeeded" )
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end
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LOG ( "Debuggers: Inter-plugin calls done." )
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end
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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
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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" )
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local f = io.open ( "schematics/StringTest.schematic" , "wb" )
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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:
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f = io.open ( "schematics/StringTest.schematic" , "rb" )
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Data = f : read ( "*all" )
if not ( BA2 : LoadFromSchematicString ( Data )) then
LOG ( "Cannot load schematic from string" )
end
end
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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
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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!
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local UUIDs = cMojangAPI : GetUUIDsFromPlayerNames ( PlayerNames )
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-- 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
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-- 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 );
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-- 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 )
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-- 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." )
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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." )
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end
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function TestRankMgr ()
LOG ( "Testing the rank manager" )
cRankManager : AddRank ( "LuaRank" )
cRankManager : AddGroup ( "LuaTestGroup" )
cRankManager : AddGroupToRank ( "LuaTestGroup" , "LuaRank" )
cRankManager : AddPermissionToGroup ( "luaperm" , "LuaTestGroup" )
end
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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> \n next line \n another 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
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local Valid , Type , Meta = Player : GetWorld (): GetBlockTypeMeta ( BlockX , BlockY , BlockZ );
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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 );
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Valid , Type , Meta = Player : GetWorld (): GetBlockTypeMeta ( X , Y , Z );
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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
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-- LOG(Receiver:GetClass() .. " was dealt " .. DamageTypeToString(TDI.DamageType) .. " damage: Raw " .. TDI.RawDamage .. ", Final " .. TDI.FinalDamage .. " (" .. (TDI.RawDamage - TDI.FinalDamage) .. " covered by armor)");
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return false ;
end
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function OnTick1 ()
-- For testing multiple hook handlers per plugin
LOGINFO ( "Tick1" );
end
function OnTick2 ()
-- For testing multiple hook handlers per plugin
LOGINFO ( "Tick2" );
end
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--- 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
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function OnWorldTick ( a_World , a_Dt )
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-- Report food stats, if switched on:
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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
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function OnChat ( a_Player , a_Message )
return false , "blabla " .. a_Message ;
end
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function OnPlayerRightClickingEntity ( a_Player , a_Entity )
LOG ( "Player " .. a_Player : GetName () .. " right-clicking entity ID " .. a_Entity : GetUniqueID () .. ", a " .. a_Entity : GetClass ());
return false ;
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end
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function OnPluginsLoaded ()
LOG ( "All plugins loaded" );
end
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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 );
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end
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-- 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
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function HandleNickCmd ( Split , Player )
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if ( Split [ 2 ] == nil ) then
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Player : SendMessage ( "Usage: /nick [CustomName]" );
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return true ;
end
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Player : SetCustomName ( Split [ 2 ]);
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Player : SendMessageSuccess ( "Custom name setted to " .. Player : GetCustomName () .. "!" )
return true
end
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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 ;
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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
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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 )
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local WindowType = cWindow.wtHopper ;
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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 ]));
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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 ()
);
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return true ;
end
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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
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function HandleEnchCmd ( a_Split , a_Player )
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local Wnd = cLuaWindow ( cWindow.wtEnchantment , 1 , 1 , "Ench" );
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a_Player : OpenWindow ( Wnd );
Wnd : SetProperty ( 0 , 10 );
Wnd : SetProperty ( 1 , 15 );
Wnd : SetProperty ( 2 , 25 );
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return true ;
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end
function HandleFoodStatsCmd ( a_Split , a_Player )
g_ShowFoodStats = not ( g_ShowFoodStats );
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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 ;
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end
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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
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function HandleAddExperience ( a_Split , a_Player )
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a_Player : DeltaExperience ( 200 );
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return true ;
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end
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function HandleRemoveXp ( a_Split , a_Player )
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a_Player : SetCurrentExperience ( 0 );
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return true ;
end
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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
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function HandleFurnaceRecipe ( a_Split , a_Player )
local HeldItem = a_Player : GetEquippedItem ();
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local Out , NumTicks , In = cRoot : GetFurnaceRecipe ( HeldItem );
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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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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
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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
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-- Note that we CANNOT use the a_Player in the callback - what if the player disconnected?
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-- 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
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function HandleRMItem ( a_Split , a_Player )
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-- Check params:
if ( a_Split [ 2 ] == nil ) then
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a_Player : SendMessage ( "Usage: /rmitem <Item> [Count]" )
return true
end
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-- Parse the item type:
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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
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-- Parse the optional item count
if ( a_Split [ 3 ] ~= nil ) then
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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
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-- Remove the item:
local NumRemovedItems = a_Player : GetInventory (): RemoveItem ( Item )
a_Player : SendMessageSuccess ( "Removed " .. NumRemovedItems .. " Items!" )
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return true
end
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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
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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
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function OnPluginMessage ( a_Client , a_Channel , a_Message )
LOGINFO ( "Received a plugin message from client " .. a_Client : GetUsername () .. ": channel '" .. a_Channel .. "', message '" .. a_Message .. "'" );
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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
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end
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function HandleChunkStay ( a_Split , a_Player )
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-- 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
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if ( # a_Split ~= 3 ) then
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a_Player : SendMessageInfo ( "Usage: /cs <ChunkX> <ChunkZ>" )
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return true
end
local ChunkX = tonumber ( a_Split [ 2 ])
local ChunkZ = tonumber ( a_Split [ 3 ])
if (( ChunkX == nil ) or ( ChunkZ == nil )) then
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a_Player : SendMessageFailure ( "Invalid chunk coords." )
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return true
end
local World = a_Player : GetWorld ()
local PlayerID = a_Player : GetUniqueID ()
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a_Player : SendMessageInfo ( "Loading chunks, stand by..." );
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-- Set the wanted chunks:
local Chunks = {}
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for z = - 1 , 1 do for x = - 1 , 1 do
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table.insert ( Chunks , { ChunkX + x , ChunkZ + z })
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end end
-- The function that is called when all chunks are available
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-- 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
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local OnAllChunksAvailable = function ()
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LOGINFO ( "ChunkStay all chunks now available" )
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-- 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 )
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a_CallbackPlayer : SendMessageSuccess ( "ChunkStay fully available" )
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end
)
end
-- This function will be called for each chunk that is made available
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-- Note that the player needs to be referenced using their EntityID - in case they disconnect before the chunks load
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local OnChunkAvailable = function ( a_ChunkX , a_ChunkZ )
LOGINFO ( "ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]" )
World : DoWithEntityByID ( PlayerID ,
function ( a_CallbackPlayer )
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a_CallbackPlayer : SendMessageInfo ( "ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]" )
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end
)
end
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-- Process the ChunkStay:
World : ChunkStay ( Chunks , OnChunkAvailable , OnAllChunksAvailable )
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return true
end
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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
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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
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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:
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IsSuccess = cPluginManager : CallPlugin ( "WorldEdit" , "SetPlayerCuboidSelection" , a_Player , SelCuboid )
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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
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function OnPlayerJoined ( a_Player )
-- Test composite chat chaining:
a_Player : SendMessage ( cCompositeChat ()
: AddTextPart ( "Hello, " )
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: AddUrlPart ( a_Player : GetName (), "http://www.mc-server.org" , "u@2" )
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: AddSuggestCommandPart ( ", and welcome." , "/help" , "u" )
: AddRunCommandPart ( " SetDay" , "/time set 0" )
)
end
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function OnProjectileHitBlock ( a_Projectile , a_BlockX , a_BlockY , a_BlockZ , a_BlockFace , a_BlockHitPos )
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-- Test projectile hooks by setting the blocks they hit on fire:
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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
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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
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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
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local PossibleItems =
{
cItem ( E_ITEM_DIAMOND ),
cItem ( E_ITEM_GOLD ),
cItem ( E_ITEM_IRON ),
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cItem ( E_ITEM_DYE , 1 , E_META_DYE_BLUE ), -- Lapis lazuli
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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 ()
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local Range = 12
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for x = 0 , Range do for z = 0 , Range do
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local px = PlayerX + x - Range / 2
local pz = PlayerZ + z - Range / 2
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local Items = cItems ()
Items : Add ( PossibleItems [ math.random ( # PossibleItems )])
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World : SpawnItemPickups ( Items , px , PlayerY , pz , 0 )
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end end -- for z, for x
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return true
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end
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function HandlePlugMsg ( a_Split , a_Player )
local ch = a_Player : GetClientHandle ()
ch : SendPluginMessage ( "TestCh" , "some \0 string \1 with \2 funny \3 chars" )
return true
end
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function HandlePoof ( a_Split , a_Player )
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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
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a_Player : GetWorld (): ForEachEntityInBox ( Box ,
function ( a_Entity )
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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
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end
)
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a_Player : SendMessage ( "Poof! (" .. NumEntities .. " entities)" )
return true
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end
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-- 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
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end
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--- Monitors the state of the "inh" entity-spawning hook
-- if false, the hook is installed before the "inh" command processing
local isInhHookInstalled = false
function HandleConsoleInh ( a_Split , a_FullCmd )
-- Check the param:
local kindStr = a_Split [ 2 ] or "pkArrow"
local kind = cProjectileEntity [ kindStr ]
if ( kind == nil ) then
return true , "There's no projectile kind '" .. kindStr .. "'."
end
-- Get the world to test in:
local world = cRoot : Get (): GetDefaultWorld ()
if ( world == nil ) then
return true , "Cannot test inheritance, no default world"
end
-- Install the hook, if needed:
if not ( isInhHookInstalled ) then
cPluginManager : AddHook ( cPluginManager.HOOK_SPAWNING_ENTITY ,
function ( a_CBWorld , a_CBEntity )
LOG ( "New entity is spawning:" )
LOG ( " Lua type: '" .. type ( a_CBEntity ) .. "'" )
LOG ( " ToLua type: '" .. tolua.type ( a_CBEntity ) .. "'" )
LOG ( " GetEntityType(): '" .. a_CBEntity : GetEntityType () .. "'" )
LOG ( " GetClass(): '" .. a_CBEntity : GetClass () .. "'" )
end
)
isInhHookInstalled = true
end
-- Create the projectile:
LOG ( "Creating a " .. kindStr .. " projectile in world " .. world : GetName () .. "..." )
local msg
world : ChunkStay ({{ 0 , 0 }},
nil ,
function ()
-- Create a projectile at {8, 100, 8}:
local entityID = world : CreateProjectile ( 8 , 100 , 8 , kind , nil , nil )
if ( entityID < 0 ) then
msg = "Cannot test inheritance, projectile creation failed."
return
end
LOG ( "Entity created, ID #" .. entityID )
-- Call a function on the newly created entity:
local hasExecutedCallback = false
world : DoWithEntityByID (
entityID ,
function ( a_CBEntity )
LOG ( "Projectile created and found using the DoWithEntityByID() callback" )
LOG ( "Lua type: '" .. type ( a_CBEntity ) .. "'" )
LOG ( "ToLua type: '" .. tolua.type ( a_CBEntity ) .. "'" )
LOG ( "GetEntityType(): '" .. a_CBEntity : GetEntityType () .. "'" )
LOG ( "GetClass(): '" .. a_CBEntity : GetClass () .. "'" )
hasExecutedCallback = true
end
)
if not ( hasExecutedCallback ) then
msg = "The callback failed to execute"
return
end
msg = "Inheritance test finished"
end
)
return true , msg
end
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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
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-- 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
)
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return true
end
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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
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--- Returns the square of the distance from the specified point to the specified line
local function SqDistPtFromLine ( x , y , x1 , y1 , x2 , y2 )
local dx = x - x1
local dy = y - y1
local px = x2 - x1
local py = y2 - y1
local ss = px * dx + py * dy
local ds = px * px + py * py
if ( ss < 0 ) then
-- Return sqdistance from point 1
return dx * dx + dy * dy
end
if ( ss > ds ) then
-- Return sqdistance from point 2
return (( x2 - x ) * ( x2 - x ) + ( y2 - y ) * ( y2 - y ))
end
-- Return sqdistance from the line
if (( px * px + py * py ) == 0 ) then
return dx * dx + dy * dy
else
return ( py * dx - px * dy ) * ( py * dx - px * dy ) / ( px * px + py * py )
end
end
function HandleConsoleTestTracer ( a_Split , a_EntireCmd )
-- Check required params:
if not ( a_Split [ 7 ]) then
return true , "Usage: " .. a_Split [ 1 ] .. " <x1> <y1> <z1> <x2> <y2> <z2> [<WorldName>]"
end
local Coords = {}
for i = 1 , 6 do
local v = tonumber ( a_Split [ i + 1 ])
if not ( v ) then
return true , "Parameter " .. ( i + 1 ) .. " (" .. tostring ( a_Split [ i + 1 ]) .. ") not a number "
end
Coords [ i ] = v
end
-- Get the world in which to test:
local World
if ( a_Split [ 8 ]) then
World = cRoot : GetWorld ( a_Split [ 2 ])
else
World = cRoot : Get (): GetDefaultWorld ()
end
if not ( World ) then
return true , "No such world"
end
-- Define the callbacks to use for tracing:
local Callbacks =
{
OnNextBlock = function ( a_BlockX , a_BlockY , a_BlockZ , a_BlockType , a_BlockMeta , a_EntryFace )
LOG ( string.format ( "{%d, %d, %d}: %s" , a_BlockX , a_BlockY , a_BlockZ , ItemToString ( cItem ( a_BlockType , 1 , a_BlockMeta ))))
end ,
OnNextBlockNoData = function ( a_BlockX , a_BlockY , a_BlockZ , a_EntryFace )
LOG ( string.format ( "{%d, %d, %d} (no data)" , a_BlockX , a_BlockY , a_BlockZ ))
end ,
OnNoChunk = function ()
LOG ( "Chunk not loaded" )
end ,
OnNoMoreHits = function ()
LOG ( "Trace finished" )
end ,
OnOutOfWorld = function ()
LOG ( "Out of world" )
end ,
OnIntoWorld = function ()
LOG ( "Into world" )
end ,
}
-- Approximate the chunks needed for the trace by iterating over all chunks and measuring their center's distance from the traced line
local Chunks = {}
local sx = math.floor ( Coords [ 1 ] / 16 )
local sz = math.floor ( Coords [ 3 ] / 16 )
local ex = math.floor ( Coords [ 4 ] / 16 )
local ez = math.floor ( Coords [ 6 ] / 16 )
local sgnx = ( sx < ex ) and 1 or - 1
local sgnz = ( sz < ez ) and 1 or - 1
for z = sz , ez , sgnz do
local ChunkCenterZ = z * 16 + 8
for x = sx , ex , sgnx do
local ChunkCenterX = x * 16 + 8
local sqdist = SqDistPtFromLine ( ChunkCenterX , ChunkCenterZ , Coords [ 1 ], Coords [ 3 ], Coords [ 4 ], Coords [ 6 ])
if ( sqdist <= 128 ) then
table.insert ( Chunks , { x , z })
end
end
end
-- Load the chunks and do the trace once loaded:
World : ChunkStay ( Chunks ,
nil ,
function ()
cLineBlockTracer : Trace ( World , Callbacks , Coords [ 1 ], Coords [ 2 ], Coords [ 3 ], Coords [ 4 ], Coords [ 5 ], Coords [ 6 ])
end
)
return true
end
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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