Anything you can do using a java-based plugin, you can do it
faster and easier in Javascript with the ScriptCraft plugin. To
demonstrate this, I've recreated a commonly-used mod (homes) in
javascript. The homes
javascript plugin lets players set their current
location as home and return to that location using in-game commands.
They can also visit other players' homes. It's a simple plugin that
demonstrates a couple of new features in ScriptCraft ...
- Persistence
- Adding Player (non-operator) commands
... First persistence. Persistence is the ability to retain state after
the server has shutdown and started up again. Persistence is something
you get for free if you create your javsacript plugin using the new
plugin()
function provided with ScriptCraft - just keep any data you
want to save in a property called store
and that data will be written
and read at shutdown and startup. The data is persisted in JSON form so
it's even somewhat human-readable. Declaring a new plugin is easy, you
give your plugin a name, specify an interface/object and whether the
plugin should be persistent. For this I'm going to create a new plugin
called "chat" that will let players change the default color of their messages
in the in-game chat window...
var _store = {players: {}};
exports.chat = plugin('chat', {
setColor: function(player,chatColor) {
_store.players[player.name] = chatColor;
},
store: _store
}, true);
The above code doesn't do a whole lot other than let operators set a
player's color choice ( /js chat.setColor(self, 'green')
). A little
bit more code has to be added so that the player's text color will
change when chatting with other players, but the above code will ensure
the player's color setting is at least saved. The following code just
ensures that when a player chats , the text will be displayed in their
chosen color...
var colors = ['black', 'blue', 'darkgreen', 'darkaqua', 'darkred',
'purple', 'gold', 'gray', 'darkgray', 'indigo',
'brightgreen', 'aqua', 'red', 'pink',
'yellow', 'white'];
var colorCodes = {};
for (var i =0;i < colors.length;i++) colorCodes[colors[i]] = i.toString(16);
events.on( 'player.AsyncPlayerChatEvent', function( evt ) {
var player = evt.player;
var playerChatColor = _store.players[ player.name ];
if ( playerChatColor ) {
evt.message = '§' + colorCodes[ playerChatColor ] + e.message;
}
});
The next step is to declare a lookup table of colors / names and add an event handler which intercepts and inserts color codes into player's text messages.
The other command in ScriptCraft is the /jsp
command - this lets
operators expose plugins for use by regular players. To be clear, /jsp
does not do any javascript evaluation, it just accepts parameters which
are then passed on to the appropriate javascript plugin. So far in this
example plugin we haven't provided any way for regular players to - you
know - actually set their text color of choice - only operators can do
this for a player using the js chat.setColor(...)
javascript
expression. Let's be clear - giving your players access to the whole API
via javascript isn't a good idea. So how do you safely let players
choose their text color? If you've written a javascript function and
want players to be able to use that function, you expose it using the
new command()
function like so...
command( 'chat_color', function( params, sender ) {
var color = params[0];
if (colorCodes[color]){
chat.setColor(sender,color);
}else{
sender.sendMessage(color + ' is not a valid color');
sender.sendMessage('valid colors: ' + colors.join(', '));
}
},colors);
... The above code adds a new subcommand to the /jsp
command and
also specifies autocomplete options (the last parameter - colors
) for
that command when the player presses the TAB
key. Now the player
themselves can change their chosen chat color like so...
/jsp chat_color yellow
... What I've done here is create a new plugin which lets players choose
a chat color and saves that preference when the server shuts down and
starts up. I've also added a new jsp
sub-command - chat_color
that
players use to change their chat color setting. The full plugin source
code is just a couple of lines of code but is a fully working plugin...
// declare a new javascript plugin
var _store = { players: {} } ; // private variable
exports.chat = plugin('chat', {
setColor: function(player, color){
_store.players[player.name] = color;
},
store: _store
},true);
var colors = ['black', 'blue', 'darkgreen', 'darkaqua', 'darkred',
'purple', 'gold', 'gray', 'darkgray', 'indigo',
'brightgreen', 'aqua', 'red', 'pink',
'yellow', 'white'];
var colorCodes = {};
for ( var i =0; i < colors.length; i++ ) {
colorCodes[ colors[i] ] = i.toString(16);
}
events.on( 'player.AsyncPlayerChatEvent', function( evt ) {
var player = evt.player;
var playerChatColor = _store.players[player.name];
if ( playerChatColor ) {
evt.message = '§' + colorCodes[playerChatColor] + e.message;
}
});
command( 'chat_color', function( params, sender ) {
var color = params[0];
if ( colorCodes[ color ] ) {
chat.setColor( sender, color );
}else{
sender.sendMessage( color + ' is not a valid color' );
sender.sendMessage( colors.join(',') );
}
}, colors );
... this is what I would call a minimum viable plugin and it
demonstrates some of the new features of ScriptCraft - persistence
(automatic) , event handling, and exposing new functionality to players
using the /jsp
command. I hope this will give potential MineCraft
modders a feel for just how easy it can be to change the game to suit
their needs.