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-rw-r--r--MCServer/Plugins/APIDump/APIDesc.lua12
-rw-r--r--MCServer/Plugins/APIDump/Classes/Plugins.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnBlockToPickups.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnChunkUnloading.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnPlayerTossingItem.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnPlayerUsingBlock.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnPlayerUsingItem.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnPostCrafting.lua2
-rw-r--r--MCServer/Plugins/APIDump/Hooks/OnPreCrafting.lua6
-rw-r--r--MCServer/Plugins/APIDump/SettingUpDecoda.html4
-rw-r--r--MCServer/Plugins/APIDump/SettingUpZeroBrane.html4
-rw-r--r--MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html (renamed from MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html)20
12 files changed, 30 insertions, 30 deletions
diff --git a/MCServer/Plugins/APIDump/APIDesc.lua b/MCServer/Plugins/APIDump/APIDesc.lua
index 792bac171..187c72b9e 100644
--- a/MCServer/Plugins/APIDump/APIDesc.lua
+++ b/MCServer/Plugins/APIDump/APIDesc.lua
@@ -1332,7 +1332,7 @@ These ItemGrids are available in the API and can be manipulated by the plugins,
Note that the object contained in a cItem class is quite complex and quite often new Minecraft
versions add more stuff. Therefore it is recommended to copy cItem objects using the
copy-constructor ("local copy = cItem(original);"), this is the only way that guarantees that
- the object will be copied at full, even with future versions of MCServer.
+ the object will be copied at full, even with future versions of Cuberite.
]],
},
{
@@ -2033,7 +2033,7 @@ a_Player:OpenWindow(Window);
cRoot =
{
Desc = [[
- This class represents the root of MCServer's object hierarchy. There is always only one cRoot
+ This class represents the root of Cuberite's object hierarchy. There is always only one cRoot
object. It manages and allows querying all the other objects, such as {{cServer}},
{{cPluginManager}}, individual {{cWorld|worlds}} etc.</p>
<p>
@@ -2230,7 +2230,7 @@ local CompressedString = cStringCompression.CompressStringGZIP("DataToCompress")
cWindow =
{
Desc = [[
- This class is the common ancestor for all window classes used by MCServer. It is inherited by the
+ This class is the common ancestor for all window classes used by Cuberite. It is inherited by the
{{cLuaWindow|cLuaWindow}} class that plugins use for opening custom windows. It is planned to be
used for window-related hooks in the future. It implements the basic functionality of any
window.</p>
@@ -2763,7 +2763,7 @@ end
tolua =
{
Desc = [[
- This class represents the tolua bridge between the Lua API and MCServer. It supports some low
+ This class represents the tolua bridge between the Lua API and Cuberite. It supports some low
level operations and queries on the objects. See also the tolua++'s documentation at
{{http://www.codenix.com/~tolua/tolua++.html#utilities}}. Normally you shouldn't use any of these
functions except for type()
@@ -2905,7 +2905,7 @@ end
{
Include = "^dim.*",
TextBefore = [[
- These constants represent dimension of a world. In MCServer, the dimension is only reflected in
+ These constants represent dimension of a world. In Cuberite, the dimension is only reflected in
the world's overall tint - overworld gets sky-like colors and dark shades, the nether gets
reddish haze and the end gets dark haze. World generator is not directly affected by the
dimension, same as fluid simulators; those only default to the expected values if not set
@@ -3035,7 +3035,7 @@ end
ExtraPages =
{
-- No sorting is provided for these, they will be output in the same order as defined here
- { FileName = "Writing-a-MCServer-plugin.html", Title = "Writing a Cuberite plugin" },
+ { FileName = "Writing-a-Cuberite-plugin.html", Title = "Writing a Cuberite plugin" },
{ FileName = "InfoFile.html", Title = "Using the Info.lua file" },
{ FileName = "SettingUpDecoda.html", Title = "Setting up the Decoda Lua IDE" },
{ FileName = "SettingUpZeroBrane.html", Title = "Setting up the ZeroBrane Studio Lua IDE" },
diff --git a/MCServer/Plugins/APIDump/Classes/Plugins.lua b/MCServer/Plugins/APIDump/Classes/Plugins.lua
index d36658042..0d0aae04f 100644
--- a/MCServer/Plugins/APIDump/Classes/Plugins.lua
+++ b/MCServer/Plugins/APIDump/Classes/Plugins.lua
@@ -39,7 +39,7 @@ return
Plugins can be identified by either the PluginFolder or PluginName. Note that these two can differ,
refer to <a href="http://forum.mc-server.org/showthread.php?tid=1877">the forum</a> for detailed discussion.
<p>
- There is one instance of cPluginManager in MCServer, to get it, call either
+ There is one instance of cPluginManager in Cuberite, to get it, call either
{{cRoot|cRoot}}:Get():GetPluginManager() or cPluginManager:Get() function.</p>
<p>
Note that some functions are "static", that means that they are called using a dot operator instead
diff --git a/MCServer/Plugins/APIDump/Hooks/OnBlockToPickups.lua b/MCServer/Plugins/APIDump/Hooks/OnBlockToPickups.lua
index e6f115f37..d404da073 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnBlockToPickups.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnBlockToPickups.lua
@@ -44,7 +44,7 @@ function OnBlockToPickups(a_World, a_Digger, a_BlockX, a_BlockY, a_BlockZ, a_Blo
return false;
end
- -- Remove all pickups suggested by MCServer:
+ -- Remove all pickups suggested by Cuberite:
a_Pickups:Clear();
-- Drop a diamond:
diff --git a/MCServer/Plugins/APIDump/Hooks/OnChunkUnloading.lua b/MCServer/Plugins/APIDump/Hooks/OnChunkUnloading.lua
index 4ba995075..98e0a71fd 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnChunkUnloading.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnChunkUnloading.lua
@@ -18,7 +18,7 @@ return
{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
},
Returns = [[
- If the function returns false or no value, the next plugin's callback is called and finally MCServer
+ If the function returns false or no value, the next plugin's callback is called and finally Cuberite
unloads the chunk. If the function returns true, no other callback is called for this event and the
chunk is left in the memory.
]],
diff --git a/MCServer/Plugins/APIDump/Hooks/OnPlayerTossingItem.lua b/MCServer/Plugins/APIDump/Hooks/OnPlayerTossingItem.lua
index d3daf850b..880404bf8 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnPlayerTossingItem.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnPlayerTossingItem.lua
@@ -17,7 +17,7 @@ return
{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player tossing an item" },
},
Returns = [[
- If the function returns false or no value, other plugins' callbacks are called and finally MCServer
+ If the function returns false or no value, other plugins' callbacks are called and finally Cuberite
creates the pickup for the item and tosses it, using {{cPlayer}}:TossHeldItem, {{cPlayer}}:TossEquippedItem,
or {{cPlayer}}:TossPickup. If the function returns true, no other callbacks are called for this event
and Cuberite doesn't toss the item.
diff --git a/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingBlock.lua b/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingBlock.lua
index 48cb78af3..b4ecb5ca1 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingBlock.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingBlock.lua
@@ -33,7 +33,7 @@ return
{ Name = "BlockMeta", Type = "number", Notes = "Block meta of the clicked block" },
},
Returns = [[
- If the function returns false or no value, other plugins' callbacks are called and then MCServer
+ If the function returns false or no value, other plugins' callbacks are called and then Cuberite
processes the interaction. If the function returns true, no other callbacks are called for this
event and the interaction is silently dropped.
]],
diff --git a/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingItem.lua b/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingItem.lua
index 3434acd54..9b2949f93 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingItem.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnPlayerUsingItem.lua
@@ -34,7 +34,7 @@ return
{ Name = "BlockMeta", Type = "number", Notes = "Block meta of the clicked block" },
},
Returns = [[
- If the function returns false or no value, other plugins' callbacks are called and then MCServer
+ If the function returns false or no value, other plugins' callbacks are called and then Cuberite
processes the interaction. If the function returns true, no other callbacks are called for this
event and the interaction is silently dropped.
]],
diff --git a/MCServer/Plugins/APIDump/Hooks/OnPostCrafting.lua b/MCServer/Plugins/APIDump/Hooks/OnPostCrafting.lua
index 26a450750..0dc9d4c73 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnPostCrafting.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnPostCrafting.lua
@@ -6,7 +6,7 @@ return
DefaultFnName = "OnPostCrafting", -- also used as pagename
Desc = [[
This hook is called when a {{cPlayer|player}} changes contents of their
- {{cCraftingGrid|crafting grid}}, after the recipe has been established by MCServer. Plugins may use
+ {{cCraftingGrid|crafting grid}}, after the recipe has been established by Cuberite. Plugins may use
this to modify the resulting recipe or provide an alternate recipe.</p>
<p>
If a plugin implements custom recipes, it should do so using the {{OnPreCrafting|HOOK_PRE_CRAFTING}}
diff --git a/MCServer/Plugins/APIDump/Hooks/OnPreCrafting.lua b/MCServer/Plugins/APIDump/Hooks/OnPreCrafting.lua
index 5a5347310..8f24fc881 100644
--- a/MCServer/Plugins/APIDump/Hooks/OnPreCrafting.lua
+++ b/MCServer/Plugins/APIDump/Hooks/OnPreCrafting.lua
@@ -6,13 +6,13 @@ return
DefaultFnName = "OnPreCrafting", -- also used as pagename
Desc = [[
This hook is called when a {{cPlayer|player}} changes contents of their
- {{cCraftingGrid|crafting grid}}, before the built-in recipes are searched for a match by MCServer.
+ {{cCraftingGrid|crafting grid}}, before the built-in recipes are searched for a match by Cuberite.
Plugins may use this hook to provide a custom recipe.</p>
<p>
If you intend to tweak built-in recipes, use the {{OnPostCrafting|HOOK_POST_CRAFTING}} hook, because
that will be called once the built-in recipe is matched.</p>
<p>
- Also note a third hook, {{OnCraftingNoRecipe|HOOK_CRAFTING_NO_RECIPE}}, that is called when MCServer
+ Also note a third hook, {{OnCraftingNoRecipe|HOOK_CRAFTING_NO_RECIPE}}, that is called when Cuberite
cannot find any built-in recipe for the given ingredients.
]],
Params =
@@ -22,7 +22,7 @@ return
{ Name = "Recipe", Type = "{{cCraftingRecipe}}", Notes = "The recipe that Cuberite will use. Modify this object to change the recipe" },
},
Returns = [[
- If the function returns false or no value, other plugins' callbacks are called and then MCServer
+ If the function returns false or no value, other plugins' callbacks are called and then Cuberite
searches the built-in recipes. The Recipe output parameter is ignored in this case.</p>
<p>
If the function returns true, no other callbacks are called for this event and Cuberite uses the
diff --git a/MCServer/Plugins/APIDump/SettingUpDecoda.html b/MCServer/Plugins/APIDump/SettingUpDecoda.html
index 7f51ad19d..8a74f0240 100644
--- a/MCServer/Plugins/APIDump/SettingUpDecoda.html
+++ b/MCServer/Plugins/APIDump/SettingUpDecoda.html
@@ -27,7 +27,7 @@
<p>To begin using Decoda, you need to create a project, or load an existing one. Decoda projects have a .deproj extension, and are simply a list of Lua files that are to be opened. You can create a project through menu Project -> New Project. Save your project first, so that Decoda knows what relative paths to use for the files. Then either add existing Lua files or create new one, through menu Project -> Add Add New File / Add Existing File.</p>
<p>Next you need to set up the executable that Decoda will run when debugging your files. Select menu Project -> Settings. A new dialog will open:<br />
<img src="Static/decoda_debug_settings.png" /></p>
- <p>In the debugging section, fill in the full path to MCServer.exe, or click the triple-dot button to browse for the file. Note that the Working directory will be automatically filled in for you with the folder where the executable is (until the last backslash). This is how it's supposed to work, don't change it; if it for some reason doesn't update, copy and paste the folder name from the Command edit box. All done, you can close this dialog now.</p>
+ <p>In the debugging section, fill in the full path to Cuberite.exe, or click the triple-dot button to browse for the file. Note that the Working directory will be automatically filled in for you with the folder where the executable is (until the last backslash). This is how it's supposed to work, don't change it; if it for some reason doesn't update, copy and paste the folder name from the Command edit box. All done, you can close this dialog now.</p>
<h2><img src="Static/decoda_logo.png" /> Debugging</h2>
<p>You are now ready to debug your code. Before doing that, though, don't forget to save your project file. If you haven't done so already, enable your plugin in the settings.ini file. If you want the program to break at a certain line, it is best to set the breakpoint before starting the program. Set the cursor on the line and hit F9 (or use menu Debug -> Toggle Breakpoint) to toggle a breakpoint on that line. Finally, hit F5, or select menu Debug -> Start to launch Cuberite under the debugger. The Cuberite window comes up and loads your plugin. If Decoda displays the Project Settings dialog instead, you haven't set up the executable to run, see the Project management section for instructions.</p>
@@ -39,7 +39,7 @@
<p>So far everything seems wonderful. Unfortunately, it doesn't always go as easy. There are several limits to what Decoda can do:</p>
<ul>
<li>When the program encounters a logical bug (using a nil value, calling a non-existent function etc.), Decoda will break, but usually the Watch window and the tooltips are showing nonsense values. You shouldn't trust them in such a case, if you kep running into such a problem regularly, put console logging functions (LOG) in the code to print out any info you need prior to the failure.</li>
- <li>Sometimes breakpoints just don't work. This is especially true if there are multiple plugins that have files of the same name. Breakpoints will never work after changing the code and reloading the plugin in MCServer; you need to stop the server and start again to reenable breakpoints.</li>
+ <li>Sometimes breakpoints just don't work. This is especially true if there are multiple plugins that have files of the same name. Breakpoints will never work after changing the code and reloading the plugin in Cuberite; you need to stop the server and start again to reenable breakpoints.</li>
<li>Most weirdly, sometimes Decoda reports an error, but instead of opening the current version of the file, opens up another window with old contents of the file. Watch for this, because you could overwrite your new code if you saved this file over your newer file. Fortunately enough, Decoda will always ask you for a filename before saving such a file.</li>
<li>Decoda stores the project in two files. The .deproj file has the file list, and should be put into version control systems. The .deuser file has the settings (debugged application etc.) and is per-user specific. This file shouldn't go to version control systems, because each user may have different paths for the debuggee.</li>
<li>Unfortunately for us Windows users, the Decoda project file uses Unix-lineends (CR only). This makes it problematic when checking the file into a version control system, since those usually expect windows (CRLF) lineends; I personally convert the lineends each time I edit the project file using <a href="http://jsimlo.sk/notepad/">TED Notepad</a>.</li>
diff --git a/MCServer/Plugins/APIDump/SettingUpZeroBrane.html b/MCServer/Plugins/APIDump/SettingUpZeroBrane.html
index cbf4a18d4..d2f5bb483 100644
--- a/MCServer/Plugins/APIDump/SettingUpZeroBrane.html
+++ b/MCServer/Plugins/APIDump/SettingUpZeroBrane.html
@@ -25,7 +25,7 @@
<h2><img src="Static/zbs_logo.png" /> First-time setup</h2>
<p>Since ZBS is a universal Lua IDE, you need to first set it up so that it is ready for Cuberite plugin development. For that, you need to download one file, <a href="https://raw.githubusercontent.com/pkulchenko/ZeroBranePackage/master/mcserver.lua">mcserver.lua</a> from the <a href="https://github.com/pkulchenko/ZeroBranePackage">ZBS's plugin repository</a>. Place that file in the "packages" folder inside your ZBS's folder. Note that there are other useful plugins in the repository and you may want to have a look there later on to further customize your ZBS. To install them, simply save them into the same folder.</p>
- <p>Next you should install the code-completion support specific for MCServer. You should repeat this step from time to time, because the API evolves in time so new functions and classes are added to it quite often. You should have an APIDump plugin in your Cuberite installation. Enable the APIDump plugin in the server settings, it's very cheap to keep it enabled and it doesn't cost any performance during normal gameplay. To generate the code-completion support file, enter the <code style="background: #ddd; border: 1px solid #aaa">api</code> command into the server console. This will create a new file, "mcserver_api.lua", next to the Cuberite executable. Move that file into the "api/lua" subfolder inside your ZBS's folder.</p>
+ <p>Next you should install the code-completion support specific for Cuberite. You should repeat this step from time to time, because the API evolves in time so new functions and classes are added to it quite often. You should have an APIDump plugin in your Cuberite installation. Enable the APIDump plugin in the server settings, it's very cheap to keep it enabled and it doesn't cost any performance during normal gameplay. To generate the code-completion support file, enter the <code style="background: #ddd; border: 1px solid #aaa">api</code> command into the server console. This will create a new file, "mcserver_api.lua", next to the Cuberite executable. Move that file into the "api/lua" subfolder inside your ZBS's folder.</p>
<p>After you download the mcserver.lua file and install the completion support, you need to restart ZBS in order for the plugin to load. If there are no errors, you should see two new items in the Project -> Lua Interpreter submenu: "Cuberite - debug mode" and "Cuberite - release mode". The only difference between the two is which filename they use to launch Cuberite - mcserver_debug(.exe) for the debug option and "mcserver(.exe)" for the release option. If you built your own Cuberite executable and you built it in debug mode, you should select the debug mode option. In all other cases, including if you downloaded the already-compiled Cuberite executable from the internet, you should select the release mode option.</p>
<p>For a first time user, it might be a bit overwhelming that there are no GUI settings in the ZBS, yet the IDE is very configurable. There are two files that you edit in order to change settings, either system-wide (all users of the computer share those settings) or user-wide (the settings are only for a specific user of the computer). Those files are regular Lua sources and you can quickly locate them and edit them from within the IDE itself, select Edit -> Preferences -> Settings: XYZ from the menu, with XYZ being either System or User.</p>
<p>There is a documentation on most of the settings on ZBS's webpage, have a look at <a href="http://studio.zerobrane.com/documentation.html">http://studio.zerobrane.com/documentation.html</a>, especially the Preferences section. Personally I recommend setting editor.usetabs to true and possibly adjusting the editor.tabwidth, turn off the editor.smartindent feature and for debugging the option debugger.alloweditting should be set to true unless you feel like punishing yourself.</p>
@@ -39,7 +39,7 @@
<li>Your code in the currently open file has a hard syntax error. These are reported as "Compilation error" in the Output pane, double-click the line to go to the error</li>
<li>ZBS cannot find the Cuberite executable. Make sure you are editting a file two levels down the folder hierarchy from the Cuberite executable and that the Cuberite executable is named properly (mcserver[.exe] or mcserver_debug[.exe]). Also make sure you have selected the right Interpreter (menu Project -> Lua Interpreter).</li>
</ul></p>
- <p>Once running, if the execution hits a breakpoint, the ZBS window will come up and a green arrow is displayed next to the breakpoint line. You can step through the code using F10 (Step Into) and Shift+F10 (Step Over). You can also use the Watch window to inspect variable values, or simply hover your mouse over a variable to display its value in the tooltip. Use the Remote console pane to execute commands directly *inside* the MCServer's plugin context.</p>
+ <p>Once running, if the execution hits a breakpoint, the ZBS window will come up and a green arrow is displayed next to the breakpoint line. You can step through the code using F10 (Step Into) and Shift+F10 (Step Over). You can also use the Watch window to inspect variable values, or simply hover your mouse over a variable to display its value in the tooltip. Use the Remote console pane to execute commands directly *inside* the Cuberite's plugin context.</p>
<p>You can also use the Project -> Break menu item to break into the debugger as soon as possible. You can also set breakpoints while the Cuberite plugin is running. Note that due to the way in which the debugger is implemented, Cuberite may execute some more Lua code before the break / breakpoint comes into effect. If Cuberite is not executing any Lua code in your plugin, it will not break until the plugin code kicks in again. This may result in missed breakpoints and delays before the Break command becomes effective. Therefore it's best to set breakpoints before running the program, or while the program is waiting in another breakpoint.</p>
</div>
</body>
diff --git a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html b/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html
index eb7014a8a..2b6af0d82 100644
--- a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html
+++ b/MCServer/Plugins/APIDump/Writing-a-Cuberite-plugin.html
@@ -19,7 +19,7 @@
</p>
<p>
Let us begin. In order to begin development, we must firstly obtain a compiled copy
- of MCServer, and make sure that the Core plugin is within the Plugins folder, and activated.
+ of Cuberite, and make sure that the Core plugin is within the Plugins folder, and activated.
Core handles much of the Cuberite end-user experience and gameplay will be very bland without it.
</p>
<h2>Creating the basic template</h2>
@@ -34,11 +34,11 @@ PLUGIN = nil
function Initialize(Plugin)
Plugin:SetName("NewPlugin")
Plugin:SetVersion(1)
-
+
-- Hooks
-
+
PLUGIN = Plugin -- NOTE: only needed if you want OnDisable() to use GetName() or something like that
-
+
-- Command Bindings
LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
@@ -62,7 +62,7 @@ end
</ul>
Be sure to return true for this function, else Cuberite thinks you plugin had failed to initialise and prints a stacktrace with an error message.
</p>
-
+
<h2>Registering hooks</h2>
<p>
Hooks are things that Cuberite calls when an internal event occurs. For example, a hook is fired when a player places a block, moves,
@@ -113,7 +113,7 @@ end
<h2>Binding a command</h2>
<h3>Format</h3>
<p>
- So now we know how to hook into MCServer, how do we bind a command, such as /explode, for a player to type? That is more complicated.
+ So now we know how to hook into Cuberite, how do we bind a command, such as /explode, for a player to type? That is more complicated.
We firstly add this template to the "-- Command bindings" section of the initial example:
</p>
<pre class="prettyprint lang-lua">
@@ -218,15 +218,15 @@ function Explode(Split, Player)
return true -- Signalize to Cuberite that we do not need to call this callback for any more players
end
end
-
+
-- Tell Cuberite to loop through all players and call the callback above with the Player object it has found
cRoot:Get():FindAndDoWithPlayer(Split[2], ExplodePlayer)
-
+
if not(HasExploded) then
-- We have not broken out so far, therefore, the player must not exist, send failure
Player:SendMessageFailure(Split[2] .. " was not found")
end
-
+
return true
end
@@ -246,7 +246,7 @@ end
<p>
Happy coding ;)
</p>
-
+
<script>
prettyPrint();
</script>