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- API
- Classes
- MCServer
- Flying-squid.createMCServer(options)
- Properties
- Events
- Methods
- serv.createLog()
- serv.log(message)
- serv.broadcast(message[,color])
- serv.getPlayer(username)
- serv.getNearby(loc)
- server.banUsername(username,reason,callback)
- server.ban(uuid,reason)
- server.pardonUsername(username,callback)
- server.pardon(uuid)
- server.getUUIDFromUsername(username,callback)
- server.setTime(time)
- server.setTickInterval(ticksPerSecond)
- server.setBlock(world, position, blockType, blockData)
- server.playSound(sound, world, position, opt)
- server.playNoteBlock(world, position, pitch)
- server.getNote(note)
- server.emitParticle(particle, world, position, opt)
- Low level methods
- Entity
- Properties
- entity.id
- entity.position
- entity.world
- entity.type
- entity.entityType
- entity.name
- entity.nearbyEntities
- entity.viewDistance
- entity.health
- entity.pitch
- entity.headPitch
- entity.yaw
- entity.gravity
- entity.terminalvelocity
- entity.friction
- entity.size
- entity.deathTime
- entity.pickupTime
- entity.bornTime
- entity.itemId
- entity.itemDamage
- entity.metadata
- entity.nearbyEntities
- Events
- Behaviors
- Methods
- Low level Methods
- Properties
- Player
- Properties
- Events
- Behaviors
- Methods
- player.login()
- player.ban(reason)
- player.kick(reason)
- player.getOthers()
- player.chat(message)
- player.changeBlock(position,blockType,blockData)
- player.sendBlock(position,blockType,blockData)
- player.sendInitialPosition()
- player.setGameMode(gameMode)
- player.handleCommand(command)
- player.setBlock(position,blockType,blockData)
- player.updateHealth(health)
- player.changeWorld(world, opt)
- player.spawnAPlayer(spawnedPlayer)
- player.updateAndSpawnNearbyPlayers()
- player.playSound(sound, opt)
- player.setXp(xp, opt)
- player.sendXp()
- player.setXpLevel(level)
- player.setDisplayXp(num)
- Low level properties
- Low level methods
API
Classes
Entity
flying-squid.Command
flying-squid.Behavior
Libs
Collections of pure functions
flying-squid.generations
flying-squid.version
flying-squid.experience
getXpLevel(xp)
Get level given XP amount
getXpRequired(level, toLevel=level+1)
Get's the amount of xp required to get from level to toLevel (or level to level+1)
getBaseXpFromLevel(level)
Gets the minimum amount of xp required to be at that level (or "base xp" for that level)
distanceToXpLevel(xp, toLevel=startLevel+1, startLevel=xp level)
Gets a number between 0 and 1 (used in player.displayXp as the green bar at the bottom) that is the progress of xp between startLevel and toLevel.
By default, startLevel will be the xp's lowest possible level: getXpLevel(xp)
By default, toLevel is startLevel + 1.
This means when startLevel and toLevel are at their defaults, this function returns the progress to the next level of XP (from 0.0 to 1.0)
MCServer
Flying-squid.createMCServer(options)
Create and return an instance of the class MCServer. Options is an object containing the following properties:
- port: default to 25565
- host: default to localhost
- kickTimeout: default to 10*1000 (10s), kick client that doesn't answer to keepalive after that time
- checkTimeoutInterval: defaults to 4*1000 (4s), send keepalive packet at that period
- online-mode: defaults to true
- beforePing: allow customisation of the answer to ping the server does. It takes a function with argument response and client, response is the default json response, and client is client who sent a ping. It can take as third argument a callback. If the callback is passed, the function should pass its result to the callback, if not it should return.
- motd: the string that players see when looking for the server. Defaults to "A Minecraft server"
- max-players: the amount of players on the server. Defaults to 20
- logging: defaults to true, enables logging
- gameMode: defaults to 0, 0 is survival 1 is creative.
- generation: is an object. contains the name and the options for the generator. example:
{
"name":"diamond_square",
"options":{
"worldHeight":80
}
}
- modpe: defaults to false, wether or not modpe should be enabled.
- worldFolder : the world folder of the saved world (containing region, level.dat,...)
- plugins
- view-distance
- player-list-text : an object with keys header and footer, displayed on the player list
- everybody-op : true or false, makes everybody op
Properties
serv.entityMaxId
The current maximum ID (i.e. the last entity that was spawned has that id)
serv.players
An array of players currently logged in
serv.uuidToPlayer
Object for converting UUIDs to players
serv.overworld
Contains the overworld world. This is where the default spawn point is
serv.netherworld
Contains the nether world. This WILL be used when a player travels through a portal if they are in the overworld!
serv.endworld
Contains the end world. NOT YET IMPLEMENTED!
serv.entities
All of the entities
serv.bannedPlayers
Object of players that are banned, key is their uuid. Use serv.getUUIDFromUsername() if you only have their username.
Example player:
{
time: <time in epoch>,
reason: <reason given>
}
serv.time
Current daylight cycle time in ticks. Morning is 0, noon is 6000, evening is 12000, and night is 18000.
Resets to 0 at 24000. Use serv.setTime(time) to set the time.
serv.tickCount
Total number of ticks that have passed since the start of the world.
Best to use with modulo (e.g. Something every 10 seconds is serv.tickCount % 20*10 === 0)
serv.doDaylightCycle
Default true. If false, time will not automatically pass.
serv.plugins
List of all plugins. Use serv.plugins[pluginName] to get a plugin's object and data.
Events
"error" (error)
Fires when there is an error.
"clientError" (client,error)
Fires when client has an error.
"listening" (port)
Fires when the server is listening.
"newPlayer" (player)
Fires when player login, allow external player plugins.
"banned" (banner,bannedUsername,reason)
banner banned bannedUsername with reason
"tick" (count)
Fires when one tick has passed (default is 50ms). count is the total world ticks (same as serv.tickCount)
Methods
serv.createLog()
creates the log file
serv.log(message)
logs a message
serv.broadcast(message[,color])
broadcasts message to all the players with the optional color.
serv.getPlayer(username)
Returns player object with that username or, if no such player is on the server, null.
serv.getNearby(loc)
Returns array of players within loc. loc is a required paramater. The object contains:
- world: World position is in
- position: Center position
- radius: Distance from position
server.banUsername(username,reason,callback)
Bans players given a username. Mainly used if player is not online, otherwise use player.ban().
server.ban(uuid,reason)
Ban player given a uuid. If the player is online, using player.ban(). Bans with reason or You are banned!.
server.pardonUsername(username,callback)
Pardons a player given a username.
server.pardon(uuid)
Pardons a player given their uuid. Returns false if they are not banned.
server.getUUIDFromUsername(username,callback)
Gets UUID from username. Since it needs to fetch from mojang servers, it is not immediate.
Arguments in format: callback(uuid). uuid is null if no such username exists.
server.setTime(time)
Set daylight cycle time in ticks. See serv.time for more info.
server.setTickInterval(ticksPerSecond)
Resets tick interval to occur ticksPerSecond times per second.
Use server.stopTickInterval() if you want but this method already calls that and you can use serv.doDaylightCycle to stop it anyway.
server.setBlock(world, position, blockType, blockData)
Saves block in world and sends block update to all players of the same world.
server.playSound(sound, world, position, opt)
Plays sound (string, google "minecraft sound list") to all players in opt.radius.
If position is null, will play at the location of every player (taking into account whitelist and blacklist).
Opt:
- whitelist: Array of players that can hear the sound (can be a player object)
- blacklist: Array of players who cannot hear the sound
- radius: Radius that sound can be heard (in fixed position so remember to multiply by 32, default 32*32)
- volume: float from 0-1 (default 1.0)
- pitch: float from 0.5 to 2 (default 1.0)
server.playNoteBlock(world, position, pitch)
Plays noteblock in world at position. pitch is from 0-24
server.getNote(note)
Get pitch. note should be between 0-24 and your output is from 0.5 to 2.0
server.emitParticle(particle, world, position, opt)
Emits particle (see id list) at position in world.
Opt:
- whitelist: Array of players that can see the particle (can be a player object)
- blacklist: Array of players who cannot see the particle
- radius: Radius that the particle can be seen from
- longDistance: I don't know what this is. I think this is pointless with our implenetation of radius, not sure though...
- size: vec3 of the size. (0,0,0) will be at an exact position, (10,10,10) will be very spread out (particles less dense)
- count: Number of particles. 100,000,000+ will crash the client. Try not to go over 100,000 (sincerely, minecraft clients)
Low level methods
server._writeAll(packetName, packetFields)
Writes packet to every player on the server
server._writeArray(packetName, packetFields, playerArray)
Writes packet to every player in playerArray
server._writeNearby(packetName, packetFields, loc)
Writes packet to all players within distance of loc. loc has the same paramater as loc in server.getNearby()
Entity
Players are a type of entity, so they will have most of the attributes and methods
Properties
entity.id
ID of entity on server
entity.position
Current position (currently in fixed position (x32 what you'd expect) so do entity.position.scaled(1/32) to get normal position)
entity.world
World object entity is in
entity.type
Either "player", "mob", or "object" (currently)
entity.entityType
Numerical type of the entity.
entity.name
Sub-category of entity. For mobs, this is which mob (Zombie/Skeleton, etc). For objects, this is which object (Arrow/Dropped item, etc)
entity.nearbyEntities
Nearby entities to this entity
entity.viewDistance
How far away entities are loaded/unloaded (used for players ATM)
entity.health
How many half-hearts an entity has of health (e.g. Player has 20). Not really used for objects, only players and mobs.
entity.pitch
Pitch of entity (rotation sideways)
entity.headPitch
Pitch of entity's head
entity.yaw
Yaw of entity (rotation looking up and down)
entity.gravity
Gravity of entity (non-players) to calculate physics.
entity.terminalvelocity
Only applies to gravity, really. You can still apply a velocity larger than terminal velocity.
entity.friction
Decreases velocity when touching blocks
entity.size
Used to calculate collisions for server-side entities
entity.deathTime
How much time before an entity despawns (in ms)
entity.pickupTime
How long before an entity can be picked up (in ms)
entity.bornTime
When an entity was born. Used with pickupTime and deathTime (time in epoch)
entity.itemId
If a block drop, what item id
entity.itemDamage
If a block drop, what item damage
entity.metadata
Metadata for the entity (not like block metadata/damage). Contains stuff like NBT.
entity.nearbyEntities
List of entities that the entity believes is nearby.
Events
Behaviors
Behaviors are very interesting. Let me explain to you how they work:
Behaviors are a special type of event. They are editable and allow defaults to be cancellable making the powerful for plugins to take control of and interact with each other. Three different events get called for a behavior:
- EVENTNAME_cancel
- EVENTNAME
- EVENTNAME_done
EVENTNAME_cancel passses the paramaters data (object of all info about behavior. Changing the data could have effects on outcome) and cancel, a function. This event is run before the default action. If cancel() is called, it will cancel the default action. More on this later.
EVENTNAME passes data as well as cancelled so plugins can check if the default behavior has been cancelled. This is event is run
before the default action.
EVENTNAME_done passes data and cancelled. This event is run before the default action.
Example: One plugin wants to cancel a player's movement while another wants to say "HI" when they move
Plugin A:
player.on('move_cancel', ({position}, cancel) => {
cancel(); // If player tries to move, shoots them back where they came from
});
Plugin B:
player.on('move', ({position}, cancelled) => {
if (!cancelled) player.chat('HI!');
})
When a player normally moves, the server saves their position and sends it to all clients. Therefore, if a "move" behavior was truly cancelled, the player would be able to move freely while the server and other players would see the player stationary. This doesn't happen because behaviors can have "default cancel functions". In the case of a player's "move", the default cancel function sends them back where they came from. To prevent this from happening, use the "preventDefaultCancel" paramater: cancel(false);
Plugin C
player.on('move_cancel', ({position}, cancel) => {
cancel(false); // Doesn't teleport player back
});
If we keep Plugin B and replace Plugin A with Plugin C, we'll see that the player can move freely but will not receive the word "HI" and other players will be unable to see their movements.
Finally, there is hidden cancel. This is the second parameter in cancel, and allows plugins to hide the fact that they cancelled the default action from other plugins. It's best not to use this, but I know somebody will someday need this.
Plugin D
player.on('move_cancel', ({position}, cancel) => {
cancel(false, true); // Player doesn't teleport back and now "cancelled" will be false
})
Using Plugin B and D together, the player will be able to move freely and will be spammed with "HI", however the server will not store their position and other players will not see the player move.
FORMAT
Definition of behavior.
- var1: Variable with value, can be changed (default: defaultValue)
- var2 (u): Variable with value. You can change it however it will not have any effect on the default action (and could screw with other plugins, watch out!). U stands for unused
Default: What happens if this isn't cancelled.
Cancelled: What happens if this is cancelled and preventDefaultCancel is still false.
"move"
Emitted when server calculates new position for the entity (DOES NOT APPLY TO PLAYER!)
- old (u): Where the entity came from
- onGround (u): If the entity is on the ground
Default: Send entity relative-move or teleport packets to all nearby players
Cancelled: Set entity position to old position
Methods
entity.getData(pluginName)
Gets object that stores data, personalized per plugin. Returns null if plugin does not exist.
Shortcut for: entity.pluginData[pluginName];
entity.getOthers()
Get every other entity other than self
entity.getOtherPlayers()
Gets every player other than self (all players if entity is not a player)
entity.getNearby()
Gets all entities nearby (within entity.viewDistance)
entity.getNearbyPlayers()
Gets all nearby players regardless of what client thinks
entity.nearbyPlayers()
Gets all nearby players that client can see
entity.takeDamage({sound='game.player.hurt', damage=1, velocity=new Vec3(0,0,0), maxVelocity=new Vec3(4, 4, 4), animation=true})
- sound: Sound to play (default is game.player.hurt)
- damage: Damage to deal (default is based off player's weapon, player's potions, attackEntity's potions, and attackedEntity armor)
- velocity: Which way should attackedEntity move when hit
- maxVelocity: maxVelocity from consecutive hits
- animation: Play death/hit animation
Low level Methods
entity._writeOthers(packetName, packetFields)
Writes to all other players on server
entity._writeOthersNearby(packetName, packetFields)
Writes to all players within viewDistance
Player
Properties
player.username
The username of the player
player.view
The view size of the player, for example 8 for 16x16
player.xp
Total experience the player has (int). Set this using player.setXp()
player.displayXp
Number from 0 to 1.0 representing the progress bar at the bottom of the player's screen. Set this with player.setDisplayXp()
player.xpLevel
Level of xp the player has. Set this with player.setXpLevel()
player.commands
Instance of the Command class. Here is an example to create a new command :
player.commands.add({
base: 'hello',
info: 'print hello in the console',
usage: '/hello <pseudo>',
op: false,
parse(str) {
const args=str.split(' ');
if(args.length!=1)
return false;
return {pseudo:args[0]};
},
action({pseudo}) {
console.log("Hello "+pseudo);
}
});
Events
"connected"
Fires when the player is connected
"spawned"
Fires when the player is spawned
"disconnected"
Fires when the player disconnected
"chat" (message)
Fires when the player says message.
"kicked" (kicker,reason)
kicker kick the player with reason
"positionChanged"
fires when the position changes in small amounts (walking, running, or flying)
Behaviors
See entity "Behaviors" for more info
"move"
When player tries to move
- position (u): New position player is trying to move to
- onGround (u): Whether player thinks they're on the ground or not
Default: Save position/onGround and write to all nearby players
Cancelled: Snap back to old position
"look"
When player tries to look somewhere
- yaw (u): New yaw player is looking
- pitch (u): New pitch player is looking
- onGround (u): If player thinks they're on the ground
Default: Save look directions, send to all nearby players
Cancelled: Snap their view back to old yaw and pitch
"chat"
Emitted when player tries to say something (unless they're message starts with /, then refer to "command")
- message (u): Message player sent
- broadcastMessage: What is put in server chat (Default: message)
Default: Broadcasts to server their message
Cancelled: Nothing
"command"
Emitted when player starts their message with a slash
- command: Their commands (excludes the slash)
Default: Handle command by command system
Cancelled: Nothing
"punch"
When player tries to punch nothing
Default: Send punch animation to nearby players
Cancelled: Nothing
"sendBlock"
Emitted when sending a block to a player (block changed). This is separate for every player, cancelling this for one player causes ghost blocks!
- position: Position of the block
- id: ID of the block
- data: Metadata of the block
Default: Send block change to player.
Cancelled: Nothing
"sendChunk"
Emitted when sending a chunk to a player (loading it in)
- x: Chunk X
- z: Chunk Z
- chunk: Chunk data
Default: Continue sending chunk to client
Cancelled: Nothing
"dig"
Emitted when any player STARTS digging (i.e. survival only)
- position: Position of block being mined
- block (u): Block being mined
Default: Allow player to start mining block, send changes in break animation to other players
Cancelled: Stop them from digging
"dug"
Emitted when a player finishes digging something (or a player in creative breaks a block)
- position: Position of block dug
- block (u): Block dug
- dropBlock: Should it drop a block object (Default: false in creative, otherwise true)
- blockDropPosition: Where block is dropped (Default: center of block)
- blockDropWorld: World block is dropped in (Default is the world the player/block is in)
- blockDropVelocity: The velocity the block has when dropped (Default: random)
- blockDropId: ID of the block dropped
- blockDropDamage: Damage of the block dropped
- blockDropPickup: Time before user can pick up the block (Default: 0.5 seconds)
- blockDropDeath: Time before item despawns (Default: 5 minutes)
Default: Save new block as air, sends to all nearby players
Cancelled: Send to player the block that was there
"cancelDig"
Emitted when a player cancels digging in the middle (i.e. survival only)
- position: Position of block that was being mined
- block (u): Block that was being mined
Default: Stop animation for all players, save stop digging
Cancelled: Nothing
"forceCancelDig"
Emitted when the server cancels a dig (currently only happens if the player mines too fast)
- stop: Whether the digging should be cancelled because they mined too fast (Default: true)
- start (u): Time mining started
- time (u): How long the player has been mining
"breakAnimation"
Emitted when the server believes the break animation should increase (not sent by client!)
- position: Position of block being updated
- state: New state being changed to
- lastState (u): Last state of block
- start (u): When mining started
- timePassed (u): How long between start and now
Default: Send animation to everyone
Cancelled: Nothing
"placeBlock"
Emitted when a player places a block
- position: Position they're attempting to place the block
- id: Id of block being placed
- damage: Data of block being placed
- reference (u): Reference block (position) that was placed on
- direction (u): Direction vector from reference to position
- playSound: Which sound to play (Default: true)
- sound: Sound to play (Default: default sound for that material)
Default: Place block for server and nearby players
Cancelled: Replace block with old block for player
"attack"
Emitted when a player attacks an entity
- attackedEntity: Entity being attacked
- playSound: Play sound (Default: true)
- sound: Sound to play (default is game.player.hurt)
- damage: Damage to deal (default is based off player's weapon, player's potions, attackEntity's potions, and attackedEntity armor)
- velocity: Which way should attackedEntity move when hit
- maxVelocity: maxVelocity from consecutive hits
- animation: Play death/hit animation
Default: Damage entity, play sound, send velocity, play animation for death/hit
Cancelled: Nothing
"requestRespawn"
Emitted when a player tries to respawn
Default: Let them respawn
Cancelled: Nothing. You monster.
Methods
player.login()
login
player.ban(reason)
bans player with reason
player.kick(reason)
kicks player with reason
player.getOthers()
return the other players than player
player.chat(message)
sends message to the player
player.changeBlock(position,blockType,blockData)
change the block at position position to blockType and blockData
this will not change the block for the user himself. It is mainly useful when a user places a block and only needs to send it to other players on the server
player.sendBlock(position,blockType,blockData)
change the block at position position to blockType and blockData
this will not make any changes on the server's world and only sends it to the user as a "fake" or "local" block
player.sendInitialPosition()
send its initial position to the player
player.setGameMode(gameMode)
set player gameMode to gameMode
player.handleCommand(command)
handle command
player.setBlock(position,blockType,blockData)
Saves block in world and sends block update to all players of the same world.
player.updateHealth(health)
update the player health.
player.changeWorld(world, opt)
The world object which the player is in (use serv.overworld, serv.netherworld, serv.endworld, or a custom world). Options:
- gamemode: Gamemode of the world (Default is player gamemode)
- difficulty: Difficulty of world. Default is 0 (easiest)
- dimension: Dimension of world. 0 is Overworld, -1 is Nether, 1 is End (Default is 0)
player.spawnAPlayer(spawnedPlayer)
Spawn spawnedPlayer for player.
player.updateAndSpawnNearbyPlayers()
Spawn and despawn the correct players depending on distance for player.
player.playSound(sound, opt)
Easy way to only play a sound for one player. Same opt as serv.playSound except no whitelist.
player.setXp(xp, opt)
Sets the player's XP level. Options:
- setLevel: Calculate and set player.level (default: true)
- setDisplay: Calculate and set player.displayXp (default: true)
- send: Send xp packet (default: true)
player.sendXp()
Updates the player's xp based on player.xp, player.displayXp, and player.xpLevel
player.setXpLevel(level)
Sets and sends the player's new level
player.setDisplayXp(num)
Sets and sends the player's new display amount. num should be from 0 to 1.0
Low level properties
player._client
The internal implementation to communicate with a client
Low level methods
Same as entity