Mod Examples: Difference between revisions
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// Event handler | // Event handler | ||
void OnPlayerReady( object sender, PlayerEventArgs e ){ | void OnPlayerReady( object sender, PlayerEventArgs e ){ | ||
// if connecting | // if connecting player is of highest rank (presumably owner) | ||
if( e.Player.Rank == RankManager.HighestRank ){ | if( e.Player.Rank == RankManager.HighestRank ){ | ||
// Get a list of players who can see them join | // Get a list of players who can see them join | ||
// (to avoid accidentally revealing hidden owners) | // (to avoid accidentally revealing hidden owners) | ||
var playersToMsg = Server.Players.CanSee(e.Player); | var playersToMsg = Server.Players.CanSee(e.Player); | ||
// Spam them | // Spam them (use &Y colorcode, which maps to SayColor) | ||
playersToMsg.Message( "&YOMG THE OWNER IS HERE! EVERYONE SAY \"HEY {0}\"", | playersToMsg.Message( "&YOMG THE OWNER IS HERE! EVERYONE SAY \"HEY {0}\"", | ||
e.Player.Name ); | e.Player.Name ); | ||
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} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==Adding a new command== | ==Adding a new command== | ||
Revision as of 20:45, 6 February 2012
This page demonstrates examples of modifying and extending fCraft.
Calling custom code at regular intervals
The following example will call BleepTask method every 10 seconds.
// Interval at which your callback is called
TimeSpan bleepInterval = TimeSpan.FromSeconds( 10 );
// Adding your callback
Scheduler.NewTask( BleepTask ).RunForever( bleepInterval );
// Your callback. Implements SchedulerCallback delegate.
void BleepTask( SchedulerTask task ){
Chat.Say( Player.Console, "bleep" );
}
Besides RunForever(TimeSpan), SchedulerTask has many Run* methods for running a task once, several times, or forever - with different delays and at different intervals.
Reacting to server shutdown
There are two events associated with shutdown: Server.ShutdownBegan and Server.ShutdownEnded. Both supply a ShutdownEventArgs object that provides information about the shutdown parameters. For more information about how server shutdown works, see API: Shutdown.
// Subscribing to the event
Server.ShutdownBegan += OnShutdownBegan;
// Event handler
void OnShutdownBegan( object sender, ShutdownEventArgs e ){
Console.Write( "The end is near!" );
if( e.Restart ){
Console.Write( "But we will be back shortly." );
}
}
Checking incoming players
There are many events fired while the player is connecting. For a full explanation, see API: Login. For example Player.Connected event is fired after fCraft looks player up in the database/verifies name/checks bans, but just before a handshake reply is sent to the player. This event allows addition more checks before player is allowed into the server. Here we're using Player.Ready event, which is fired when a player is fully connected, and just after they join the main map. This is where all announcement code should go.
// Subscribing to the event
Player.Ready += OnPlayerReady;
// Event handler
void OnPlayerReady( object sender, PlayerEventArgs e ){
// if connecting player is of highest rank (presumably owner)
if( e.Player.Rank == RankManager.HighestRank ){
// Get a list of players who can see them join
// (to avoid accidentally revealing hidden owners)
var playersToMsg = Server.Players.CanSee(e.Player);
// Spam them (use &Y colorcode, which maps to SayColor)
playersToMsg.Message( "&YOMG THE OWNER IS HERE! EVERYONE SAY \"HEY {0}\"",
e.Player.Name );
// or, if player's name contains the word "grief"
}else if( e.Player.Name.Contains( "grief", StringComparison.OrdinalIgnoreCase ) ){
// Spam everyone some more!
Server.Message( "&YLOOK OUT! GRIEFERS ARE COMING!" );
}
}
Adding a new command
New commands can be added by calling CommandManager.RegisterCustomCommand. You need to provide a CommandDescriptor object. If there is any conflict between your command and existing ones, or if some aspect of your command's descriptor is unacceptible, a CommandRegistrationException will be thrown.
// Command descriptor
CommandDescriptor CdBleep = new CommandDescriptor {
Name = "bleep",
Aliases = new[] { "bloop" },
Category = CommandCategory.Chat,
Permissions = new[] { Permission.Chat },
Help = "Prints a number of bleeps in chat.",
Usage = "/bleep [Times]",
Handler = BleepHandler
};
// Command handler - must implement CommandHandler delegate
void BleepHandler( Player player, Command cmd ){
int numberOfBleeps = 10;
// if a param is given
if( cmd.HasNext )
// try to parse it as a number, and save to numberOfBleeps
if( !cmd.NextInt( out numberOfBleeps ) ){
// if that fails (not a number), print usage
CdBleep.PrintUsage( player );
return;
}
}
// check the range
if( numberOfBleeps<1 || numberOfBleeps>32 ){
player.Message( "Specify between 1 and 32 bleeps." );
return;
}
for( int i=0; i<numberOfBleeps; i++ ){
Chat.SendGlobal( player, "bleep" );
}
}
// Registering your command with the server
CommandManager.RegisterCustomCommand( CdBleep );