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author | madmaxoft <github@xoft.cz> | 2013-09-16 11:44:12 +0200 |
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committer | madmaxoft <github@xoft.cz> | 2013-09-16 11:44:12 +0200 |
commit | 8ad8a25c2f3c46b4793a61ba95ab93af44625960 (patch) | |
tree | 7ff2fc23f927f93dc8c9a87751fa68df3f12da8d /MCServer/Plugins | |
parent | Exported cMonster:GetMobType() to the Lua API. (diff) | |
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Diffstat (limited to 'MCServer/Plugins')
-rw-r--r-- | MCServer/Plugins/APIDump/APIDesc.lua | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/MCServer/Plugins/APIDump/APIDesc.lua b/MCServer/Plugins/APIDump/APIDesc.lua index a71a35099..444d697fa 100644 --- a/MCServer/Plugins/APIDump/APIDesc.lua +++ b/MCServer/Plugins/APIDump/APIDesc.lua @@ -1466,6 +1466,66 @@ Sign entities are saved and loaded from disk when the chunk they reside in is sa Constants = { }, + AdditionalInfo = + { + { + Header = "Using callbacks", + Contents = [[ + To avoid problems with stale objects, the cWorld class will not let plugins get a direct pointer + to an {{cEntity|entity}}, {{cBlockEntity|block entity}} or a {{cPlayer|player}}. Such an object + could be modified or even destroyed by another thread while the plugin holds it, so it would be + rather unsafe.</p> + <p> + Instead, the cWorld provides access to these objects using callbacks. The plugin provides a + function that is called and receives the object as a parameter; cWorld guarantees that while + the callback is executing, the object will stay valid. If a plugin needs to "remember" the + object outside of the callback, it needs to store the entity ID, blockentity coords or player + name.</p> + <p> + The following code examples show how to use the callbacks</p> + <p> + This code teleports player Player to another player named ToName in the same world: +<pre> +-- Player is a cPlayer object +-- ToName is a string +-- World is a cWorld object +World:ForEachPlayer( + function (a_OtherPlayer) + if (a_OtherPlayer:GetName() == ToName) then + Player:TeleportToEntity(a_OtherPlayer); + end +); +</pre></p> + <p> + This code fills each furnace in the chunk with 64 coals: +<pre> +-- Player is a cPlayer object +-- World is a cWorld object +World:ForEachFurnaceInChunk(Player:GetChunkX(), Player:GetChunkZ(), + function (a_Furnace) + a_Furnace:SetFuelSlot(cItem(E_ITEM_COAL, 64)); + end +); +</pre></p> + <p> + This code teleports all spiders up by 100 blocks: +<pre> +-- World is a cWorld object +World:ForEachEntity( + function (a_Entity) + if not(a_Entity:IsMob()) then + return; + end + local Monster = tolua.cast(a_Entity, "cMonster"); -- Get the cMonster out of cEntity, now that we know the entity represents one. + if (Monster:GetMobType() == cMonster.mtSpider) then + Monster:TeleportToCoords(Monster:GetPosX(), Monster:GetPosY() + 100, Monster:GetPosZ()); + end + end +); +</pre></p> + ]], + }, + }, -- AdditionalInfo }, TakeDamageInfo = |