├── README.md
├── .gitignore
├── update.md
├── js
├── visitor.js
├── example.js
├── testcase.js
└── 帮助.txt
└── LICENSE
/README.md:
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1 | # BDSJSRunner-Release
2 | Win版MC服务端下JS运行插件成品
3 |
4 | 代码请移步腾讯云查看完整源码,详见
5 | https://mzgl.coding.net/public/BDSJSRunner/BDSJSRunner/git/files
6 |
7 | #### Commercial License
8 | GPL
9 |
10 | 未经许可禁止商业用途和分发。
11 |
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/.gitignore:
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1 | # Prerequisites
2 | *.d
3 |
4 | # Compiled Object files
5 | *.slo
6 | *.lo
7 | *.o
8 | *.obj
9 |
10 | # Precompiled Headers
11 | *.gch
12 | *.pch
13 |
14 | # Compiled Dynamic libraries
15 | *.so
16 | *.dylib
17 | *.dll
18 |
19 | # Fortran module files
20 | *.mod
21 | *.smod
22 |
23 | # Compiled Static libraries
24 | *.lai
25 | *.la
26 | *.a
27 | *.lib
28 |
29 | # Executables
30 | *.exe
31 | *.out
32 | *.app
33 |
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/update.md:
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1 | # 更新日志
2 |
3 | #### 2020-04-16
4 |
5 | 适配版本至1.14.60.5
6 |
7 | 修复一个修改引入的设定能力值导致程序崩溃的问题;
8 |
9 | 修复能力设定时权限设置不正确
10 |
11 | 添加js测试用例到仓库
12 |
13 | #### 2020-04-27
14 |
15 | 添加玩家物品数据化及相关操作方法;小幅优化玩家装备列表
16 |
17 | #### 2020-04-28
18 |
19 | 小幅优化放置方块事件使可拦截,添加命令方块更新监听,爆炸事件监听
20 |
21 | #### 2020-04-29
22 |
23 | 小幅优化属性设置方法,提供玩家效果列表操作相关方法
24 |
25 | #### 2020-04-30
26 |
27 | 添加设置指令描述方法
28 |
29 | 小幅优化爆炸监听传参
30 |
31 | #### 2020-05-02
32 |
33 | 添加命令方块(矿车)执行指令监听
34 |
35 | #### 2020-05-03
36 |
37 | 添加自定义bossbar显示相关功能
38 |
39 | #### 2020-05-14
40 |
41 | 添加结构导入导出方法
42 |
43 | #### 2020-05-18
44 |
45 | 调整优化结构导入导出功能,小幅优化nbt相关操作内存占用
46 |
47 | #### 2020-05-22
48 |
49 | 添加自定义侧边栏相关方法,小幅优化延时操作稳定性
50 |
51 | #### 2020-06-12
52 |
53 | 剔除一个引起崩服的非玩家属性
54 |
55 | #### 2020-06-20
56 |
57 | 修复一个背包含焰火之星时nbt解密崩服问题
58 |
59 | #### 2020-06-24
60 |
61 | 适配版本至1.16.0.2
62 |
63 | #### 2020-06-25
64 |
65 | 小幅优化放入取出事件监听;完善基本属性默认值与临时值设定方法
66 |
67 | #### 2020-06-26
68 |
69 | 修复一个放入取出可能导致开箱卡死的问题
70 |
71 | #### 2020-06-29
72 |
73 | 剔除可能引起崩服的容器放入取出事件监听,修复玩家伤害事件无法拦截的问题,添加玩家权限和游戏模式设定相关方法
74 |
75 | #### 2020-06-30
76 |
77 | 适配版本至1.16.1.2;添加NPC指令执行事件监听
78 |
79 | #### 2020-07-01
80 |
81 | 修订帮助文件错误示例
82 |
83 | #### 2020-07-03
84 |
85 | 小幅优化GUI 兼容无按钮情况
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/js/visitor.js:
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1 | // 文件名:visitor
2 | // 功能:提供后台visitor命令 强制玩家降级权限为访客
3 |
4 |
5 | /******************************** 预处理设置区 ********************************/
6 |
7 | var FUCTION_EXLOG = 'FUCTION_EXLOG';
8 |
9 | let _VISITOR_OFF = false;
10 |
11 | // 使用一个共享函数
12 | let examplelog = null;
13 |
14 | // 打印调试信息
15 | function _VISITOR_PR(e) {
16 | if (!_VISITOR_OFF) {
17 | if (examplelog != null)
18 | examplelog(e);
19 | else {
20 | let f = getShareData(FUCTION_EXLOG);
21 | examplelog = (f != null) ? f :
22 | function (e) {
23 | log('[visitor]' + e);
24 | };
25 | examplelog(e);
26 | }
27 | }
28 | }
29 |
30 | // tellraw 回传消息
31 | function _visitor_tellrawmsg(pname, msg) {
32 | let rawtxt = {};
33 | rawtxt.rawtext = [];
34 | let text = {};
35 | text.text = msg;
36 | rawtxt.rawtext.push(text);
37 | runcmd('tellraw ' + '"' + pname + '" ' + JSON.stringify(rawtxt));
38 | }
39 |
40 | // 将玩家名写入权限配置文件,并更新权限
41 | function _visitor_permission(pname) {
42 | let plstr = getOnLinePlayers();
43 | if (plstr != null) {
44 | let xuid = "";
45 | jpl = JSON.parse(plstr);
46 | if (jpl != null) {
47 | for (let i = 0; i < jpl.length; i++) {
48 | let jp = jpl[i];
49 | if (jp.playername == pname) { // 找到
50 | xuid = jp.xuid;
51 | break;
52 | }
53 | }
54 | }
55 | if (xuid != "") {
56 | // 将此xuid加入到权限配置文件中
57 | let pelstr = fileReadAllText('permissions.json');
58 | let pel = [];
59 | let finded = false;
60 | if (pelstr != null && pelstr != "") {
61 | pel = JSON.parse(pelstr); // 获取老的权限配置信息
62 | }
63 | for (let i = 0; i < pel.length; i++) {
64 | let jpe = pel[i];
65 | if (jpe.xuid == xuid) { // 找到
66 | jpe.permission = "visitor";
67 | finded = true;
68 | break;
69 | }
70 | }
71 | if (!finded) { // 未能找到旧配置信息,将新增信息
72 | let j = {};
73 | j.permission = "visitor";
74 | j.xuid = xuid;
75 | pel.push(j);
76 | }
77 | fileWriteAllText('permissions.json', JSON.stringify(pel)); // 保存新配置
78 | setTimeout(function () {
79 | runcmd("permission reload"); // 重载权限配置
80 | _visitor_tellrawmsg(pname, "您已被降级权限为访客。");
81 | }, 10);
82 | return;
83 | }
84 | }
85 | _VISITOR_PR("未能正确降级玩家" + pname + ",请检查该玩家是否在线。");
86 | }
87 |
88 | // 解析字符串
89 | function _visitor_trans(cmd) {
90 | let rcmd = cmd.trim();
91 | if (rcmd == "") // 空白字符串 不作处理
92 | return true;
93 | let cmdstrs = rcmd.split(' ');
94 | if (cmdstrs.length > 0) {
95 | if (cmdstrs[0] == 'visitor') { // 进入命令
96 | let playername = rcmd.substr(7).trim();
97 | _visitor_permission(playername);
98 | return false;
99 | }
100 | }
101 | return true;
102 | }
103 |
104 | /******************************** 监听器设置区 ********************************/
105 |
106 | // 待管理多监听器
107 | var _visitor_ofs = {};
108 |
109 | // 服务器指令回调
110 | setBeforeActListener('onServerCmd', function (e) {
111 | let je = JSON.parse(e);
112 | let r = _visitor_trans(je.cmd);
113 | if (!r)
114 | return false; // 直接拦截
115 | return true;
116 | });
117 |
118 | _VISITOR_PR('visitor 已加载。用法:visitor [玩家名]');
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/js/example.js:
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1 | // 文件名:example.js
2 | // 文件功能:示例简单的监控信息
3 |
4 | function examplelog(e) {
5 | log('{' + e);
6 | }
7 | // 设置一个共享函数以供其它js文件调用
8 | setShareData('FUCTION_EXLOG', examplelog);
9 |
10 | // 待写入文本队列
11 | var flogs = [];
12 |
13 | // 取文本队列中文本并写入 使用延时方式调用此方法
14 | function saveOneLog() {
15 | let x = flogs.shift();
16 | if (x != null) {
17 | fileWriteLine('jslog.txt', x);
18 | }
19 | }
20 |
21 | // 匿名方式设置攻击事件前监听器
22 | setBeforeActListener('onAttack', function (e) {
23 | var je = JSON.parse(e);
24 | var str = '[测试]' + ' 玩家 ' + je.playername + ' 即将发动攻击。';
25 | examplelog(str);
26 | // 事件内随时可进行mc指令执行
27 | runcmd('title ' + je.playername + ' actionbar (测试)举起手来!');
28 | // 事件内随时可保存信息至外部文件
29 | flogs.push(str);
30 | setTimeout(saveOneLog, 1);
31 | // 事件内随时可读取外部信息文件或执行外部脚本
32 | // var outcmd = fileReadAllText('outjs.js');
33 | // runScript(outcmd);
34 | return true; // 如果返回false,则表示拦截该事件的执行
35 | });
36 |
37 | // 匿名方式设置攻击事件后监听器
38 | setAfterActListener('onAttack', function (e) {
39 | var je = JSON.parse(e);
40 | var sp = JSON.stringify(je.XYZ);
41 | var tnow = TimeNow();
42 | var str = '[' + tnow + ' AfterAttack] ' + '玩家 ' + je.playername + ' 在 ' +
43 | je.dimension + ' ' + sp + ' 处攻击了 ' + je.actortype + '。';
44 | examplelog(str);
45 | flogs.push(str);
46 | setTimeout(saveOneLog, 1);
47 | });
48 |
49 | // 命名函数,监听使用物品前事件
50 | //function beforeOnUseItem(e){
51 | // var je = JSON.parse(e);
52 | // log(je.playername + '想要使用物品');
53 | // return true; // 此处或可添加坐标判断实现禁使用物品操作
54 | //}
55 | // 设置使用物品前事件监听器
56 | //setBeforeActListener('onUseItem', beforeOnUseItem);
57 |
58 |
59 | // 命名函数,监听使用物品后事件
60 | function afterUseItem(e) {
61 | var je = JSON.parse(e);
62 | if (je.result) {
63 | var tnow = TimeNow();
64 | var str = '[' + tnow + ' AfterUseItem] ' + '玩家 ' + je.playername +
65 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
66 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
67 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处使用了 '
68 | + je.itemname + ' 物品。';
69 | examplelog(str);
70 | flogs.push(str);
71 | setTimeout(saveOneLog, 1);
72 | }
73 | }
74 | // 设置使用物品后事件监听器
75 | setAfterActListener('onUseItem', afterUseItem);
76 |
77 | // 放置方块后回调
78 | setAfterActListener('onPlacedBlock', function (e) {
79 | var je = JSON.parse(e);
80 | if (je.result) {
81 | var tnow = TimeNow();
82 | var str = '[' + tnow + ' AfterPlaceBlock] ' + '玩家 ' + je.playername +
83 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
84 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
85 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处放置了 '
86 | + je.blockname + ' 方块。';
87 | examplelog(str);
88 | flogs.push(str);
89 | setTimeout(saveOneLog, 1);
90 | }
91 | });
92 |
93 | // 破坏方块后触发回调
94 | setAfterActListener('onDestroyBlock', function (e) {
95 | var je = JSON.parse(e);
96 | if (je.result) {
97 | var tnow = TimeNow();
98 | var str = '[' + tnow + ' AfterDestroyBlock] ' + '玩家 ' + je.playername +
99 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
100 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
101 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处破坏了 '
102 | + je.blockname + ' 方块。';
103 | examplelog(str);
104 | flogs.push(str);
105 | setTimeout(saveOneLog, 1);
106 | }
107 | });
108 |
109 |
110 | // 开箱前回调
111 | setBeforeActListener('onStartOpenChest', function (e) {
112 | var je = JSON.parse(e);
113 | var tnow = TimeNow();
114 | var str = '[' + tnow + ' BeforeOpenChest] ' + '玩家 ' + je.playername +
115 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
116 | (!je.isstand ? ' 悬空地' : '') + ' 试图在 ' + je.dimension +
117 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处打开箱子。';
118 | examplelog(str);
119 | flogs.push(str);
120 | setTimeout(saveOneLog, 1);
121 | return true; // 此处或可添加坐标判断实现锁箱操作
122 | });
123 |
124 |
125 | // 开桶前回调
126 | setBeforeActListener('onStartOpenBarrel', function (e) {
127 | var je = JSON.parse(e);
128 | var tnow = TimeNow();
129 | var str = '[' + tnow + ' BeforeOpenBarrel] ' + '玩家 ' + je.playername +
130 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
131 | (!je.isstand ? ' 悬空地' : '') + ' 试图在 ' + je.dimension +
132 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处打开木桶。';
133 | examplelog(str);
134 | flogs.push(str);
135 | setTimeout(saveOneLog, 1);
136 | return true; // 此处或可添加坐标判断实现锁桶操作
137 | });
138 |
139 |
140 | // 放入取出物品后回调
141 | setAfterActListener('onSetSlot', function (e) {
142 | var je = JSON.parse(e);
143 | var tnow = TimeNow();
144 | var str = '[' + tnow + ' AfterSetSlot] ' + '玩家 ' + je.playername +
145 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
146 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
147 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处的 ' +
148 | je.blockname + ' 内的第 ' + je.slot + ' 槽内 ' +
149 | (je.itemcount > 0 ? '放入了 ' + je.itemcount + ' 个 ' + je.itemname + ' 物品。' :
150 | '取出了物品。');
151 | examplelog(str);
152 | flogs.push(str);
153 | setTimeout(saveOneLog, 1);
154 | });
155 |
156 |
157 | // 关箱后回调
158 | setAfterActListener('onStopOpenChest', function (e) {
159 | var je = JSON.parse(e);
160 | var tnow = TimeNow();
161 | var str = '[' + tnow + ' AfterStopOpenChest] ' + '玩家 ' + je.playername +
162 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
163 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
164 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处关闭了箱子。';
165 | examplelog(str);
166 | flogs.push(str);
167 | setTimeout(saveOneLog, 1);
168 | });
169 |
170 |
171 | // 关桶后回调
172 | setAfterActListener('onStopOpenBarrel', function (e) {
173 | var je = JSON.parse(e);
174 | var tnow = TimeNow();
175 | var str = '[' + tnow + ' AfterStopOpenBarrel] ' + '玩家 ' + je.playername +
176 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
177 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
178 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处关闭了木桶。';
179 | examplelog(str);
180 | flogs.push(str);
181 | setTimeout(saveOneLog, 1);
182 | });
183 |
184 |
185 | // 切换维度回调
186 | setAfterActListener('onChangeDimension', function (e) {
187 | var je = JSON.parse(e);
188 | if (je.result) {
189 | var tnow = TimeNow();
190 | var str = '[' + tnow + ' AfterChangeDimension] ' + '玩家 ' + je.playername +
191 | (!je.isstand ? ' 悬空地' : '') + ' 切换维度至 ' + je.dimension +
192 | ' (' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ') 处。';
193 | examplelog(str);
194 | flogs.push(str);
195 | setTimeout(saveOneLog, 1);
196 | }
197 | });
198 |
199 |
200 | // 生物死亡信息回调
201 | setAfterActListener('onMobDie', function (e) {
202 | var je = JSON.parse(e);
203 | if (je.mobname != "") {
204 | var tnow = TimeNow();
205 | var str = '[' + tnow + ' DeathInfo] ' + je.mobname + ' 被 ' + je.srcname + ' 杀死了';
206 | examplelog(str);
207 | flogs.push(str);
208 | setTimeout(saveOneLog, 1);
209 | }
210 | });
211 |
212 | // 生物受伤监听
213 | setAfterActListener('onMobHurt', function (e) {
214 | var je = JSON.parse(e);
215 | if (je.mobname != "" && je.result) {
216 | var tnow = TimeNow();
217 | var str = '[' + tnow + ' HurtInfo] ' + je.mobname + ' 受到来自 ' + je.srcname + ' 的 ' + je.dmcount + ' 点伤害,类型' + je.dmtype;
218 | examplelog(str);
219 | }
220 | });
221 |
222 | // 玩家重生回调
223 | setAfterActListener('onRespawn', function (e) {
224 | var je = JSON.parse(e);
225 | var tnow = TimeNow();
226 | var str = '[' + tnow + ' AfterRespawn] 玩家 ' + je.playername + ' 已于 ' + je.dimension +
227 | ' (' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ') 处重生。';
228 | examplelog(str);
229 | flogs.push(str);
230 | setTimeout(saveOneLog, 1);
231 | });
232 |
233 |
234 | // 玩家输入文本回调
235 | setBeforeActListener('onInputText', function (e) {
236 | var je = JSON.parse(e);
237 | examplelog('<' + je.playername + '> ' + je.msg);
238 | return true;
239 | });
240 |
241 |
242 | // 玩家输入指令回调
243 | setBeforeActListener('onInputCommand', function (e) {
244 | let je = JSON.parse(e);
245 | examplelog('<' + je.playername + '> ' + je.cmd);
246 | return true;
247 | });
248 |
249 |
250 | // 聊天回调
251 | setAfterActListener('onChat', function (e) {
252 | var je = JSON.parse(e);
253 | if (je.chatstyle != "title") {
254 | var tnow = TimeNow();
255 | var str = '[' + tnow + ' Chat] ' + je.playername +
256 | (je.target != '' ? ' 悄悄地对 ' + je.target : '') +
257 | ' 说: ' + je.msg;
258 | examplelog(str);
259 | flogs.push(str);
260 | setTimeout(saveOneLog, 1);
261 | }
262 | });
263 |
264 | // 玩家修改命令块回调
265 | setBeforeActListener('onCommandBlockUpdate', function (e) {
266 | var je = JSON.parse(e);
267 | var tnow = TimeNow();
268 | var str = '[' + tnow + ' AfterCommandBlockUpdate] ' + '玩家 ' + je.playername +
269 | ' 于(' + je.XYZ.x + ',' + je.XYZ.y + ',' + je.XYZ.z + ')位置' +
270 | (!je.isstand ? ' 悬空地' : '') + ' 在 ' + je.dimension +
271 | ' (' + je.position.x + ',' + je.position.y + ',' + je.position.z + ') 处试图修改 '
272 | + (je.isblock ? '命令块' : '命令矿车') + ' 的指令为 ' + je.cmd + '。';
273 | examplelog(str);
274 | flogs.push(str);
275 | setTimeout(saveOneLog, 1);
276 | return true; // 此处或可拦截命令块更改命令
277 | });
278 |
279 | setBeforeActListener('onLevelExplode', function (e) {
280 | var je = JSON.parse(e);
281 | var tnow = TimeNow();
282 | var str = '[' + tnow + ' BeforeExplode] ' + je.dimension + ' 的(' +
283 | je.position.x + ',' + je.position.y + ',' + je.position.z + ')位置 试图发生由 ' +
284 | je.entity + ' 引发的爆炸。';
285 | examplelog(str);
286 | flogs.push(str);
287 | setTimeout(saveOneLog, 1);
288 | return true; // 此处或可拦截爆炸事件
289 | });
290 |
291 | // 服务器指令回调
292 | //setBeforeActListener('onServerCmd', function (e) {
293 | // let je = JSON.parse(e);
294 | // return true; // 此处或可拦截后台输入的指令
295 | //});
296 |
297 | // 命令方块指令回调
298 | //setBeforeActListener('onBlockCmd', function (e) {
299 | // let je = JSON.parse(e);
300 | // return true; // 此处或可拦截命令方块及命令方块矿车指令的执行
301 | //});
302 |
303 | // NPC指令回调
304 | //setBeforeActListener('onNpcCmd', function (e) {
305 | // let je = JSON.parse(e);
306 | // return true; // 此处或可拦截NPC指令的执行
307 | //});
308 |
309 | // 服务器指令执行输出回调
310 | //setBeforeActListener('onServerCmdOutput', function (e) {
311 | // let je = JSON.parse(e);
312 | // return true; // 此处或可拦截后台指令输出信息
313 | //});
314 |
315 | // 玩家选择GUI菜单回调
316 | //setBeforeActListener('onFormSelect', function (e) {
317 | // let je = JSON.parse(e);
318 | // return true;
319 | //});
320 |
321 | // 装载名字回调
322 | //setAfterActListener('onLoadName', function (e) {
323 | // var je = JSON.parse(e);
324 | // log(je.playername + '已装载入游戏,xuid=' + je.xuid);
325 | //});
326 |
327 | // 玩家离开游戏回调
328 | //setAfterActListener('onPlayerLeft', function (e) {
329 | // let je = JSON.parse(e);
330 | // log(je.playername + '已离开游戏,xuid=' + je.xuid);
331 | //});
332 |
333 | // 玩家移动回调
334 | //setAfterActListener('onMove', function (e) {
335 | // var je = JSON.parse(e);
336 | // // 此处或可根据玩家位置设置移动监听
337 | //});
338 |
339 | // 执行一条远程http请求
340 | //request('http://localhost:8088/farcmd.ashx', 'GET', 'user=administrator&password=654321&cmd=me 你好', function (e) {
341 | // log(e);
342 | //});
343 |
344 | examplelog('example 已装载至文件末尾');
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/js/testcase.js:
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1 | // 文件名:testcase
2 | // 文件功能:测试附加功能是否正常
3 |
4 | /******************************** 预处理设置区 ********************************/
5 |
6 | // 表单事件处理器
7 | var formcallback = {};
8 | // 表单超时计时器
9 | var timeouts = {};
10 |
11 | // 临时状态
12 | var tmpeff = "";
13 | // 临时侧边栏计数器
14 | var sidecount = {};
15 |
16 | function getUuid(p) {
17 | let pl = getOnLinePlayers();
18 | if (pl != null) {
19 | let jpl = JSON.parse(pl);
20 | if (jpl != null) {
21 | for (let i = 0, l = jpl.length; i < l; i++) {
22 | let jp = jpl[i];
23 | if (jp.playername == p) // 找到
24 | return jp.uuid;
25 | }
26 | }
27 | }
28 | return null;
29 | }
30 |
31 | const strtest = ['后台指令tell', '前缀/去前缀名', '穿墙能力开/关', '传送至梦之故里大厅', '跨维传送至末地祭坛', '模拟喊话', '模拟执行me指令',
32 | '查询当前状态至后台', '读当前属性值至后台', '临时攻击+10,生命+2,附命+2,抗飞+1,等级+5,食物+2', '读属性上限值至后台', '攻限+10,命限+10,食限+10',
33 | '读当前选中物品至后台', '给32个白桦木', '给1个附魔叉', '替换副手为一个叉子', '保存玩家所有物品列表至pit.json并清空',
34 | '读pit.json到当前玩家', '读玩家当前效果列表到后台', '设置玩家临时存储的效果列表', '显示欢迎一个血条', '清除欢迎血条',
35 | '显示一个带统计的自定义侧边栏', '移除自定义侧边栏', '读当前权限与游戏模式至后台', '切换op/visitor,生存/生存观察者模式',
36 | '导出当前位置+长宽高x10的结构到st1.json','读结构st1.json到当前位置'];
37 |
38 | // 定义前缀、取消前缀
39 | function cusName(p) {
40 | const pre = '[前缀]';
41 | let i = p.indexOf(pre);
42 | if (i > -1) {
43 | return p.substring(pre.length);
44 | }
45 | return pre + p;
46 | }
47 |
48 | // 针对某玩家进行测试
49 | function testcasefunc(p) {
50 | let uuid = getUuid(p);
51 | if (uuid != null) {
52 | // 即将进入测试环节
53 | let ghandle = sendSimpleForm(uuid, '测试用例', '请在30秒内做出选择测试项:', JSON.stringify(strtest));
54 | let strhandle = "" + ghandle;
55 | timeouts[strhandle] = Date.now(); // 设置一个计时器
56 | formcallback[strhandle] = function (e) {
57 | timeouts[strhandle] = null; // 撤计时器
58 | delete timeouts[strhandle];
59 | switch (e.selected) {
60 | case "0":
61 | runcmd('tell "' + p + '" 你好 js');
62 | break;
63 | case "1":
64 | reNameByUuid(uuid, cusName(p));
65 | break;
66 | case "2":
67 | {
68 | let sa = getPlayerAbilities(uuid);
69 | if (sa != null) {
70 | let ja = JSON.parse(sa);
71 | let cja = {};
72 | cja.noclip = !ja.noclip;
73 | setPlayerAbilities(uuid, JSON.stringify(cja));
74 | }
75 | }
76 | break;
77 | case "3":
78 | transferserver(uuid, 'www.xiafox.com', 19132);
79 | break;
80 | case "4":
81 | teleport(uuid, 10, 99, 10, 2);
82 | break;
83 | case "5":
84 | talkAs(uuid, '你好 js');
85 | break;
86 | case "6":
87 | runcmdAs(uuid, '/me 你好 js');
88 | break;
89 | case "7":
90 | {
91 | let ope = selectPlayer(uuid);
92 | if (ope != null) {
93 | let opje = JSON.parse(ope);
94 | var str = '玩家 ' + opje.playername + ' 已于 ' + opje.dimension +
95 | ' (' + opje.XYZ.x + ',' + opje.XYZ.y + ',' + opje.XYZ.z + ') 处被查询,当前生命值为'
96 | + opje.health + '。';
97 | logout(str);
98 | }
99 | }
100 | break;
101 | case "8":
102 | logout(getPlayerAttributes(uuid));
103 | break;
104 | case "9":
105 | {
106 | let sa = getPlayerAttributes(uuid);
107 | if (sa != null) {
108 | let ja = JSON.parse(sa);
109 | let cja = {};
110 | cja.attack_damage = ja.attack_damage + 10;
111 | cja.absorption = ja.absorption + 2;
112 | cja.health = ja.health + 2;
113 | cja.knockback_resistance = ja.knockback_resistance + 1;
114 | cja.level = ja.level + 5;
115 | cja.hunger = ja.hunger + 2;
116 | // setPlayerAttributes(uuid, JSON.stringify(cja)); // 过期方法,不推荐
117 | setPlayerTempAttributes(uuid, JSON.stringify(cja));
118 | }
119 | }
120 | break;
121 | case "10":
122 | logout(getPlayerMaxAttributes(uuid));
123 | break;
124 | case "11":
125 | {
126 | let sa = getPlayerMaxAttributes(uuid);
127 | if (sa != null) {
128 | let ja = JSON.parse(sa);
129 | let cja = {};
130 | cja.maxattack_damage = ja.maxattack_damage + 10;
131 | cja.maxhealth = ja.maxhealth + 10;
132 | cja.maxhunger = ja.maxhunger + 10;
133 | setPlayerMaxAttributes(uuid, JSON.stringify(cja));
134 | }
135 | }
136 | break;
137 | case "12":
138 | logout(getPlayerSelectedItem(uuid));
139 | break;
140 | case "13":
141 | addPlayerItem(uuid, 17, 2, 32);
142 | break;
143 | case "14":
144 | {
145 | // tt - TAG_TYPE 标签数据类型,总计11种类型
146 | // tv - TAG_VALUE 标签值,由类型决定
147 | // ck - Compound_KEY nbt关键字,字符串类型
148 | // cv - Compound_VALUE nbt值,总是为一个TAG
149 | let jitem = {
150 | "tt": 10, "tv": [
151 | { "ck": "Count", "cv": { "tt": 1, "tv": 1 } },
152 | { "ck": "Damage", "cv": { "tt": 2, "tv": 0 } },
153 | { "ck": "Name", "cv": { "tt": 8, "tv": "minecraft:trident" } },
154 | { "ck": "tag", "cv": { "tt": 10, "tv": [
155 | { "ck": "ench", "cv": { "tt": 9, "tv": [
156 | { "tt": 10, "tv": [
157 | { "ck": "id", "cv": { "tt": 2, "tv": 10 } },
158 | { "ck": "lvl", "cv": { "tt": 2, "tv": 9999 } }]
159 | }]}
160 | }]}
161 | }]
162 | };
163 | addPlayerItemEx(uuid, JSON.stringify(jitem));
164 | }
165 | break;
166 | case "15":
167 | {
168 | let jtem = {
169 | "Offhand": { "tt": 9, "tv": [
170 | { "tt": 10, "tv": [
171 | { "ck": "Count", "cv": { "tt": 1, "tv": 1 } },
172 | { "ck": "Damage", "cv": { "tt": 2, "tv": 0 } },
173 | { "ck": "Name", "cv": { "tt": 8, "tv": "minecraft:trident" } },
174 | { "ck": "tag", "cv": { "tt": 10, "tv": [
175 | { "ck": "ench", "cv": {
176 | "tt": 9, "tv": [
177 | { "tt": 10, "tv": [
178 | { "ck": "id", "cv": { "tt": 2, "tv": 7 } },
179 | { "ck": "lvl", "cv": { "tt": 2, "tv": 8888 } }]
180 | }]}
181 | }]}
182 | }]
183 | }]}
184 | };
185 | setPlayerItems(uuid, JSON.stringify(jtem));
186 | }
187 | break;
188 | case "16":
189 | {
190 | let its = getPlayerItems(uuid);
191 | fileWriteAllText('pit.json', its);
192 | // 此处使用空气填充末影箱
193 | let sair = '{"tt":10,"tv":[{"ck":"Count","cv":{"tt":1,"tv":0}},{"ck":"Damage","cv":{"tt":2,"tv":0}},{"ck":"Name","cv":{"tt":8,"tv":""}},{"ck":"Slot","cv":{"tt":1,"tv":0}}]}';
194 | //let air = { "tt": 10, "tv": [{ "ck": "Count", "cv": { "tt": 1, "tv": 0 } }, { "ck": "Damage", "cv": { "tt": 2, "tv": 0 } }, { "ck": "Name", "cv": { "tt": 8, "tv": "" } }, { "ck": "Slot", "cv": { "tt": 1, "tv": 0 } }] };
195 | let endc = {};
196 | endc.EnderChestInventory = {};
197 | endc.EnderChestInventory.tt = 9; // Type ListTag
198 | endc.EnderChestInventory.tv = [];
199 | for (let i = 0; i < 27; i++) {
200 | let mair = JSON.parse(sair);
201 | if (mair.tv[3].ck == "Slot") { // 此处需修改并应用
202 | mair.tv[3].cv.tv = i;
203 | }
204 | endc.EnderChestInventory.tv.push(mair);
205 | }
206 | setPlayerItems(uuid, JSON.stringify(endc));
207 | runcmd('clear "' + p + '"');
208 | }
209 | break;
210 | case "17":
211 | {
212 | let its = fileReadAllText('pit.json');
213 | if (its != null) {
214 | setPlayerItems(uuid, its);
215 | }
216 | }
217 | break;
218 | case "18":
219 | {
220 | let efs = getPlayerEffects(uuid);
221 | tmpeff = efs;
222 | log(efs);
223 | }
224 | break;
225 | case "19":
226 | {
227 | setPlayerEffects(uuid, tmpeff);
228 | }
229 | break;
230 | case "20":
231 | setPlayerBossBar(uuid, '欢迎使用JSRunner自定义血条!', Math.random());
232 | break;
233 | case "21":
234 | removePlayerBossBar(uuid);
235 | break;
236 | case "22":
237 | if (sidecount[uuid] == null) {
238 | sidecount[uuid] = 0;
239 | }
240 | ++sidecount[uuid];
241 | let list = [];
242 | list.push("第" + sidecount[uuid] + "次打开侧边栏 ");
243 | list.push("这是第二行 ");
244 | list.push("这是下一行 ");
245 | list.push("属性:[待填写] ");
246 | list.push("§e颜色自拟 ");
247 | setPlayerSidebar(uuid, p + '的侧边栏', JSON.stringify(list));
248 | break;
249 | case "23":
250 | removePlayerSidebar(uuid);
251 | break;
252 | case "24":
253 | log(getPlayerPermissionAndGametype(uuid));
254 | break;
255 | case "25":
256 | let st = getPlayerPermissionAndGametype(uuid);
257 | let t = JSON.parse(st);
258 | if (t != null) {
259 | if (t.gametype == 0) {
260 | t.gametype = 3;
261 | } else {
262 | t.gametype = 0;
263 | }
264 | if (t.permission == 0) {
265 | t.permission = 2;
266 | } else
267 | t.permission = 0;
268 | setPlayerPermissionAndGametype(uuid, JSON.stringify(t));
269 | }
270 | break;
271 | case "26":
272 | {
273 | let posa = e.XYZ;
274 | let posb = {};
275 | posa.x = Number.parseInt(posa.x);
276 | posa.y = Number.parseInt(posa.y);
277 | posa.z = Number.parseInt(posa.z);
278 | posb.x = posa.x + 10;
279 | posb.y = posa.y + 10;
280 | posb.z = posa.z + 10;
281 | let data = getStructure(e.dimensionid, JSON.stringify(posa), JSON.stringify(posb), false, true);
282 | fileWriteAllText('st1.json', data);
283 | }
284 | break;
285 | case "27":
286 | {
287 | let data = fileReadAllText('st1.json');
288 | setStructure(data, e.dimensionid, JSON.stringify(e.XYZ), 0, true, true);
289 | }
290 | break;
291 | case "null":
292 | log('玩家' + p + '取消了选择测试项。');
293 | break;
294 | }
295 | formcallback[strhandle] = null; // 撤回调处理
296 | delete formcallback[strhandle];
297 | };
298 | setTimeout(function () { // 超时检测
299 | if (timeouts[strhandle] != null) {
300 | let nat = Date.now();
301 | log('当前待选择时间:' + nat + ',预设时间:' + timeouts[strhandle]);
302 | if (nat - timeouts[strhandle] > 30000) {
303 | // 超时
304 | log('玩家' + p + '的表单已超时, fid=' + strhandle);
305 | releaseForm(ghandle);
306 | formcallback[strhandle] = null;
307 | delete formcallback[strhandle];
308 | timeouts[strhandle] = null;
309 | delete timeouts[strhandle];
310 | }
311 | }
312 | }, 31000);
313 | }
314 | }
315 |
316 | function _testcase_trans(c, p) {
317 | let dc = c.trim();
318 | if (dc == '/testcase') { // 进入检测环节
319 | setTimeout('testcasefunc("' + p + '")', 100);
320 | return false;
321 | }
322 | return true;
323 | }
324 |
325 | function resolve(e) {
326 | if (formcallback[e.formid] != null) {
327 | formcallback[e.formid](e);
328 | }
329 | }
330 |
331 | /******************************** 监听器设置区 ********************************/
332 |
333 | // 设置GUI接收监听器
334 | setAfterActListener('onFormSelect', function (e) {
335 | let je = JSON.parse(e);
336 | resolve(je);
337 | });
338 |
339 | setBeforeActListener('onInputCommand', function (e) {
340 | let je = JSON.parse(e);
341 | let r = _testcase_trans(je.cmd, je.playername);
342 | if (!r)
343 | return false; // 直接拦截
344 | return true;
345 | });
346 |
347 | // 注册指令
348 | setCommandDescribe('testcase', '测试附加功能是否正常');
349 |
350 | log('testcase 已加载。用法(仅限玩家):/testcase');
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/js/帮助.txt:
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1 | 一、说明:
2 |
3 | 本插件平台使用v8引擎作为js解释执行工具。全程采用监听器注册机制以完成特定事件的处理。
4 |
5 | 二、API接口定义:
6 |
7 | /******************************** JSAPI说明部分 ********************************/
8 |
9 | // 函数名:fileReadAllText
10 | // 功能:文件输入流读取一个文本
11 | // 参数个数:1个
12 | // 参数类型:字符串
13 | // 参数详解:fname - 文件名(相对BDS位置)
14 | // 返回值:字符串
15 | [例] let t = fileReadAllText('outjs.js')
16 |
17 | // 函数名:fileWriteAllText
18 | // 功能:文件输出流全新写入一个字符串
19 | // 参数个数:2个
20 | // 参数类型:字符串,字符串
21 | // 参数详解:fname - 文件名(相对BDS位置),content - 文本内容
22 | // 返回值:是否写成功
23 | [例] let w = fileWriteAllText('jslog.txt', '测试字符')
24 |
25 | // 函数名:fileWriteLine
26 | // 功能:文件输出流追加一行字符串
27 | // 参数个数:2个
28 | // 参数类型:字符串,字符串
29 | // 参数详解:fname - 文件名(相对BDS位置),content - 追加内容
30 | // 返回值:是否写成功
31 | [例] let w = fileWriteLine('jslog.txt', '下一行测试字符')
32 |
33 | // 函数名:log
34 | // 功能:标准输出流打印消息
35 | // 参数个数:1个
36 | // 参数类型:字符串
37 | // 参数详解:待输出至标准流字符串
38 | [例] log('你好 js')
39 |
40 | // 函数名:logout
41 | // 功能:发送一条命令输出消息(可被拦截)
42 | // 参数个数:1个
43 | // 参数类型:字符串
44 | // 参数详解:cmdout - 待发送的命令输出字符串
45 | [例] logout('执行结果=正确')
46 |
47 | // 函数名:TimeNow
48 | // 功能:返回一个当前时间的字符串
49 | // 参数个数:0个
50 | // 返回值:字符串
51 | [例] let t = TimeNow()
52 |
53 | // 函数名:setShareData
54 | // 功能:存入共享数据
55 | // 参数个数:2个
56 | // 参数类型:字符串,数据/函数对象
57 | // 参数详解:key - 关键字,value - 共享数据
58 | [例] setShareData('TEXT_HELLO', '你好 js')
59 |
60 | // 函数名:getShareData
61 | // 功能:获取共享数据
62 | // 参数个数:1个
63 | // 参数类型:字符串
64 | // 参数详解:key - 关键字
65 | // 返回值:共享数据
66 | [例] let t = getShareData('TEXT_HELLO')
67 |
68 | // 函数名:removeShareData
69 | // 功能:删除共享数据
70 | // 参数个数:1个
71 | // 参数类型:字符串
72 | // 参数详解:key - 关键字
73 | // 返回值:旧数据
74 | [例] let oldt = removeShareData('TEXT_HELLO')
75 |
76 | // 函数名:setCommandDescribe
77 | // 功能:设置一个全局指令说明
78 | // 参数个数:2个
79 | // 参数类型:字符串,字符串
80 | // 参数详解:cmd - 命令,description - 命令说明
81 | // 备注:延期注册的情况,可能不会改变客户端界面
82 | [例] setCommandDescribe('testcase', '这是一个测试用例指令说明')
83 |
84 | // 函数名:setBeforeActListener
85 | // 功能:注册玩家事件加载前监听器
86 | // 参数个数:2个
87 | // 参数类型:字符串,函数对象
88 | // 参数详解:key - 注册用关键字,func - 供事件触发时的回调函数对象
89 | [例] setBeforeActListener('onChat', function (e){ log(e) })
90 |
91 | // 函数名:removeBeforeActListener
92 | // 功能:移除玩家事件监听器
93 | // 参数个数:1个
94 | // 参数类型:字符串
95 | // 参数详解:key - 注册用关键字
96 | // 返回值:旧的监听器
97 | [例] let oldfunc = removeBeforeActListener('onChat')
98 |
99 | // 函数名:getBeforeActListener
100 | // 功能:获取玩家事件监听器
101 | // 参数个数:1个
102 | // 参数类型:字符串
103 | // 参数详解:key - 注册用关键字
104 | // 返回值:当前设置的监听器
105 | [例] let func = getBeforeActListener('onInputText')
106 |
107 | // 函数名:setAfterActListener
108 | // 功能:注册玩家事件加载后监听器
109 | // 参数个数:2个
110 | // 参数类型:字符串,函数对象
111 | // 参数详解:key - 注册用关键字,func - 供事件触发时的回调函数对象
112 | [例] setAfterActListener('onChat', function (e){ log(e) })
113 |
114 | // 函数名:removeAfterActListener
115 | // 功能:移除玩家事件加载后监听器
116 | // 参数个数:1个
117 | // 参数类型:字符串
118 | // 参数详解:key - 注册用关键字
119 | // 返回值:旧监听器
120 | [例] let oldfunc = removeAfterActListener('onChat')
121 |
122 | // 函数名:getAfterActListener
123 | // 功能:获取玩家事件加载后监听器
124 | // 参数个数:1个
125 | // 参数类型:字符串
126 | // 参数详解:key - 注册用关键字
127 | // 返回值:当前设置的监听器
128 | [例] let func = getAfterActListener('onChat')
129 |
130 | // 函数名:runScript
131 | // 功能:使用全局环境执行一段脚本命令并返回结果
132 | // 参数个数:1个
133 | // 参数类型:字符串
134 | // 参数详解:script - 语法正确的一段脚本文本
135 | // 返回值:脚本执行结果
136 | [例] runScript('log("你好 js")')
137 |
138 | // 函数名:runcmd
139 | // 功能:执行后台指令
140 | // 参数个数:1个
141 | // 参数类型:字符串
142 | // 参数详解:cmd - 语法正确的MC指令
143 | // 返回值:是否正常执行
144 | [例] let r = runcmd('me 你好 js')
145 |
146 | // 函数名:getOnLinePlayers
147 | // 功能:获取在线玩家列表
148 | // 参数个数:0个
149 | // 返回值:玩家列表的Json字符串
150 | [例] let v = getOnLinePlayers()
151 |
152 | // 函数名:getStructure
153 | // 功能:获取一个结构
154 | // 参数个数:5个
155 | // 参数类型:整型,字符串,字符串,布尔型,布尔型
156 | // 参数详解:dimensionid - 地图维度,posa - 坐标JSON字符串,posb - 坐标JSON字符串,exent - 是否导出实体,exblk - 是否导出方块
157 | // 返回值:结构json字符串
158 | [例] let d = getStructure(0, '{"x":0, "y":4, "z":0}', '{"x":10, "y":14, "z":10}', false, true)
159 |
160 | // 函数名:setStructure
161 | // 功能:设置一个结构到指定位置
162 | // 参数个数:6个
163 | // 参数类型:字符串,整型,字符串,整型,布尔型,布尔型
164 | // 参数详解:strnbt - 结构JSON字符串,dimensionid - 地图维度,posa - 起始点坐标JSON字符串,rot - 旋转类型,exent - 是否导入实体,exblk - 是否导入方块
165 | // 返回值:是否设置成功
166 | [例] let r = setStructure(fileReadAllText('data.json'), 0, '{"x":0, "y":4, "z":0}', 0, true, true)
167 |
168 | // 函数名:reNameByUuid
169 | // 功能:重命名一个指定的玩家名
170 | // 参数个数:2个
171 | // 参数类型:字符串,字符串
172 | // 参数详解:uuid - 在线玩家的uuid字符串,newName - 新的名称
173 | // 返回值:是否命名成功
174 | // (备注:该函数可能不会变更客户端实际显示名)
175 | [例] let r = reNameByUuid('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '请叫我LiuXiaohua')
176 |
177 | // 函数名:getPlayerAbilities
178 | // 功能:获取玩家能力表
179 | // 参数个数:1个
180 | // 参数类型:字符串
181 | // 参数详解:uuid - 在线玩家的uuid字符串
182 | // 返回值:能力json字符串
183 | [例] let a = getPlayerAbilities('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
184 |
185 | // 函数名:setPlayerAbilities
186 | // 功能:设置玩家能力表
187 | // 参数个数:2个
188 | // 参数类型:字符串,字符串
189 | // 参数详解:uuid - 在线玩家的uuid字符串,newAbilities - 新能力json数据字符串
190 | // 返回值:是否设置成功
191 | // (备注:该函数可能不会变更客户端实际显示能力)
192 | [例] let r = setPlayerAbilities('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"opencontainers": false}')
193 |
194 | // 函数名:getPlayerAttributes
195 | // 功能:获取玩家属性表
196 | // 参数个数:1个
197 | // 参数类型:字符串
198 | // 参数详解:uuid - 在线玩家的uuid字符串
199 | // 返回值:属性json字符串
200 | [例] let t = getPlayerAttributes('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
201 |
202 | // 函数名:setPlayerAttributes
203 | // 功能:设置玩家属性默认值表
204 | // 参数个数:2个
205 | // 参数类型:字符串,字符串
206 | // 参数详解:uuid - 在线玩家的uuid字符串,newAttributes - 新属性默认值json数据字符串
207 | // 返回值:是否设置成功
208 | // (备注:该函数可能不会变更客户端实际显示值;该函数可能导致玩家死后重生不会恢复初始属性)
209 | [例] let r = setPlayerAttributes('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"attack_damage": 9999}')
210 |
211 | // 函数名:setPlayerTempAttributes
212 | // 功能:设置玩家属性临时值表
213 | // 参数个数:2个
214 | // 参数类型:字符串,字符串
215 | // 参数详解:uuid - 在线玩家的uuid字符串,newTempAttributes - 新属性临时值json数据字符串
216 | // 返回值:是否设置成功
217 | // (备注:该函数可能不会变更客户端实际显示值)
218 | [例] let r = setPlayerTempAttributes('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"hunger": 10}')
219 |
220 | // 函数名:getPlayerMaxAttributes
221 | // 功能:获取玩家属性上限值表
222 | // 参数个数:1个
223 | // 参数类型:字符串
224 | // 参数详解:uuid - 在线玩家的uuid字符串
225 | // 返回值:属性上限值json字符串
226 | [例] let m = getPlayerMaxAttributes('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
227 |
228 | // 函数名:setPlayerMaxAttributes
229 | // 功能:设置玩家属性上限值表
230 | // 参数个数:2个
231 | // 参数类型:字符串,字符串
232 | // 参数详解:uuid - 在线玩家的uuid字符串,newMaxAttributes - 新属性上限值json数据字符串
233 | // 返回值:是否设置成功
234 | // (备注:该函数可能不会变更客户端实际显示值)
235 | [例] let r = setPlayerMaxAttributes('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"maxhealth": 200}')
236 |
237 | // 函数名:getPlayerItems
238 | // 功能:获取玩家所有物品列表
239 | // 参数个数:1个
240 | // 参数类型:字符串
241 | // 参数详解:uuid - 在线玩家的uuid字符串
242 | // 返回值:物品列表json字符串
243 | [例] let t = getPlayerItems('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
244 |
245 | // 函数名:getPlayerSelectedItem
246 | // 功能:获取玩家当前选中项信息
247 | // 参数个数:1个
248 | // 参数类型:字符串
249 | // 参数详解:uuid - 在线玩家的uuid字符串
250 | // 返回值:当前选中项信息json字符串
251 | [例] let i = getPlayerSelectedItem('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
252 |
253 | // 函数名:setPlayerItems
254 | // 功能:设置玩家所有物品列表
255 | // 参数个数:2个
256 | // 参数类型:字符串,字符串
257 | // 参数详解:uuid - 在线玩家的uuid字符串,newItems - 新物品列表json数据字符串
258 | // 返回值:是否设置成功
259 | // (备注:特定条件下可能不会变更游戏内实际物品)
260 | [例] let r = setPlayerItems('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9','{"Offhand":{"tt":9,"tv":[{"tt":10,"tv":[{"ck":"Count","cv":{"tt":1,"tv":1}},{"ck":"Damage","cv":{"tt":2,"tv":0}},{"ck":"Name","cv":{"tt":8,"tv":"minecraft:trident"}},{"ck":"tag","cv":{"tt":10,"tv":[{"ck":"ench","cv":{"tt":9,"tv":[{"tt":10,"tv":[{"ck":"id","cv":{"tt":2,"tv":7}},{"ck":"lvl","cv":{"tt":2,"tv":8888}}]}]}}]}}]}]}}')
261 |
262 | // 函数名:addPlayerItemEx
263 | // 功能:增加玩家一个物品
264 | // 参数个数:2个
265 | // 参数类型:字符串,字符串
266 | // 参数详解:uuid - 在线玩家的uuid字符串,item - 物品json数据字符串
267 | // 返回值:是否添加成功
268 | // (备注:特定条件下可能不会变更游戏内实际物品)
269 | [例] let r = setPlayerItems('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"tt":10,"tv":[{"ck":"Count","cv":{"tt":1,"tv":1}},{"ck":"Damage","cv":{"tt":2,"tv":0}},{"ck":"Name","cv":{"tt":8,"tv":"minecraft:trident"}},{"ck":"tag","cv":{"tt":10,"tv":[{"ck":"ench","cv":{"tt":9,"tv":[{"tt":10,"tv":[{"ck":"id","cv":{"tt":2,"tv":10}},{"ck":"lvl","cv":{"tt":2,"tv":9999}}]}]}}]}}]}')
270 |
271 | // 函数名:addPlayerItem
272 | // 功能:增加玩家一个物品
273 | // 参数个数:4个
274 | // 参数类型:字符串
275 | // 参数详解:uuid - 在线玩家的uuid字符串,id - 物品id值,aux - 物品特殊值,count - 数量
276 | // 返回值:是否增加成功
277 | // (备注:特定条件下可能不会变更游戏内实际物品)
278 | [例] let r = addPlayerItem('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', 9, 0, 32)
279 |
280 | // 函数名:getPlayerEffects
281 | // 功能:获取玩家所有效果列表
282 | // 参数个数:1个
283 | // 参数类型:字符串
284 | // 参数详解:uuid - 在线玩家的uuid字符串
285 | // 返回值:效果列表json字符串
286 | [例] let e = getPlayerEffects('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
287 |
288 | // 函数名:setPlayerEffects
289 | // 功能:设置玩家所有效果列表
290 | // 参数个数:2个
291 | // 参数类型:字符串,字符串
292 | // 参数详解:uuid - 在线玩家的uuid字符串,newEffects - 新效果列表json数据字符串
293 | // 返回值:是否设置成功
294 | [例] let r = setPlayerEffects('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"tt":9,"tv":[{"tt":10,"tv":[{"ck":"Ambient","cv":{"tt":1,"tv":0}},{"ck":"Amplifier","cv":{"tt":1,"tv":0}},{"ck":"DisplayOnScreenTextureAnimation","cv":{"tt":1,"tv":0}},{"ck":"Duration","cv":{"tt":3,"tv":3461}},{"ck":"DurationEasy","cv":{"tt":3,"tv":3461}},{"ck":"DurationHard","cv":{"tt":3,"tv":3461}},{"ck":"DurationNormal","cv":{"tt":3,"tv":3461}},{"ck":"Id","cv":{"tt":1,"tv":16}},{"ck":"ShowParticles","cv":{"tt":1,"tv":1}}]}]}')
295 |
296 | // 函数名:setPlayerBossBar
297 | // 功能:设置玩家自定义血条
298 | // 参数个数:3个
299 | // 参数类型:字符串,字符串,浮点型
300 | // 参数详解:uuid - 在线玩家的uuid字符串,title - 血条标题,percent - 血条百分比
301 | // 返回值:是否设置成功
302 | [例] let r = setPlayerBossBar('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '欢迎来到梦之故里', 1.00)
303 |
304 | // 函数名:removePlayerBossBar
305 | // 功能:清除玩家自定义血条
306 | // 参数个数:1个
307 | // 参数类型:字符串
308 | // 参数详解:uuid - 在线玩家的uuid字符串
309 | // 返回值:是否清除成功
310 | [例] let r = removePlayerBossBar('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
311 |
312 | // 函数名:setPlayerSidebar
313 | // 功能:设置玩家自定义侧边栏临时计分板
314 | // 参数个数:3个
315 | // 参数类型:字符串,字符串,字符串
316 | // 参数详解:uuid - 在线玩家的uuid字符串,title - 侧边栏标题,list - 列表字符串数组
317 | // 返回值:是否设置成功
318 | // (注:列表总是从第1行开始,总计不超过15行)
319 | [例] let r = setPlayerSidebar('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '自定义侧边栏', '["第一行", "第二行", "我在哪行? "]')
320 |
321 | // 函数名:removePlayerSidebar
322 | // 功能:清除玩家自定义侧边栏
323 | // 参数个数:1个
324 | // 参数类型:字符串
325 | // 参数详解:uuid - 在线玩家的uuid字符串
326 | // 返回值:是否清除成功
327 | [例] let r = removePlayerSidebar('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
328 |
329 | // 函数名:getPlayerPermissionAndGametype
330 | // 功能:获取玩家权限与游戏模式
331 | // 参数个数:1个
332 | // 参数类型:字符串
333 | // 参数详解:uuid - 在线玩家的uuid字符串
334 | // 返回值:权限与模式的json字符串
335 | [例] let t = getPlayerPermissionAndGametype('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
336 |
337 | // 函数名:setPlayerPermissionAndGametype
338 | // 功能:设置玩家权限与游戏模式
339 | // 参数个数:2个
340 | // 参数类型:字符串,字符串
341 | // 参数详解:uuid - 在线玩家的uuid字符串,newModes - 新权限或模式json数据字符串
342 | // 返回值:是否设置成功
343 | // (备注:特定条件下可能不会变更游戏内实际能力)
344 | [例] let r = setPlayerPermissionAndGametype('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"gametype" : 3}')
345 |
346 | // 函数名:selectPlayer
347 | // 功能:查询在线玩家基本信息
348 | // 参数个数:1个
349 | // 参数类型:字符串
350 | // 参数详解:uuid - 在线玩家的uuid字符串
351 | // 返回值:玩家基本信息json字符串
352 | [例] let e = selectPlayer('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9')
353 |
354 | // 函数名:transferserver
355 | // 功能:传送玩家至指定服务器
356 | // 参数个数:3个
357 | // 参数类型:字符串,字符串,整型
358 | // 参数详解:uuid - 在线玩家的uuid字符串,addr - 待传服务器,port - 端口
359 | // 返回值:是否传送成功
360 | [例] let t = transferserver('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', 'www.xiafox.com', 19132)
361 |
362 | // 函数名:teleport
363 | // 功能:传送玩家至指定坐标和维度
364 | // 参数个数:5个
365 | // 参数类型:字符串,浮点型,浮点型,浮点型,整型
366 | // 参数详解:uuid - 在线玩家的uuid字符串,X - x,Y - y,Z - z,dimensionid - 维度ID
367 | // 返回值:是否传送成功
368 | [例] let t = teleport('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', 10, 99, 10, 2)
369 |
370 | // 函数名:talkAs
371 | // 功能:模拟玩家发送一个文本
372 | // 参数个数:2个
373 | // 参数类型:字符串,字符串
374 | // 参数详解:uuid - 在线玩家的uuid字符串,msg - 待模拟发送的文本
375 | // 返回值:是否发送成功
376 | [例] let t = talkAs('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '你好 js')
377 |
378 | // 函数名:runcmdAs
379 | // 功能:模拟玩家执行一个指令
380 | // 参数个数:2个
381 | // 参数类型:字符串,字符串
382 | // 参数详解:uuid - 在线玩家的uuid字符串,cmd - 待模拟执行的指令
383 | // 返回值:是否发送成功
384 | [例] let t = runcmdAs('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '/me 你好 js')
385 |
386 | // 函数名:sendSimpleForm
387 | // 功能:向指定的玩家发送一个简单表单
388 | // 参数个数:4个
389 | // 参数类型:字符串,字符串,字符串,字符串
390 | // 参数详解:uuid - 在线玩家的uuid字符串,title - 表单标题,content - 内容,buttons - 按钮文本数组字符串
391 | // 返回值:创建的表单id,为 0 表示发送失败
392 | [例] let fid = sendSimpleForm('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '致命选项', '请选择:', '["生存","死亡","求助"]')
393 |
394 | // 函数名:sendModalForm
395 | // 功能:向指定的玩家发送一个模式对话框
396 | // 参数个数:5个
397 | // 参数类型:字符串,字符串,字符串,字符串,字符串
398 | // 参数详解:uuid - 在线玩家的uuid字符串,title - 表单标题,content - 内容,button1 按钮1标题(点击该按钮selected为true),button2 按钮2标题(点击该按钮selected为false)
399 | // 返回值:创建的表单id,为 0 表示发送失败
400 | [例] let fid = sendModalForm('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '没有第三个选项', '请选择:', '生存', '死亡')
401 |
402 | // 函数名:sendCustomForm
403 | // 功能:向指定的玩家发送一个自定义表单
404 | // 参数个数:2个
405 | // 参数类型:字符串,字符串
406 | // 参数详解:uuid - 在线玩家的uuid字符串,json - 自定义表单的json字符串(要使用自定义表单类型,参考nk、pm格式或minebbs专栏)
407 | // 返回值:创建的表单id,为 0 表示发送失败
408 | [例] let fid = sendCustomForm('8f976e22-78bc-3fe1-8ee5-cf5ff56347b9', '{"content":[{"type":"label","text":"这是一个文本标签"},{"placeholder":"水印文本","default":"","type":"input","text":""},{"default":true,"type":"toggle","text":"开关~或许是吧"},{"min":0.0,"max":10.0,"step":2.0,"default":3.0,"type":"slider","text":"游标滑块!?"},{"default":1,"steps":["Step 1","Step 2","Step 3"],"type":"step_slider","text":"矩阵滑块?!"},{"default":1,"options":["Option 1","Option 2","Option 3"],"type":"dropdown","text":"如你所见,下拉框"}], "type":"custom_form","title":"这是一个自定义窗体"}')
409 |
410 | // 函数名:releaseForm
411 | // 功能:放弃一个表单
412 | // 参数个数:1个
413 | // 参数类型:整型
414 | // 参数详解:formid - 表单id
415 | // 返回值:是否释放成功
416 | //(备注:已被接收到的表单会被自动释放)
417 | [例] let r = releaseForm(1000)
418 |
419 | // 函数名:request
420 | // 功能:发起一个远程HTTP请求
421 | // 参数个数:4个
422 | // 参数类型:字符串,字符串,字符串,函数对象
423 | // 参数详解:urlpath - 远程接口路径,mode - 访问方式,params - 附加数据,func - 获取结果回调
424 | [例] request('http://www.baidu.com', 'GET', 'name=act', function(e){})
425 |
426 | // 函数名:setTimeout
427 | // 功能:延时执行一条指令
428 | // 参数个数:2个
429 | // 参数类型:字符串/函数,整型
430 | // 参数详解:code - 待延时执行的指令字符串/函数对象,millisec - 延时毫秒数
431 | [例] setTimeout('log("你好 js")', 1000)
432 |
433 | 三、注册机制:
434 |
435 | /******************************** 注册接口及回调数据说明 ********************************/
436 |
437 | 注册范例:
438 |
439 | [例] setBeforeActListener(key, function(e){})
440 |
441 | key - 关键字
442 | "onUseItem" - 使用物品回调
443 | e - 回传数据
444 | playername - 玩家名字
445 | dimension - 玩家所在维度
446 | dimensionid - 玩家所在维度ID
447 | isstand - 玩家是否双脚着地/悬空
448 | XYZ - 玩家所处位置
449 | position - 操作方块所在位置
450 | itemid - 物品id
451 | itemaux - 物品特殊值
452 | itemname - 物品名称
453 | result - 原事件操作是否成功(仅限After事件)
454 |
455 | 其中,对于注册Before事件的函数返回值决定了是否拦截该事件(非全部)。
456 | 其它关键字类推。
457 |
458 | "onServerCmd" - 后台指令监听
459 | "onServerCmdOutput" - 后台指令输出信息监听
460 | "onFormSelect" - 玩家选择GUI表单监听
461 | "onUseItem" - 使用物品监听
462 | "onMove" - 移动监听
463 | "onAttack" - 攻击监听
464 | "onPlacedBlock" - 放置方块监听
465 | "onDestroyBlock" - 破坏方块监听
466 | "onStartOpenChest" - 开箱监听
467 | "onStartOpenBarrel" - 开桶监听
468 | "onChangeDimension" - 切换维度监听
469 | "onLoadName" - 加载名字监听
470 | "onPlayerLeft" - 离开游戏监听
471 | "onStopOpenChest" - 关箱监听
472 | "onStopOpenBarrel" - 关桶监听
473 | "onSetSlot" - 放入取出物品监听
474 | "onMobDie" - 生物死亡监听
475 | "onMobHurt" - 生物受伤监听
476 | "onRespawn" - 玩家重生监听
477 | "onInputText" - 玩家输入文本监听
478 | "onInputCommand" - 玩家输入指令监听
479 | "onBlockCmd" - 命令方块(矿车)执行指令监听
480 | "onNpcCmd" - NPC执行指令监听
481 | "onCommandBlockUpdate" - 玩家更新命令方块监听
482 | "onLevelExplode" - 爆炸监听
483 | "onChat" - 聊天监听
484 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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