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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ProxyCore.Output;
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using System.Text.RegularExpressions;
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using ProxyCore.Input;
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namespace ProxyCore.Scripting
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{
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public class Plugin
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{
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protected Plugin(string keyword, string name)
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{
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Keyword = keyword;
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Name = name;
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}
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/// <summary>
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/// Set this to be your configuration file if you want your plugin to have one. This is optional.
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/// </summary>
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public ConfigFile Config
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{
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get;
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protected set;
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}
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/// <summary>
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/// Name of your plugin. You must set this or your plugin will not be loaded.
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/// </summary>
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public readonly string Name;
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/// <summary>
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/// This is the keyword for your plugin. You must set this or your plugin will not be loaded.
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/// This must be unique. If two or more plugins with the same keyword are found then the plugin
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/// with the highest version number is loaded.
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/// </summary>
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public readonly string Keyword;
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/// <summary>
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/// Creator of the plugin, this is your name / character's name. This is optional.
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/// </summary>
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public string Author
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{
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get;
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protected set;
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}
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/// <summary>
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/// Version of your plugin. This is optional.
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/// </summary>
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public int Version
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{
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get;
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protected set;
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}
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/// <summary>
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/// Description about your plugin. You should explain here what it does and how to handle it.
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/// This will be displayed if user requests information about your plugin. This is optional.
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/// </summary>
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public string Description
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{
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get;
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protected set;
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}
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/// <summary>
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/// Enter a website for this plugin if you wish. Mostly used to see documentation and updates.
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/// </summary>
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public string Website
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{
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get;
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protected set;
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}
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/// <summary>
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/// Enter the URL for update checking txt file. For example "www.duckbat.com/plugins/update.moons.txt".
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/// In the text file enter the number of last version. For example whole contents of the txt file can be "3".
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/// Indicating that the last version for this plugin is 3. If version is greater than user's version and
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/// they have update checking on then they will be notified that there is a more up to date version out there.
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/// </summary>
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public string UpdateUrl
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{
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get;
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protected set;
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}
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/// <summary>
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/// Does this plugin require a certain version of core? Set this if there was an update and your plugin requires it.
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/// Plugin is not loaded if an older version core than this is used and user will be notified.
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/// </summary>
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public int RequiredCoreVersion
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{
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get;
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protected set;
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}
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/// <summary>
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/// Register a new trigger.
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/// </summary>
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/// <param name="Name">Unique identifier for the trigger.</param>
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/// <param name="Pattern">Regex pattern for the trigger.</param>
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/// <param name="Function">Function that will be called if this trigger fires.</param>
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protected void RegisterTrigger(string Name, string Pattern, TriggerFunction Function)
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{
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RegisterTrigger(Name, Pattern, Function, TriggerFlags.None);
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}
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/// <summary>
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/// Register a new trigger.
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/// </summary>
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/// <param name="Name">Unique identifier for the trigger.</param>
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/// <param name="Pattern">Regex pattern for the trigger.</param>
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/// <param name="Function">Function that will be called if this trigger fires.</param>
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/// <param name="Flags">Options for the trigger.</param>
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protected void RegisterTrigger(string Name, string Pattern, TriggerFunction Function, TriggerFlags Flags)
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{
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RegisterTrigger(Name, Pattern, Function, Flags, 1000);
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}
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/// <summary>
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/// Register a new trigger.
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/// </summary>
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/// <param name="Name">Unique identifier for the trigger.</param>
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/// <param name="Pattern">Regex pattern for the trigger.</param>
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/// <param name="Function">Function that will be called if this trigger fires.</param>
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/// <param name="Flags">Options for the trigger.</param>
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/// <param name="Priority">Lower priority triggers get matched first.</param>
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protected void RegisterTrigger(string Name, string Pattern, TriggerFunction Function, TriggerFlags Flags, int Priority)
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{
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RegisterTrigger(Name, Pattern, Function, Flags, Priority, 0);
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}
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/// <summary>
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/// Register a new trigger.
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/// </summary>
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/// <param name="Name">Unique identifier for the trigger.</param>
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/// <param name="Pattern">Regex pattern for the trigger.</param>
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/// <param name="Function">Function that will be called if this trigger fires.</param>
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/// <param name="Flags">Options for the trigger.</param>
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/// <param name="Priority">Lower priority triggers get matched first.</param>
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/// <param name="Arg">Custom argument that will be passed to trigger data.</param>
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protected void RegisterTrigger(string Name, string Pattern, TriggerFunction Function, TriggerFlags Flags, int Priority, int Arg)
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{
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TriggerHandler.RegisterTrigger(Keyword.ToLower().Trim() + "." + Name, Pattern, Function, Flags, Priority, Arg, Keyword.ToLower().Trim());
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}
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/// <summary>
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/// Unregister a trigger by name.
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/// </summary>
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/// <param name="Name">Name of the trigger you wish to unregister.</param>
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protected void UnregisterTrigger(string Name)
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{
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TriggerHandler.UnregisterTrigger(Keyword.ToLower().Trim() + "." + Name);
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}
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/// <summary>
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/// Register a new command or overwrite a previous one.
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/// </summary>
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/// <param name="Cmd">Command to register.</param>
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/// <param name="Args">Arguments to match (regex pattern). This can be set to null or empty string
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/// if you don't want to capture anything or plan to do so in the function yourself.</param>
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/// <param name="f">Function of command.</param>
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protected void RegisterCommand(string Cmd, string Args, CmdFunction f)
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{
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RegisterCommand(Cmd, Args, f, 0);
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}
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/// <summary>
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/// Register a new command or overwrite a previous one.
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/// </summary>
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/// <param name="Cmd">Command to register.</param>
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/// <param name="Args">Arguments to match (regex pattern). This can be set to null or empty string
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/// if you don't want to capture anything or plan to do so in the function yourself.</param>
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/// <param name="f">Function of command.</param>
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/// <param name="MinLength">Minimum length of command typed required to activate. For example if command is "plugins" and this is 6 then "plugin" and "plugins" both activate this command but "plugi" won't. Enter 0 to disable this behaviour.</param>
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protected void RegisterCommand(string Cmd, string Args, CmdFunction f, int MinLength)
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{
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RegisterCommand(Cmd, Args, f, MinLength, CMDFlags.None);
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}
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/// <summary>
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/// Register a new command or overwrite a previous one.
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/// </summary>
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/// <param name="Cmd">Command to register.</param>
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/// <param name="Args">Arguments to match (regex pattern). This can be set to null or empty string
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/// if you don't want to capture anything or plan to do so in the function yourself.</param>
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/// <param name="f">Function of command.</param>
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/// <param name="MinLength">Minimum length of command typed required to activate. For example if command is "plugins" and this is 6 then "plugin" and "plugins" both activate this command but "plugi" won't. Enter 0 to disable this behaviour.</param>
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/// <param name="flags">Options for command.</param>
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protected void RegisterCommand(string Cmd, string Args, CmdFunction f, int MinLength, CMDFlags flags)
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{
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RegisterCommand(Cmd, Args, f, MinLength, flags, null);
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}
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/// <summary>
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/// Register a new command or overwrite a previous one.
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/// </summary>
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/// <param name="Cmd">Command to register.</param>
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/// <param name="Args">Arguments to match (regex pattern). This can be set to null or empty string
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/// if you don't want to capture anything or plan to do so in the function yourself.</param>
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/// <param name="f">Function of command.</param>
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/// <param name="MinLength">Minimum length of command typed required to activate. For example if command is "plugins" and this is 6 then "plugin" and "plugins" both activate this command but "plugi" won't. Enter 0 to disable this behaviour.</param>
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/// <param name="flags">Options for command.</param>
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/// <param name="parent">Parent command (if you want to create a subcommand). You can enter commands separated with space if it's nested.</param>
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protected void RegisterCommand(string Cmd, string Args, CmdFunction f, int MinLength, CMDFlags flags, string parent)
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{
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RegisterCommand(Cmd, Args, f, MinLength, flags, parent, 0);
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}
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/// <summary>
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/// Register a new command or overwrite a previous one.
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/// </summary>
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/// <param name="Cmd">Command to register.</param>
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/// <param name="Args">Arguments to match (regex pattern). This can be set to null or empty string
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/// if you don't want to capture anything or plan to do so in the function yourself.</param>
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/// <param name="f">Function of command.</param>
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/// <param name="MinLength">Minimum length of command typed required to activate. For example if command is "plugins" and this is 6 then "plugin" and "plugins" both activate this command but "plugi" won't. Enter 0 to disable this behaviour.</param>
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/// <param name="flags">Options for command.</param>
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/// <param name="parent">Parent command (if you want to create a subcommand). You can enter commands separated with space if it's nested.</param>
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/// <param name="Arg">Custom argument to pass to function handler. This way you can register multiple commands to a same
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/// function handler only differentiating them with this custom argument.</param>
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protected void RegisterCommand(string Cmd, string Args, CmdFunction f, int MinLength, CMDFlags flags, string parent, int Arg)
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{
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RegisterCommand(Cmd, Args, f, MinLength, flags, parent, Arg, ulong.MaxValue);
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}
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/// <summary>
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/// Register a new command or overwrite a previous one.
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/// </summary>
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/// <param name="Cmd">Command to register.</param>
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/// <param name="Args">Arguments to match (regex pattern). This can be set to null or empty string
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/// if you don't want to capture anything or plan to do so in the function yourself.</param>
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/// <param name="f">Function of command.</param>
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/// <param name="flags">Options for command.</param>
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/// <param name="parent">Parent command (if you want to create a subcommand). You can enter commands separated with space if it's nested.</param>
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/// <param name="Arg">Custom argument to pass to function handler. This way you can register multiple commands to a same
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/// function handler only differentiating them with this custom argument.</param>
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/// <param name="AuthMask">Mask of allowed auth levels to access this command. Default ulong.MaxValue (meaning all auth levels are allowed).
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/// Enter 3 for example to allow only auth level 1 and 2 to access this command.</param>
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/// <param name="MinLength">Minimum length of command typed required to activate. For example if command is "plugins" and this is 6 then "plugin" and "plugins" both activate this command but "plugi" won't. Enter 0 to disable this behaviour.</param>
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protected void RegisterCommand(string Cmd, string Args, CmdFunction f, int MinLength, CMDFlags flags, string parent, int Arg, ulong AuthMask)
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{
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InputHandler.RegisterCommand(Cmd, Args, f, flags, parent, Arg, AuthMask, Keyword.ToLower().Trim(), MinLength);
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}
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/// <summary>
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/// Unregister a command.
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/// </summary>
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/// <param name="Cmd">Command to unregister. If you want to unregister a nested command
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/// separate commands with a space.</param>
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protected void UnregisterCommand(string Cmd)
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{
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InputHandler.UnregisterCommand(Cmd);
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}
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/// <summary>
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/// This will be called when character enters the game. Either by log in or reconnect.
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/// </summary>
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public virtual void OnLogin()
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{
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}
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/// <summary>
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/// This will be called when we disconnect from Aardwolf.
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/// </summary>
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public virtual void OnDisconnect()
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{
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}
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/// <summary>
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/// This will be called when we connect to Aardwolf.
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/// </summary>
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public virtual void OnConnect()
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{
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}
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/// <summary>
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/// This is called when program shuts down. Write any code you need to shut down your plugin.
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/// </summary>
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public virtual void Shutdown()
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{
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}
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/// <summary>
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/// This is called on every loop of world update. You can use it as your main loop for
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/// the plugin if you need one.
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/// </summary>
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/// <param name="msTime">Current time since program startup.</param>
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public virtual void Update(long msTime)
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{
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}
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/// <summary>
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/// This is called when we receive a line from MUD. It is called AFTER triggers are done with it. If
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/// a trigger gagged the line this will not be called.
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/// </summary>
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/// <param name="Msg"></param>
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public virtual void OnReceivedLineAfter(Messages.Message Msg)
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{
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}
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/// <summary>
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/// This is called when we receive a line from MUD. It is called BEFORE triggers are done with it.
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/// </summary>
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/// <param name="Msg"></param>
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public virtual void OnReceivedLineBefore(Messages.Message Msg)
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{
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}
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/// <summary>
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/// This is called when user enters a command and inputhandler did not handle the command. So it
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/// is called AFTER we check for aliases and commands and we are about to send command to MUD.
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/// </summary>
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/// <param name="Msg">Command that was entered. You can change this in the function. If you set null
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/// then nothing will be sent to MUD.</param>
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/// <param name="ClientId">Client who entered the command. If this is 0 it was executed from a plugin.</param>
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/// <param name="AuthLevel">Auth level of who entered the command.</param>
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public virtual void OnEnteredCommandAfter(ref string Msg, uint ClientId, int AuthLevel)
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{
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}
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/// <summary>
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/// This is called when user enters a command. It is called BEFORE we check for aliases and commands.
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/// </summary>
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/// <param name="Msg">Command that was entered. You can change this in the function. If you set null
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/// then nothing will be sent to MUD and nothing will be checked for aliases or commands.</param>
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/// <param name="ClientId">Client who entered the command. If this is 0 it was executed from a plugin.</param>
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/// <param name="AuthLevel">Auth level of who entered the command.</param>
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public virtual void OnEnteredCommandBefore(ref string Msg, uint ClientId, int AuthLevel)
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{
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}
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/// <summary>
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/// Enter required player config options here. This will be displayed if user requests info about a plugin.
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/// For example you may enter here "echocommands ON" and "statmon ON" etc. Whatever your plugin requires.
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/// This doesn't actually change the settings in game it is only for plugin info command.
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/// </summary>
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public readonly List<string> RequiredPlayerConfig = new List<string>();
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/// <summary>
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/// This is the class name of script. For example moons has this set to "MoonScript.MoonScript".
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/// Only needed by developers who want to use another plugin in their plugin.
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/// </summary>
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internal string ClassName;
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/// <summary>
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/// Called when we load a configuration file.
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/// </summary>
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/// <param name="Success">Did the loading succeed? If not then the config file wasn't present and we created a new one.</param>
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public virtual void OnLoadedConfig(bool Success)
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{
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}
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/// <summary>
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/// Disable all triggers with this priority. Disabling triggers from a plugin will make them not work until
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/// you enable them from the same plugin again. If triggers have been disabled from multiple plugins then
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/// all plugins will have to enable them again until they start working. Disabling triggers will make all
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/// triggers with this priority to not work not only triggers in current plugin!
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/// </summary>
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/// <param name="Priority">Priority of triggers to disable.</param>
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protected void DisableTriggers(int Priority)
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{
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DisableTriggers(Priority, Priority);
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}
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/// <summary>
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/// Disable all triggers with this priority. Disabling triggers from a plugin will make them not work until
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|
/// you enable them from the same plugin again. If triggers have been disabled from multiple plugins then
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|
/// all plugins will have to enable them again until they start working. Disabling triggers will make all
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|
/// triggers with this priority to not work not only triggers in current plugin!
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/// </summary>
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/// <param name="MinPriority">Minimum priority of triggers to disable.</param>
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/// <param name="MaxPriority">Maximum priority of triggers to disable.</param>
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protected void DisableTriggers(int MinPriority, int MaxPriority)
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{
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TriggerHandler.DisableTriggers(Keyword, MinPriority, MaxPriority);
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}
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/// <summary>
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|
/// Enable all previously disabled triggers with this priority.
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|
/// </summary>
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|
/// <param name="Priority">Priority of triggers to enable.</param>
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protected void EnableTriggers(int Priority)
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|
{
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|
EnableTriggers(Priority, Priority);
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|
}
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|
/// <summary>
|
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|
|
|
/// Enable all previously disabled triggers with this priority.
|
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|
|
/// </summary>
|
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|
/// <param name="MinPriority">Minimum priority of triggers to enable.</param>
|
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|
/// <param name="MaxPriority">Maximum priority of triggers to enable.</param>
|
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|
|
protected void EnableTriggers(int MinPriority, int MaxPriority)
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|
|
{
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|
|
TriggerHandler.EnableTriggers(Keyword, MinPriority, MaxPriority);
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|
}
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}
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}
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