Snilf / evolvemod

Automatically exported from code.google.com/p/evolvemod
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Plugin Menu/Tutorial #439

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
I heard the sad news that evolve was going to die soon and would like to see 
either a plugin construction menu added for creating our own plugins or making 
some sort of tutorial on the basics of making a plugin for evolve I think if 
more people knew how to make plugins the popularity would skyrocket

Original issue reported on code.google.com by Steven.W...@gmail.com on 14 Apr 2012 at 11:55

GoogleCodeExporter commented 9 years ago
This is from evolve.overvprojects.nl

Plugin name

You start creating a new plugin by creating a new Lua file in 
addons/evolve/lua/ev_plugins/. The name should look like one of these:

sv_pluginname.lua
cl_pluginname.lua
sh_pluginname.lua

The first two letters are quite important. They define in which environments 
your plugin will run. sv means your plugin will only run serverside, cl only 
clientside and sh means your plugin will be both ran on the server and sent to 
clients.

Basic plugin layout

Plugins will always start with the following:

/*------------------------------------------------------------------------------
------------------
    Plugin description
--------------------------------------------------------------------------------
----------------*/

local PLUGIN = {}
PLUGIN.Title = "Plugin name"
PLUGIN.Description = "Plugin description"
PLUGIN.Author = "Your name"
PLUGIN.ChatCommand = "The chat command"
PLUGIN.Usage = "The expected arguments"
PLUGIN.Privileges = { "The privileges this plugin uses" }

function PLUGIN:Call( ply, args )

end

evolve:RegisterPlugin( PLUGIN )

The first few lines define the properties of the plugin, such as the name and 
the expected arguments when it has a chat command. Plugins don't need to have a 
chat command, but most do. If you write a plugin that for example just displays 
something on the HUD, you don't need a chat command and you can simply leave 
out PLUGIN.ChatCommand, PLUGIN.Usage and the whole PLUGIN.Call function. The 
privileges specified in PLUGIN.Privileges will automatically be added to the 
rank menu.

Doing stuff

Now, how would you go about creating a plugin that just kills everyone you've 
specified? Evolve provides a few useful functions, like evolve:FindPlayer and 
ply:EV_HasPrivilege. Of course, we first check if the player is allowed to run 
the command. We do that this way:

if ( ply:EV_HasPrivilege( "Kill privilege" ) ) then

end

If the player doesn't have the required privilege, we want to tell them they 
don't, just like the official plugins do. Evolve provides three things that 
will help us do that, evolve:Notify, evolve.colors.red and 
evolve.constants.notallowed:

if ( ply:EV_HasPrivilege( "Kill privilege" ) ) then

else
    evolve:Notify( ply, evolve.colors.red, evolve.constants.notallowed )
end

As of the latest revision, this will print in red "No matching players found." 
Now, when the player is allowed to run the command, we first need to check if 
we found any players based on the arguments. Evolve provides evolve:FindPlayer 
for that:

local players = evolve:FindPlayer( args, ply )

The player using the plugin is specified for two reasons here. The first is 
that it automatically checks if the specified players have a lower than or 
equal immunity as the calling player and if no players were specified, it will 
automatically target the calling player! That's how !slay slays yourself when 
you pass no players.

After that, it's quite trivial what to do:

if ( #players == 0 ) then
    evolve:Notify( ply, evolve.colors.red, evolve.noplayers )
    return
else
    for _, pl in ipairs( players ) do
        pl:Kill()
    end
end

However, we're missing something! All of the official plugins show a nice 
message like "X slayed Y and Z." How do we do that? It's simple with 
evolve:CreatePlayerList!

evolve:Notify( evolve.colors.blue, ply:Nick(), evolve.colors.white, " has 
killed ", evolve.colors.red, evolve:CreatePlayerList( players ), 
evolve.colors.white, "." )

Registering your plugin

After you've created your plugin, it would be nice if Evolve actually loads it. 
You do that by calling evolve:RegisterPlugin( PLUGIN ). When you think more 
users would like the functionality your plugin provides, you can submit it to 
the plugins page!
Adding your plugin to the menu

Adding your plugin to the menu is easy. All you have to do is provide a 
PLUGIN:Menu function, like so:

function PLUGIN:Menu( arg, players )
    if ( arg ) then
        RunConsoleCommand( "ev", "kill", unpack( players ) )
    else
        return "Kill", evolve.category.punishment
    end
end

arg holds the argument that the player picked in the menu out of the ones you 
specified. You can add arguments this way:

return "Kill", evolve.category.punishment, { "Drop container", "Drown", "Burn" }

The argument the player picked will be passed as arg, otherwise it will be nil. 
If you want the names in the menu to differ from the actual value passed, like 
with the speed plugin, you'd do this:

return "Kill", evolve.category.punishment, { { "Drop container", "method1" }, { 
"Drown", "method2" }, { "Burn", "method3" } }

Then "method1" would be passed as arg when the user selected "Drop container".

Using hooks in plugins

Of course, far from all plugins only do something when they're called using 
their command. That's why hooks were invented. You might initially do something 
like:

hook.Add( "PlayerSpawn", "MyPluginHook", function( ply )
    PLUGIN:TellPlayerTheyHaveSpawned( ply )
end )

But with Evolve's plugin system, we can do better!

function PLUGIN:PlayerSpawn( ply )
        evolve:Notify( ply, evolve.colors.white, "You've spawned!" )
end

This works with every hook, even custom ones found in some gamemodes! They'll 
even run before all else, so if you want, you can override gamemode 
functionality. 

Original comment by DilanoDr...@gmail.com on 19 Apr 2012 at 6:03

GoogleCodeExporter commented 9 years ago
Thank you for posting the information. :) I'm a bit confused over reading it 
right now but it's just a lot of trial and error I'm sure. And I'm sure it will 
help others who read it who may know more than me to make some truly amazing 
plugins to share :D

Original comment by Steven.W...@gmail.com on 20 Apr 2012 at 9:35