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hooks.lua
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hooks.lua
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function InitHooks(a_Plugin)
cPluginManager:AddHook(cPluginManager.HOOK_CHAT, OnChat)
cPluginManager:AddHook(cPluginManager.HOOK_EXECUTE_COMMAND, OnExecuteCommand)
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_DESTROYED, OnPlayerDestroyed)
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_LEFT_CLICK, OnPlayerLeftClick)
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving)
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_RIGHT_CLICK, OnPlayerRightClick)
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_SPAWNED, OnPlayerSpawned)
cPluginManager:AddHook(cPluginManager.HOOK_TAKE_DAMAGE, OnTakeDamage)
cPluginManager:AddHook(cPluginManager.HOOK_WORLD_TICK, OnWorldTick)
end
function OnChat(a_Player, a_Message)
local PlayerState = GetPlayerState(a_Player)
if (PlayerState:IsLoggedIn()) then
return false
end
if (PlayerState:IsRegistered()) then
a_Player:SendMessage(
cCompositeChat()
:AddTextPart("Please use ")
:AddSuggestCommandPart("/login", "/login", "u")
:AddTextPart(" first before trying to chat.")
)
else
a_Player:SendMessage(
cCompositeChat()
:AddTextPart("Please ")
:AddSuggestCommandPart("register", "/register", "u")
:AddTextPart(" first before trying to chat.")
)
end
return true
end
function OnExecuteCommand(a_Player, a_Command)
if (not a_Player) then
return false
end
local PlayerState = GetPlayerState(a_Player)
if (PlayerState:IsLoggedIn()) then
-- The player is already logged in. Allow him to use any command
return false
end
if (PlayerState:IsRegistered()) then
if (a_Command[1] ~= "/login") then
a_Player:SendMessage(
cCompositeChat()
:AddTextPart("Please use ")
:AddSuggestCommandPart("/login", "/login", "u")
:AddTextPart(" first before trying to execute a command.")
)
return true
end
return false
end
if (a_Command[1] == "/register") then
return false
end
a_Player:SendMessage(
cCompositeChat()
:AddTextPart("Please use ")
:AddSuggestCommandPart("/register", "/register", "u")
:AddTextPart(" first before trying to execute a command.")
)
return true
end
function OnPlayerDestroyed(a_Player)
local PlayerState = GetPlayerState(a_Player)
if (not PlayerState:IsLoggedIn()) then
PlayerState:TeleportBack()
end
RemovePlayerState(a_Player)
end
function OnPlayerLeftClick(a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Action)
local PlayerState = GetPlayerState(a_Player)
if (PlayerState:IsLoggedIn()) then
return false
end
a_Player:SendMessage(
cCompositeChat()
:AddTextPart("Please use ")
:AddSuggestCommandPart("/login", "/login", "u")
:AddTextPart(" first.")
)
return true
end
function OnPlayerMoving(a_Player, a_OldPosition, a_NewPosition)
local PlayerState = GetPlayerState(a_Player)
if (PlayerState:IsLoggedIn()) then
return false
end
if (PlayerState.m_Teleporting) then
PlayerState.m_Teleporting = false -- Player teleported
return false
end
local World = a_Player:GetWorld()
a_Player:TeleportToCoords(
World:GetSpawnX(),
World:GetSpawnY(),
World:GetSpawnZ()
)
end
function OnPlayerRightClick(a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)
local PlayerState = GetPlayerState(a_Player)
if (PlayerState:IsLoggedIn()) then
return false
end
if (a_BlockFace == BLOCK_FACE_NONE) then
-- We still block this packet, but we don't send a message because the player could get another message when he was clicking a block
return true
end
a_Player:SendMessage(
cCompositeChat()
:AddTextPart("Please use ")
:AddSuggestCommandPart("/login", "/login", "u")
:AddTextPart(" first.")
)
return true
end
function OnPlayerSpawned(a_Player)
-- Create the playerstate for the player
local PlayerState = GetPlayerState(a_Player)
if (PlayerState:IsLoggedIn()) then
-- OnPlayerSpawned is also called when the player respawned, so we can't blindly teleport the player
return false
end
-- Teleport the player to the spawn of the world
local World = a_Player:GetWorld()
local UUID = a_Player:GetUUID()
World:QueueTask(
function()
cRoot:Get():DoWithPlayerByUUID(UUID,
function(a_Player)
-- print(World:GetSpawnX(), World:GetSpawnY(), World:GetSpawnZ())
a_Player:TeleportToCoords(World:GetSpawnX(), World:GetSpawnY(), World:GetSpawnZ())
end
)
end
)
end
function OnTakeDamage(a_Receiver, a_TDI)
if (not a_Receiver:IsPlayer()) then
return false
end
local PlayerState = GetPlayerState(a_Receiver)
if (PlayerState:IsLoggedIn()) then
-- The receiver is logged in. Check if the attacker is a player and not logged in.
if (a_TDI.DamageType == dtAttack) then
if (a_TDI.Attacker:IsPlayer()) then
local PlayerObj = tolua.cast(a_TDI.Attacker, "cPlayer")
local AttackerState = GetPlayerState(PlayerObj)
if (not AttackerState:IsLoggedIn()) then
return true
end
end
end
return false
end
return true
end
function OnWorldTick(a_World, a_TimeDelta)
a_World:ForEachPlayer(
function(a_Player)
local PlayerState = GetPlayerState(a_Player)
PlayerState:TickMessage()
end
)
end