4.4 KiB
Creating a plugin
Apollo's plugins are written in Kotlin and are primarily for content, not core code (if you aren't sure where your code should go, ask in irc). Note that this tutorial assumes some familiarity with Kotlin, although good Java knowledge will probably be enough.
Note: This tutorial is for developing Plugins for the kotlin-experiments branch prior to the release of the Kotlin plugin system for Apollo.
Create a working environment
Create the plugin metadata
Apollo's plugins are stored in /game/plugin, and each plugin has its own directory. Create one for your plugin - something like 'myplugin'.
Inside that, create a directory called 'src', then right click it and 'Mark Directory as > Sources Root'. It should turn blue. + Inside your plugin's directory (not in src) you'll want a build.gradle file, containing something like:
plugin {
name = "myplugin"
authors = [ "your name" ]
}
Sometimes you need to use code from another plugin, which can be done
like so: dependencies = [ "util:lookup" ]
This imports the lookup plugin from util.
Write the plugin
Plugins are written in kotlin script (.kts), which is then transpiled
into Java (bytecode) at compile time. Kotlin script is designed to be
executed like a scripting language: you do not need a main function (a
kotlin script consisting of nothing more than println("Hello, world!")
will indeed compile and print "Hello, world!").
Apollo uses the .plugin.kts extension to mark files as plugin scripts.
Add a file named 'myplugin.plugin.kts' inside src and add the
following code:
import org.apollo.game.action.Action
import org.apollo.game.message.impl.InventoryItemMessage
import org.apollo.game.model.Item
import org.apollo.game.model.entity.Entity
import org.apollo.game.model.entity.EntityType
import org.apollo.game.model.entity.GroundItem
import org.apollo.game.model.entity.Player
class DropItemAction(val player: Player, val slot: Int): Action<Player>(delay = 0, immediate = true, player) {
override fun execute() {
val region = player.world.regionRepository.fromPosition(player.position)
if (region.getEntities<Entity>(player.position, EntityType.DYNAMIC_OBJECT, EntityType.STATIC_OBJECT).isEmpty()) {
val amount = player.inventory.reset(slot)?.amount
if (amount == null) {
return
}
val item = GroundItem.create(player.world, player.position, Item(item, amount), player)
player.world.spawn(item)
} else {
player.sendMessage("You cannot drop this here.")
}
stop()
}
}
val DROP_OPTION_ID = 5
val INVENTORY_INTERFACE_ID = 3214
on { InventoryItemMessage::class }
.where { option == DROP_OPTION_ID && interfaceId == INVENTORY_INTERFACE_ID }
.then { player ->
player.startAction(DropItemAction(player, slot))
terminate()
}
Here we have an action, and a listener, the two core features of plugins.
The on {...} lambda at the end is the listener, and listens for
specific event types (typically a Message subclass) Here we are
listening to InventoryItemMessages, which are called whenever a player
performs an action on an item in an inventory. +
The where clause is used to filter out requests that don't match what
we're looking for: here, we only care about messages where the player
selected the fifth option (used for dropping), and when they selected
that option on an item in the inventory (i.e. the interfaceId matches
the inventory interface id). where is executed from the context of the
intercepted message, so option and interfaceId are actually fields
inside InventoryItemMessage. +
The 'then' clause is executed if the where lambda evaluates to true.
Actions are used to schedule player (or NPC)-related code to be
executed in the future (and optionally, periodically). Plugins also have
actions that can be used to suspend/asynchronously execute code. Here
we're creating an Action that removes an item from the player's
inventory and spawns a GroundItem. Because Actions are scheduled,
execute() will be called every server pulse (tick), until the stop()
function is called.
Now you can build it by running gradle build in the command line, or
in IntelliJ via 'View > Tool Windows > Gradle > Execute Gradle Task'
(type 'build' for the command).
Voila!