public static void init(MCCSAPI api) { mcapi = api; Console.OutputEncoding = Encoding.UTF8; // 后台指令监听 api.addBeforeActListener(EventKey.onServerCmd, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var se = BaseEvent.getFrom(x) as ServerCmdEvent; if (se != null) { Console.WriteLine("后台指令={0}", se.cmd); } return(true); }); // 后台指令输出监听 api.addBeforeActListener(EventKey.onServerCmdOutput, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var se = BaseEvent.getFrom(x) as ServerCmdOutputEvent; if (se != null) { Console.WriteLine("后台指令输出={0}", se.output); } return(true); }); // 表单选择监听 api.addAfterActListener(EventKey.onFormSelect, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var fe = BaseEvent.getFrom(x) as FormSelectEvent; if (fe == null) { return(true); } if (fe.formid != tformid) { return(true); } if (fe.selected != "null") { Console.WriteLine("玩家 {0} 选择了表单 id={1} ,selected={2}", fe.playername, fe.formid, fe.selected); CsPlayer pl = new CsPlayer(api, fe.playerPtr); if (fe.selected == "0") { ulong bkid = pl.UniqueId; // 根据流水号反查,可能是实体,也可能是玩家 var d = CsActor.getFromUniqueId(api, bkid) as CsPlayer; if (d != null) { Console.WriteLine("UniqueId反查成功。"); pl = d; } // 常规组件测试 Console.WriteLine("玩家攻击力组件:{0},玩家碰撞箱组件:{1},玩家生命值组件:{2},玩家位置组件:{3},玩家转角组件:{4}" + ",玩家所处维度:{5},玩家实体类型:{6},玩家查询流水号:{7},玩家UUID:{8},玩家名字:{9},玩家计分板ID:{10}", pl.Attack, pl.CollisionBox, pl.Health, pl.Position, pl.Rotation, pl.DimensionId, pl.TypeId, pl.UniqueId, pl.Uuid, pl.getName(), pl.getScoreboardId() /* , pl.createScoreboardId() */); } else if (fe.selected == "1") { // 物品栏测试 Console.WriteLine("实体装备栏:{0},实体主副手栏:{1},实体背包栏:{2},实体热键栏:{3}", pl.ArmorContainer, pl.HandContainer, pl.InventoryContainer, pl.HotbarContainer); } else if (fe.selected == "2") { // 组件设置测试 JavaScriptSerializer ser = new JavaScriptSerializer(); var atta = ser.Deserialize <Dictionary <string, object> >(pl.Attack); atta["range_min"] = Convert.ToSingle(atta["range_min"]) + 4; atta["range_max"] = Convert.ToSingle(atta["range_max"]) + 4; pl.Attack = ser.Serialize(atta); Console.WriteLine("玩家攻击力将+4"); var acb = ser.Deserialize <Dictionary <string, object> >(pl.CollisionBox); acb["width"] = Convert.ToSingle(acb["width"]) + 1; acb["height"] = Convert.ToSingle(acb["height"]) + 1; //pl.CollisionBox = ser.Serialize(acb); //Console.WriteLine("玩家碰撞箱宽和高的值将+1格"); var ahe = ser.Deserialize <Dictionary <string, object> >(pl.Health); ahe["max"] = Convert.ToSingle(ahe["max"]) + 10; ahe["value"] = Convert.ToSingle(ahe["value"]) + 10; pl.Health = ser.Serialize(ahe); Console.WriteLine("玩家当前和最大生命值将+10点"); var prex = "[前缀]"; var pname = pl.getName(); bool alwaysshow = false; if (pname.IndexOf(prex) == 0) { pname = pname.Substring(prex.Length); alwaysshow = true; } else { pname = prex + pname; alwaysshow = false; } pl.setName(pname, alwaysshow); Console.WriteLine("玩家名字将添加/删除前缀,去掉/恢复常显"); var apos = ser.Deserialize <Dictionary <string, object> >(pl.Position); apos["x"] = Convert.ToSingle(apos["x"]) + 16; apos["y"] = Convert.ToSingle(apos["y"]) + 10; apos["z"] = Convert.ToSingle(apos["z"]) + 16; //pl.Position = ser.Serialize(apos); //Console.WriteLine("玩家将位移至当前位置的(+16,+10,+16)上。"); var arot = ser.Deserialize <Dictionary <string, object> >(pl.Rotation); arot["x"] = Convert.ToSingle(arot["x"]) + 16; arot["y"] = Convert.ToSingle(arot["y"]) + 16; pl.Rotation = ser.Serialize(arot); Console.WriteLine("玩家俯角+16,转角+16"); } else if (fe.selected == "3") { var el = CsActor.getsFromAABB(api, fe.dimensionid, fe.XYZ.x - 16, fe.XYZ.y - 16, fe.XYZ.z - 16, fe.XYZ.x + 16, fe.XYZ.y + 16, fe.XYZ.z + 16); if (el != null && el.Count > 0) { Console.WriteLine("查询并移除玩家附近16格内所有实体:"); foreach (IntPtr eptr in el) { var cse = new CsActor(api, eptr); Console.WriteLine("TypeId={0},UniqueId={1},name={2}", cse.TypeId, cse.UniqueId, cse.getName()); cse.remove(); } } } else if (fe.selected == "4") { var el = CsActor.getsFromAABB(api, fe.dimensionid, fe.XYZ.x - 16, fe.XYZ.y - 16, fe.XYZ.z - 16, fe.XYZ.x + 16, fe.XYZ.y + 16, fe.XYZ.z + 16); var plst = CsPlayer.getplFromAABB(api, fe.dimensionid, fe.XYZ.x - 16, fe.XYZ.y - 16, fe.XYZ.z - 16, fe.XYZ.x + 16, fe.XYZ.y + 16, fe.XYZ.z + 16); el = el == null ? new ArrayList() : el; plst = plst == null ? new ArrayList() : plst; el.AddRange(plst); if (el.Count > 0) { Console.WriteLine("查询并模拟攻击玩家附近16格内所有实体和玩家:"); foreach (IntPtr eptr in el) { var cse = new CsActor(api, eptr); Console.WriteLine("TypeId={0},UniqueId={1},name={2}", cse.TypeId, cse.UniqueId, cse.getName()); // 测试实体模拟受攻击伤害,伤害值为10 cse.hurt(fe.playerPtr /*IntPtr.Zero*/, ActorDamageCause.EntityAttack, 10, false, false); } } } else if (fe.selected == "5") { pl.addLevel(3); } else if (fe.selected == "6") { pl.teleport(100, 100, 100); } else if (fe.selected == "7") { api.setSideBar(pl.Uuid, "这就是内容不能换行"); } } else { Console.WriteLine("玩家 {0} 取消了表单 id={1}", fe.playername, fe.formid); } return(false); }); // 使用物品监听 api.addAfterActListener(EventKey.onUseItem, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as UseItemEvent; if (ue != null && ue.RESULT) { Console.WriteLine("玩家 {0} 对 {1} 的 ({2}, {3}, {4}) 处的 {5} 方块" + "操作了 {6} 物品。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname, ue.itemname); } return(true); }); // 放置方块监听 api.addAfterActListener(EventKey.onPlacedBlock, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as PlacedBlockEvent; if (ue != null && ue.RESULT) { Console.WriteLine("玩家 {0} 在 {1} 的 ({2}, {3}, {4})" + " 处放置了 {5} 方块。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname); } return(true); }); // 破坏方块监听 api.addBeforeActListener(EventKey.onDestroyBlock, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as DestroyBlockEvent; if (ue != null) { Console.WriteLine("玩家 {0} 试图在 {1} 的 ({2}, {3}, {4})" + " 处破坏 {5} 方块。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname); } return(true); }); // 开箱监听 api.addBeforeActListener(EventKey.onStartOpenChest, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as StartOpenChestEvent; if (ue != null) { Console.WriteLine("玩家 {0} 试图在 {1} 的 ({2}, {3}, {4})" + " 处打开 {5} 箱子。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname); } return(true); }); // 开桶监听 api.addBeforeActListener(EventKey.onStartOpenBarrel, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as StartOpenBarrelEvent; if (ue != null) { Console.WriteLine("玩家 {0} 试图在 {1} 的 ({2}, {3}, {4})" + " 处打开 {5} 木桶。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname); } return(true); }); // 关箱监听 api.addAfterActListener(EventKey.onStopOpenChest, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as StopOpenChestEvent; if (ue != null) { Console.WriteLine("玩家 {0} 在 {1} 的 ({2}, {3}, {4})" + " 处关闭 {5} 箱子。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname); } return(true); }); // 关桶监听 api.addAfterActListener(EventKey.onStopOpenBarrel, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as StopOpenBarrelEvent; if (ue != null) { Console.WriteLine("玩家 {0} 在 {1} 的 ({2}, {3}, {4})" + " 处关闭 {5} 木桶。", ue.playername, ue.dimension, ue.position.x, ue.position.y, ue.position.z, ue.blockname); } return(true); }); // 放入取出监听 api.addAfterActListener(EventKey.onSetSlot, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as SetSlotEvent; if (e != null) { if (e.itemcount > 0) { Console.WriteLine("玩家 {0} 在 {1} 槽放入了 {2} 个 {3} 物品。", e.playername, e.slot, e.itemcount, e.itemname); } else { Console.WriteLine("玩家 {0} 在 {1} 槽取出了物品。", e.playername, e.slot); } } return(true); }); // 切换维度监听 api.addAfterActListener(EventKey.onChangeDimension, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as ChangeDimensionEvent; if (e != null && e.RESULT) { Console.WriteLine("玩家 {0} {1} 切换维度至 {2} 的 ({3},{4},{5}) 处。", e.playername, e.isstand ? "" : "悬空地", e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z); } return(true); }); // 生物死亡监听 api.addAfterActListener(EventKey.onMobDie, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as MobDieEvent; if (e != null && !string.IsNullOrEmpty(e.mobname)) { Console.WriteLine(" {0} 在 {1} ({2:F2},{3:F2},{4:F2}) 处被 {5} 杀死了。", e.mobname, e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z, e.srcname); } return(true); }); // 玩家重生监听 api.addAfterActListener(EventKey.onRespawn, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as RespawnEvent; if (e != null && e.RESULT) { Console.WriteLine("玩家 {0} 已于 {1} 的 ({2:F2},{3:F2},{4:F2}) 处重生。", e.playername, e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z); } return(true); }); // 聊天监听 api.addAfterActListener(EventKey.onChat, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as ChatEvent; if (e != null) { Console.WriteLine(" {0} {1} 说:{2}", e.playername, !string.IsNullOrEmpty(e.target) ? "悄悄地对 " + e.target : "", e.msg); } return(true); }); // 输入文本监听 api.addBeforeActListener(EventKey.onInputText, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as InputTextEvent; if (e != null) { Console.WriteLine(" <{0}> {1}", e.playername, e.msg); } return(true); }); // 输入指令监听 api.addBeforeActListener(EventKey.onInputCommand, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as InputCommandEvent; if (e != null) { Console.WriteLine(" <{0}> {1}", e.playername, e.cmd); } return(true); }); // 世界范围爆炸监听,拦截 api.addBeforeActListener(EventKey.onLevelExplode, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as LevelExplodeEvent; if (e != null) { Console.WriteLine("位于 {0} ({1},{2},{3}) 的 {4} 试图发生强度 {5} 的爆炸。", e.dimension, e.position.x, e.position.y, e.position.z, string.IsNullOrEmpty(e.entity) ? e.blockname : e.entity, e.explodepower); } return(false); }); // 玩家切换装备监听 api.addAfterActListener(EventKey.onEquippedArmor, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as EquippedArmorEvent; if (e != null) { Console.WriteLine("玩家 {0} 已于 {1} 的 ({2:F2},{3:F2},{4:F2}) 处切换 {5} 第 {6} 格的装备为 {7} 。", e.playername, e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z, e.slottype == 0 ? "身体装备的" : "主副手的", e.slot, e.itemname); } return(true); }); // 玩家升级监听 api.addAfterActListener(EventKey.onLevelUp, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as LevelUpEvent; if (e != null) { Console.WriteLine("玩家 {0} 已于 {1} 的 ({2:F2},{3:F2},{4:F2}) 处等级提升了 {5} 级。", e.playername, e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z, e.lv); } return(true); }); // 活塞推方块监听 api.addBeforeActListener(EventKey.onPistonPush, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as PistonPushEvent; if (e != null) { Console.WriteLine("活塞 {0} 于 {1} 的({2}, {3}, {4})处试图向 {5} 号方向推拽({6}, {7}, {8})处的 {9} 方块。", e.blockname, e.dimension, e.position.x, e.position.y, e.position.z, e.direction, e.targetposition.x, e.targetposition.y, e.position.z, e.targetblockname); return(true); } return(true); }); // 箱子合并监听 api.addAfterActListener(EventKey.onChestPair, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as ChestPairEvent; if (e != null) { Console.WriteLine("箱子 {0} 于 {1} 的({2}, {3}, {4})处试图合并向({5}, {6}, {7})处的 {8} 箱子。", e.blockname, e.dimension, e.position.x, e.position.y, e.position.z, e.targetposition.x, e.targetposition.y, e.position.z, e.targetblockname); return(true); } return(true); }); /* * api.addBeforeActListener(EventKey.onMobSpawnCheck, x => * { * Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); * var e = BaseEvent.getFrom(x) as MobSpawnCheckEvent; * if (e != null) * { * Console.WriteLine("生物 {0} 于 {1} 的({2}, {3}, {4})处试图检查生成规则。", * e.mobtype, e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z); * return true; * } * return true; * }); * // 玩家移动监听 * api.addAfterActListener(EventKey.onMove, x => { * var e = BaseEvent.getFrom(x) as MoveEvent; * if (e != null) { * Console.WriteLine("玩家 {0} {1} 移动至 {2} ({3},{4},{5}) 处。", * e.playername, (e.isstand) ? "":"悬空地", e.dimension, * e.XYZ.x, e.XYZ.y, e.XYZ.z); * } * return false; * }); */ // 玩家加入游戏监听 api.addAfterActListener(EventKey.onLoadName, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as LoadNameEvent; if (ue != null) { CsPlayer p = new CsPlayer(api, ue.playerPtr); Console.WriteLine("玩家 {0} 加入了游戏,xuid={1}, IP={2}", ue.playername, ue.xuid, p.IpPort); } return(true); }); // 玩家离开游戏监听 api.addAfterActListener(EventKey.onPlayerLeft, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var ue = BaseEvent.getFrom(x) as PlayerLeftEvent; if (ue != null) { Console.WriteLine("玩家 {0} 离开了游戏,xuid={1}", ue.playername, ue.xuid); } return(true); }); // 攻击监听 // API 方式注册监听器 api.addAfterActListener(EventKey.onAttack, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); AttackEvent ae = BaseEvent.getFrom(x) as AttackEvent; if (ae != null) { string str = "玩家 " + ae.playername + " 在 (" + ae.XYZ.x.ToString("F2") + "," + ae.XYZ.y.ToString("F2") + "," + ae.XYZ.z.ToString("F2") + ") 处攻击了 " + ae.actortype + " 。"; Console.WriteLine(str); // 社区api测试 api.setServerMotd(ae.playername + "发动了攻击", true); //Console.WriteLine("list={0}", api.getOnLinePlayers()) CsPlayer p = new CsPlayer(api, ae.playerPtr); var uuid = p.Uuid; if (uuid != null) { tformid = api.sendSimpleForm((string)uuid, "测试选项", "test choose:", "[\"基本组件\",\"物品栏组件\",\"组件设置\", \"范围检测并清理\",\"范围检测并攻击\"," + "\"玩家等级+3\",\"测试传送\",\"积分版测试\" ]"); Console.WriteLine("创建需自行保管的表单,id={0}", tformid); // 非社区内容测试 if (api.COMMERCIAL) { CsActor ac = new CsActor(api, ae.attackedentityPtr); Console.WriteLine("目标实体的能力值:" + ac.Abilities + "\n目标实体的属性列表:" + ac.Attributes + "\n目标实体的最大属性列表:" + ac.MaxAttributes + "\n目标实体的所有状态效果列表:" + ac.Effects); } } } else { Console.WriteLine("Event convent fail."); } return(true); }); //玩家捡物品事件 - 可拦截 api.addBeforeActListener(EventKey.onPickUpItem, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); PickUpItemEvent ae = BaseEvent.getFrom(x) as PickUpItemEvent; if (ae != null) { Console.WriteLine("玩家 {0} 在 {1} 的 ({2}) 捡起了 {3} 物品。", ae.playername, ae.dimension, ae.XYZ.x.ToString("F2") + "," + ae.XYZ.y.ToString("F2") + "," + ae.XYZ.z.ToString("F2"), ae.itemname); } return(true); }); //玩家丢物品事件 - 可拦截 api.addBeforeActListener(EventKey.onDropItem, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); DropItemEvent ae = BaseEvent.getFrom(x) as DropItemEvent; if (ae != null) { Console.WriteLine("玩家 {0} 在 {1} 的 ({2}) 丢下了 {3} 物品。", ae.playername, ae.dimension, ae.XYZ.x.ToString("F2") + "," + ae.XYZ.y.ToString("F2") + "," + ae.XYZ.z.ToString("F2"), ae.itemname); } return(true); }); // 计分板数值改变事件 api.addAfterActListener(EventKey.onScoreChanged, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); ScoreChangedEvent ae = BaseEvent.getFrom(x) as ScoreChangedEvent; if (ae != null) { Console.WriteLine("计分板 {0} (显示名称:{1},id:{2})分数改变为 {3}", ae.objectivename, ae.displayname, ae.scoreboardid, ae.score); // 追加改变,由于会重复触发改变事件,故设定停止上限 //if (ae.score < 100) //{ // Console.WriteLine("启动30秒后增加分数任务,请耐心等待测试反馈.."); // // 多线程情况下测试离线计分板id是否有效,等待三十秒 // new Thread(() => // { // Thread.Sleep(30000); // Console.WriteLine("追加改变增加100,数值变为:" + api.setscoreById(ae.scoreboardid, ae.objectivename, ae.score + 100)); // Console.WriteLine("改变后的分数为:" + api.getscoreById(ae.scoreboardid, ae.objectivename)); // }).Start(); //} } return(true); }); // 官方脚本引擎初始化监听 api.addAfterActListener(EventKey.onScriptEngineInit, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); ScriptEngineInitEvent ae = BaseEvent.getFrom(x) as ScriptEngineInitEvent; if (ae != null && ae.RESULT) { Console.WriteLine("脚本引擎已初始化成功,addr={0}", ae.jseptr); // 延时1s载入外置行为包脚本;延时3s发送一个自定义事件;延时1s载入一段临时脚本 new Thread(() => { Thread.Sleep(1000); try { // 测试临时行为包脚本注意事项:runScript情况下不会经过 initialize 调用,需主动设置初始化 string js = File.ReadAllText("test.js"); api.JSErunScript(js, (r) => { if (r) { Console.WriteLine("外置测试行为包脚本载入成功。"); } }); } catch { } Thread.Sleep(3000); string jdata = new JavaScriptSerializer().Serialize(new { text = "这是一个自定义测试消息", num = 2021 }); api.JSEfireCustomEvent("mytest:testevent", jdata, (r) => { if (r) { Console.WriteLine("自定义事件广播发送成功。"); } }); Thread.Sleep(1000); api.JSErunScript("var d = 100;\n console.log('这是一个临时测试脚本')", (r) => { if (r) { Console.WriteLine("测试临时脚本执行成功。"); } }); }).Start(); } return(true); }); // 官方脚本引擎接收日志输出信息监听,拦截 api.addBeforeActListener(EventKey.onScriptEngineLog, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); ScriptEngineLogEvent ae = BaseEvent.getFrom(x) as ScriptEngineLogEvent; if (ae != null) { Console.WriteLine("[来自脚本的LOG输出] {0}", ae.log); } return(false); }); // 官方脚本引擎执行指令,或可拦截 api.addBeforeActListener(EventKey.onScriptEngineCmd, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); ScriptEngineCmdEvent ae = BaseEvent.getFrom(x) as ScriptEngineCmdEvent; if (ae != null) { Console.WriteLine("[脚本引擎试图执行指令] {0}", ae.cmd); } return(true); }); // 生物伤害监听 api.addBeforeActListener(EventKey.onMobHurt, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as MobHurtEvent; if (e != null && !string.IsNullOrEmpty(e.mobname)) { Console.WriteLine(" {0} 在 {1} ({2:F2},{3:F2},{4:F2}) 即将受到来自 {5} 的 {6} 点伤害,类型 {7}", e.mobname, e.dimension, e.XYZ.x, e.XYZ.y, e.XYZ.z, e.srcname, e.dmcount, e.dmtype); } return(true); }); api.addAfterActListener(EventKey.onScoreboardInit, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as ScoreboardInitEvent; if (e != null) { Console.WriteLine("系统计分板已初始化成功,addr={0}", e.scptr); //api.postTick(() => { // api.runcmd("list"); //}); //if (api.COMMERCIAL){ // 测试计分板读取和写入任务 // string asc = api.getAllScore(); // Console.WriteLine("[TEST]scoreboard={0}", asc); // if (!string.IsNullOrEmpty(asc)){ // Console.WriteLine("启动一个延时30秒重置计分板的任务,请耐心等待信息反馈.."); // new Thread(() =>{ // Thread.Sleep(30000); // if (api.setAllScore(asc)){ // Console.WriteLine("重置任务已发送。"); // } // }).Start(); // } //} } return(true); }); #region 非社区部分内容 if (api.COMMERCIAL) { // 命令块执行指令监听,拦截 api.addBeforeActListener(EventKey.onBlockCmd, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as BlockCmdEvent; if (e != null) { Console.WriteLine("位于 {0} ({1},{2},{3}) 的 {4} 试图执行指令 {5}", e.dimension, e.position.x, e.position.y, e.position.z, e.name, e.cmd); } return(false); }); // NPC执行指令监听,拦截 api.addBeforeActListener(EventKey.onNpcCmd, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as NpcCmdEvent; if (e != null) { Console.WriteLine("位于 {0} ({1},{2},{3}) 的 {4} 试图执行第 {5} 条指令,指令集\n{6}", e.dimension, e.position.x, e.position.y, e.position.z, e.npcname, e.actionid, e.actions); } return(false); }); // 更新命令方块监听 api.addBeforeActListener(EventKey.onCommandBlockUpdate, x => { Console.WriteLine("[CS] type = {0}, mode = {1}, result= {2}", x.type, x.mode, x.result); var e = BaseEvent.getFrom(x) as CommandBlockUpdateEvent; if (e != null) { Console.WriteLine(" {0} 试图修改位于 {1} ({2},{3},{4}) 的 {5} 的命令为 {6}", e.playername, e.dimension, e.position.x, e.position.y, e.position.z, e.isblock ? "命令块" : "命令矿车", e.cmd); } return(true); }); } #endregion // Json 解析部分 使用JavaScriptSerializer序列化Dictionary或array即可 //JavaScriptSerializer ser = new JavaScriptSerializer(); //var data = ser.Deserialize<Dictionary<string, object>>("{\"x\":9}"); //var ary = ser.Deserialize<ArrayList>("[\"x\",\"y\"]"); //Console.WriteLine(data["x"]); //foreach(string v in ary) { // Console.WriteLine(v); //} //data["y"] = 8; //string dstr = ser.Serialize(data); //Console.WriteLine(dstr); // 高级玩法,硬编码方式注册hook THook.init(api); }