- With events.tricks a plugin hears the local skater's tricks: trick_started (where), trick_landed
(points, multiplier, where it started and landed, how long it took) and line_broken (a slam or
a wipeout); reskate.score.current() is the score HUD's line, multiplier and whether a trick is
going on. Without the permission the events cannot be registered.
- The score HUD is read into the trick watch (Extension/Skater/score_hud.h, trick_watch.h) on the
client tick only while a running plugin has events.tricks; a new level starts a new line.
plugins::start takes the image base for it.
- reskate-test has a tricks module (skipped until a trick lands) and ptest trick, which waits 30 s
for one and prints what its events said; reskate-hostile has trick-loop.
Not yet checked against real tricks in game.
- skater.read: reskate.skater.get() (position, heading, speed, vertical speed, airborne, air
time) and position, heading, speed and on_ground on their own; nil without a skater. From the
trainer's telemetry. The heading is radians, -pi to pi: 0 faces +Z, pi/2 faces +X, and a higher
heading is turned to the skater's left (checked in game).
- skater.teleport: reskate.skater.teleport(at, heading?) through teleport_local_skater_heading;
false and why when the host has turned teleporting off (as the console's tp), there is no
skater, or it is asked more than twice a second. Positions must be finite and within 100 km.
- world.raycast: reskate.world.raycast(from, to) is where the line first meets the world's
collision (local_surface_hit), or nil; 64 a tick, 1000 m at most.
- The host passes the game to plugins through Environment, so the tests fake a skater and flat
ground. reskate-test has a skater module (skipped without a skater; the harness counts skips)
and ptest tp; reskate-hostile has teleport-spam and raycast-flood.
Checked in game: teleporting, the two-a-second cap and the raycast cap. ptest skater's heading
check failed there (0 to 2 pi from the trainer) and is fixed, not yet rerun in game.
The console answered every command missing from ReSkate's own list itself, as unknown, so a
plugin's command (ptest) never reached the plugins on the game thread. Now only ReSkate's local
commands run there; anything else is queued, and the game thread tries the plugins first and
answers unknown as before when none has it. Checked in game: ptest all, 45 passed, 0 failed.
- contrib/plugins/reskate-test calls every plugin API and says what worked: ptest all, ptest
<module>, ptest list. Its 45 checks cover the base set, timers, the level, package files, JSON,
require, the console, storage and the sandbox. It is the example to copy for a plugin.
- contrib/plugins/reskate-hostile attacks the sandbox, one attack per command (hostile list):
loops, memory and buffer bombs, caught errors, error and log floods, timers, recursion, an
unload that never ends, and 17 ways out. Each must end stopped or refused.
- dingosdk_plugin_tests runs both from the repository: every reskate-test check passes, and every
hostile attack is stopped or refused with nothing escaping.
- Taken from Domination (PR 279) for the plugin API to use: the trick watch (when a trick starts,
lands and what it scored, or a slam breaks it; Domination's spots left out) in
Extension/Skater/trick_watch.h with its tests, the score HUD reader in score_hud.h, and
teleport_local_skater_heading, whose hunks are the PR's own. Neither is wired to anything yet.