Merge branch 'master' into 1.17

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gnembon committed 2020-12-02 13:23:32 -04:00
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@@ -9,10 +9,8 @@ with `__on_<event>` and has the required arguments, will be bound automatically
of such function would result in unbinding the app from this event.
In case of `player` scoped apps,
all player action events will be directed to the appropriate player hosts. Global events, like `'tick'`, cannot be handled
in `'player'` scoped app.
`'global'` scoped apps will receive both global and player built-in events.
all player action events will be directed to the appropriate player hosts. Global events, like `'tick'`, that don't have a specific
player target will be executed multiple times, once for each player, and once in `'global'` scoped apps.
Most built-in events strive to report right before they take an effect in the game. The purpose of that is that this give a choice
for the programmer to handle them right away (as it happens, potentially affect the course of action by changing the
@@ -31,8 +29,8 @@ if it accepts required number of parameters.
## Built-in global events
Handling global events is only allowed in apps with `'global'` scope. With the default scope (`'player'`) you
simply wouldn't know which player to hook up this event to.
Global events will be handled once per app that is with `'global'` scope. With `player` scoped apps, each player instance
is responsible independently from handling their events, so a global event may be executed multiple times for each player.
### `__on_tick()`
Event triggers at the beginning of each tick, located in the overworld. You can use `in_dimension()`
@@ -205,8 +203,11 @@ is handled before scoreboard values for these statistics are changed.
App programmers can define and trigger their own custom events. Unlike built-in events, all custom events pass a single value
as an argument, but this doesn't mean that they cannot pass a complex list, map, or nbt tag as a message. Each event signal is
either targetting all global context apps, if no target player has been identified, or only player scoped apps, if the target player
is specified.
either targetting all apps instances for all players, including global apps, if no target player has been identified,
or only player scoped apps, if the target player
is specified, running once for that player app. You cannot target global apps with player-targeted signals. Built-in events
do target global apps, since their first argument is clearly defined and passed. That may change in the future in case there is
a compelling argument to be able to target global apps with player scopes.
Programmers can also handle built-in events the same way as custom events, as well as triggering built-in events, which I have
have no idea why you would need that. The following snippets have the same effect:
@@ -230,11 +231,11 @@ handle_event('player_breaks_block', null);
And `signal_event` can be used as a trigger, called twice for player based built-in events
```
signal_event('player_breaks_block', player, player, block); // to target all player scoped apps
signal_event('player_breaks_block', null , player, block); // to target all global scoped apps
signal_event('player_breaks_block', null , player, block); // to target all global scoped apps and all player instances
```
or (for global only events)
or (for global events)
```
signal_event('tick') // trigger only global scoped apps with no extra arguments
signal_event('tick') // trigger all apps with a tick event
```
### `handle_event(event, callback ...)`
@@ -248,6 +249,8 @@ If extra arguments are provided, they will be appended to the argument list of t
Returns `true` if subscription to the event was successful, or `false` if it failed (for instance wrong scope for built-in event,
or incorect number of parameters for the event).
If a callback is specified as `null`, the given app (or player app instance )stops handling that event.
<pre>
foo(a) -> print(a);
handle_event('boohoo', 'foo');
@@ -262,111 +265,55 @@ handle_event('tick', null) // nah, ima good, kthxbai
### `signal_event(event, target_player?, ... args?)`
Fires a specific event. If the event does not exist (only `handle_event` creates missing mising new events), or provided argument list
Fires a specific event. If the event does not exist (only `handle_event` creates missing new events), or provided argument list
was not matching the callee expected arguments, returns `null`,
otherwise returns number of apps notified. If `target_player` is specified and not `null` triggers a player specific event, targetting
only `player` scoped apps for that player. Apps with globals scope will not be notified even if they handle this event.
If the `target_player` is omitted or `null`, it will instead only target `global` scoped apps and skip `player` scoped.
Therefore each custom event trigger can trigger each app once, but calls to '`signal_event`' can be repeated to cover
all app scopes. Note that all built-in player events have a player as a first argument, so to trigger these events, you need to
If the `target_player` is omitted or `null`, it will target `global` scoped apps and all instances of `player` scoped apps.
Note that all built-in player events have a player as a first argument, so to trigger these events, you need to
provide them twice - once to specify the target player scope and second - to provide as an argument to the handler function.
<pre>
signal_event('player_breaks_block', player, player, block); // to target all player scoped apps
signal_event('player_breaks_block', null , player, block); // to target all global scoped apps
signal_event('tick') // triggering tick event in all loaded apps
signal_event('player_breaks_block', null , player, block); // to target all global scoped apps and all player instances
signal_event('tick') // trigger all apps with a tick event
</pre>
## Custom events example
The following example contains 4 apps, 2 of them defining a new event, `"player_farts"` triggered after 40 ticks of continuous
squatting. Note that this could call the recipient event handlers twice, since `signal_event` will be called twice, but
in this case the event is once called as a global event, and once as a player event, targeting each app once. Custom events is
a good idea to share common event detection code with one app, and using the outcome of these events in multiple places.
Obviously you would define each event handler once not twice in your app system.
In this
case here we have two ways of detecting all players squatting for more than 40 ticks - one of those apps will produce cloud particles
in an apprpriate location, and the other will produce a sound when it happens, and they both will proceed to signal the same event,
thankfully for different scopes, otherwise other apps would trigger twice.
The following example shows how you can communicate between different instances of the same player scoped app. It important to note
that signals can trigger other apps as well, assuming the name of the event matches. In this case the request name is called
`tp_request` and is triggered with a command.
```
// detector1.sc
// detecting event in a tick loop
__config() -> {'scope' -> 'global'};
global_sneaks = {};
__on_tick() -> for(player('all'),
if (_~'sneaking',
sneak_time = if (has(global_sneaks:_), tick_time()-global_sneaks:_ , global_sneaks:_=tick_time(); 0);
if (sneak_time > 20 && sneak_time < 40,
particle('cloud', pos(_) + [0, _~'height'/2, 0] - _~'look', 1, 0.1)
);
if (sneak_time == 40,
signal_event('player_farts', _, _) // triggering all player scoped apps from a global app
// tpa.sc
global_requester = null;
__config() -> {
'commands' -> {
'<player>' -> _(to) -> signal_event('tp_request', to, player()),
'accept' -> _() -> if(global_requester,
run('tp '+global_requester~'command_name');
global_requester = null
)
, // else
delete(global_sneaks:_)
)
)
},
'arguments' -> {
'player' -> {'type' -> 'players', 'single' -> true}
}
};
handle_event('tp_request', _(req) -> (
global_requester = req;
print(player(), format(
'w '+req+' requested to teleport to you. Click ',
'yb here', '^yb here', '!/tpa accept',
'w to accept it.'
));
));
```
```
// detector2.sc
// detecting events in a more appropriate way - player based and event based app
__on_player_starts_sneaking(p) ->
(
global_sneaking = tick_time();
schedule(40, 'check', p);
);
check(p) ->
if( global_sneaking && tick_time() - global_sneaking == 40,
sound('entity.shulker.shoot', pos(p), 1, 0.6, 'player');
signal_event('player_farts', null, p) // trigerring all global apps from a player scoped app
);
__on_player_stops_sneaking(p) -> (global_sneaking = false);
```
And then two other apps that meant to do something with this event. One mimics an explosion, and the other - grows crops around
the player.
```
client1.sc
__config() -> {'scope' -> 'global'};
on_fart(p, msg) ->
(
print(p+msg);
particle('explosion', pos(p));
sound('entity.generic.explode', pos(p), 1, 0.5);
);
handle_event('player_farts', 'on_fart', ' goes kaboom');
```
```
client2.sc
longsneak(p) ->
(
ppos = pos(p);
loop ( 500,
target = ppos+[rand(12),rand(8),rand(12)]-[rand(12),rand(8),rand(12)];
if (material(target) == 'plant' && ticks_randomly(target),
particle('happy_villager', target, 2, 0.4)
);
random_tick(target)
)
);
handle_event('player_farts', 'longsneak');
```
## `/script event` command
used to display current events and bounded functions. use `add_to` ro register new event, or `remove_from` to
used to display current events and bounded functions. use `add_to` to register a new event, or `remove_from` to
unbind a specific function from an event. Function to be bounded to an event needs to have the same number of
parameters as the action is attempting to bind to (see list above). All calls in modules loaded via `/script load`
that have functions listed above will be automatically bounded and unbounded when script is unloaded.
that handle specific built-in events will be automatically bounded, and unbounded when script is unloaded.
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@@ -33,10 +33,10 @@ the app state and all players interactions run in the same context, sharing defi
explicitly keyed with players, player names, uuids, etc.
Even for `'player'` scoped apps, you can access specific player app with with commandblocks using
`/execute as <player> run script in <app> run ...`.
To access global/server state for a player app, you need to disown the command from any player,
To access global/server state for a player app, which you shouldn't do, you need to disown the command from any player,
so either use a command block, or any
arbitrary entity: `/execute as @e[type=bat,limit=1] run script in <app> globals` for instance, however
running anything in the global scope for a `'player'` scoped app is not recommended.
running anything in the global scope for a `'player'` scoped app is not intended.
* `'stay_loaded'`: defaults to `false`. If true, and `/carpet scriptsAutoload` is turned on, the following apps will
stay loaded after startup. Otherwise, after reading the app the first time, and fetching the config, server will drop them down.
This is to allow to store multiple apps on the server/world and selectively decide which one should be running at
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@@ -104,3 +104,62 @@ team_property('admin','seeFriendlyInvisibles',true) Make all players in 'a
team_property('admin','deathMessageVisibility','hideForOtherTeams') Make all players in 'admin' see other admins even when invisible
```
## `bossbar()`, `bossbar(id)`, `bossbar(id,property,value?)`
Manage bossbars just like with the `/bossbar` command.
Without any arguments, returns a list of all bossbars.
When an id is specified, creates a bossbar with that `id` and returns the id of the created bossbar.
Bossbar ids need a namespace and a name. If no namespace is specified, it will automatically use `minecraft:`.
In that case you should keep track of the bossbar with the id that `bossbar(id)` returns, because a namespace may be added automatically.
If the id was invalid (for example by having more than one colon), returns `null`.
If the bossbar already exists, returns `false`.
`bossbar('timer') => 'minecraft:timer'` (Adds the namespace `minecraft:` because none is specified)
`bossbar('scarpet:test') => 'scarpet:test'` In this case there is already a namespace specified
`bossbar('foo:bar:baz') => null` Invalid identifier
`bossbar(id,property)` is used to query the `property` of a bossbar.
`bossbar(id,property,value)` can modify the `property` of the bossbar to a specified `value`.
Available properties are:
* color: can be `'pink'`, `'blue'`, `'red'`, `'green'`, `'yellow'`, `'purple'` or `'white'`
* style: can be `'progress'`, `'notched_6'`, `'notched_10'`, `'notched_12'` or `'notched_20'`
* value: value of the bossbar progress
* max: maximum value of the bossbar progress, by default 100
* name: Text to display above the bossbar, supports formatted text
* visible: whether the bossbar is visible or not
* players: List of players that can see the bossbar
* add_player: add a player to the players that can see this bossbar, this can only be used for modifying (`value` must be present)
* remove: remove this bossbar, no `value` required
```
bossbar('script:test','style','notched_12')
bossbar('script:test','value',74)
bossbar('script:test','name',format('rb Test')) -> Change text
bossbar('script:test','visible',false) -> removes visibility, but keeps players
bossbar('script:test','players',player('all')) -> Visible for all players
bossbar('script:test','players',player('Steve')) -> Visible for Steve only
bossbar('script:test','players',null) -> Invalid player, removing all players
bossbar('script:test','add_player',player('Alex')) -> Add Alex to the list of players that can see the bossbar
bossbar('script:test','remove') -> remove bossbar 'script:test'
for(bossbar(),bossbar(_,'remove')) -> remove all bossbars
```