added in_slime_chunk, seed, add seed option to rand

This commit is contained in:
gnembon committed 2020-01-25 11:08:11 -04:00
1 parent 9914dd992c
commit 0d62fdc980
3 files changed
+46 -4

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@@ -102,6 +102,7 @@ import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.ChunkStatus;
import net.minecraft.world.chunk.WorldChunk;
import net.minecraft.world.dimension.DimensionType;
import net.minecraft.world.gen.ChunkRandom;
import net.minecraft.world.loot.context.LootContext;
import net.minecraft.world.loot.context.LootContextParameters;
import org.apache.commons.lang3.tuple.Pair;
@@ -607,6 +608,8 @@ public class CarpetExpression
* <p>Numeric function, indicating hardness of a block.</p>
* <h3><code>blast_resistance(pos)</code></h3>
* <p>Numeric function, indicating blast_resistance of a block.</p>
* <h3><code>in_slime_chunk(pos)</code></h3>
* <p>Boolean indicating if the given block position is in a slime chunk.</p>
* <h3><code>top(type, pos)</code></h3>
* <p>Returns the Y value of the topmost block at given x, z coords (y value of a block is not important), according to the
@@ -623,7 +626,7 @@ public class CarpetExpression
* top('ocean_floor', x, y, z) =&gt; 41
* </pre>
* <h3><code>loaded(pos)</code></h3>
* <p>Boolean function, true if the block is accessible forthe game mechanics.
* <p>Boolean function, true if the block is accessible for the game mechanics.
* Normally <code>scarpet</code> doesn't check if operates on
* loaded area - the game will automatically load missing blocks. We see this as advantage.
* Vanilla <code>fill/clone</code> commands only check the specified corners for loadness.</p>
@@ -1018,6 +1021,19 @@ public class CarpetExpression
this.expr.addLazyFunction("blast_resistance", -1, (c, t, lv) ->
genericStateTest(c, "blast_resistance", lv, (s, p, w) -> new NumericValue(s.getBlock().getBlastResistance())));
this.expr.addLazyFunction("in_slime_chunk", -1, (c, t, lv) ->
{
BlockPos pos = BlockValue.fromParams((CarpetContext)c, lv, 0).block.getPos();
ChunkPos chunkPos = new ChunkPos(pos);
Value ret = new NumericValue(ChunkRandom.create(
chunkPos.x, chunkPos.z,
((CarpetContext)c).s.getWorld().getSeed(),
987234911L
).nextInt(10) == 0);
return (_c, _t) -> ret;
});
this.expr.addLazyFunction("top", -1, (c, t, lv) ->
{
String type = lv.get(0).evalValue(c).getString().toLowerCase(Locale.ROOT);
@@ -2957,6 +2973,8 @@ public class CarpetExpression
* loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
* loop(1000,game_tick(100)) // runs the game twice as slow for 1000 ticks
* </pre>
* <h3><code>seed()</code></h3>
* <p>Returns current world seed.</p>
* <h3><code>current_dimension()</code></h3>
* <p>Returns current dimension that the script runs in.</p>
* <h3><code>in_dimension(smth, expr)</code></h3>
@@ -3399,6 +3417,12 @@ public class CarpetExpression
return (cc, tt) -> Value.TRUE;
});
this.expr.addLazyFunction("seed", -1, (c, t, lv) -> {
ServerCommandSource s = ((CarpetContext)c).s;
Value ret = new NumericValue(s.getWorld().getSeed());
return (cc, tt) -> ret;
});
this.expr.addLazyFunction("current_dimension", 0, (c, t, lv) -> {
ServerCommandSource s = ((CarpetContext)c).s;
Value retval = new StringValue(NBTSerializableValue.nameFromRegistryId(Registry.DIMENSION.getId(s.getWorld().dimension.getType())));