Merge branch 'master' into 1.17
# Conflicts: # src/main/java/carpet/mixins/ServerWorld_scarpetMixin.java # src/main/java/carpet/script/api/WorldAccess.java
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@@ -910,11 +910,12 @@ length('foo') => 3
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### `rand(expr), rand(expr, seed)`
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returns a random number from `0.0` (inclusive) to `expr` (exclusive). In boolean context (in conditions,
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boolean functions, or `bool`), returns false if the randomly selected value is less than 1\. This means
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that `rand(2)` returns true half of the time and `rand(5)` returns true for 80% (4/5) of the time. If seed is not
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provided, uses a random seed. If seed is provided, each consecutive call to rand() will act like 'next' call to the
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same random object. Scarpet keeps track of up to 1024 custom random number generators, so if you exceed this number
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(per app), then your random sequence will revert to the beginning.
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boolean functions, or `bool`), returns false if the randomly selected value is less than 1. This means
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that `bool(rand(2))` returns true half of the time and `!rand(5)` returns true for 20% (1/5) of the time. If seed is not
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provided, uses a random seed that's shared across all scarpet apps.
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If seed is provided, each consecutive call to rand() will act like 'next' call to the
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same random object. Scarpet keeps track of up to 65536 custom random number generators (custom seeds, per app),
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so if you exceed this number, your random sequences will revert to the beginning and start over.
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<pre>
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map(range(10), floor(rand(10))) => [5, 8, 0, 6, 9, 3, 9, 9, 1, 8]
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@@ -5228,7 +5229,7 @@ Available options in the scarpet app space:
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* `world_folder` - name of the direct folder in the saves that holds world files
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* `world_carpet_rules` - returns all Carpet rules in a map form (`rule`->`value`). Note that the values are always returned as strings, so you can't do boolean comparisons directly. Includes rules from extensions with their namespace (`namespace:rule`->`value`). You can later listen to rule changes with the `on_carpet_rule_changes(rule, newValue)` event.
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* `world_gamerules` - returns all gamerules in a map form (`rule`->`value`). Like carpet rules, values are returned as strings, so you can use appropriate value conversions using `bool()` or `number()` to convert them to other values. Gamerules are read-only to discourage app programmers to mess up with the settings intentionally applied by server admins. Isn't that just super annoying when a datapack messes up with your gamerule settings? It is still possible to change them though using `run('gamerule ...`.
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* `world_spawn_point` - world spawn point
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Relevant gameplay related properties
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* `game_difficulty` - current difficulty of the game: `'peaceful'`, `'easy'`, `'normal'`, or `'hard'`
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@@ -229,6 +229,13 @@ Causes a block to be harvested by a specified player entity. Honors player item
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tool if applicable. If the entity is not a valid player, no block gets destroyed. If a player is not allowed to break
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that block, a block doesn't get destroyed either.
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### `create_explosion(pos, power?, mode?, fire?, source?, attacker?)`
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Creates an explosion at a given position. Default values of optional parameters are: `'power'` - `4` (TNT power),
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`'mode'` (block breaking effect `none`, `destroy` or `break`: `break`, `fire` (whether extra fire blocks should be created) - `false`,
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`source` (exploding entity) - `null` and `attacker` (entity responsible for trigerring) - `null`. Explosions created with this
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endpoint cannot be captured with `__on_explosion` event, however they will be captured by `__on_explosion_outcome`.
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### `weather()`,`weather(type)`,`weather(type, ticks)`
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If called with no args, returns `'clear'`, `'rain` or `'thunder'` based on the current weather. If thundering, will
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@@ -79,6 +79,19 @@ at the same time.
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Triggered right after a lightning strikes. Lightning entity as well as potential horseman trap would
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already be spawned at that point. `mode` is `true` if the lightning did cause a trap to spawn.
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### `__on_explosion(pos, power, source, causer, mode, fire)`
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Event triggered right before explosion takes place and before has any effect on the world. `source` can be an entity causing
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the explosion, and `causer` the entity triggering it,
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`mode` indicates block effects: `'none'`, `'break'` (drop all blocks), or `'destroy'` - drop few blocks. Event
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is not captured when `create_explosion()` is called.
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### `__on_explosion_outcome(pos, power, source, causer, mode, fire, blocks, entities)`
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Triggered during the explosion, before any changes to the blocks are done,
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but the decision to blow up is already made and entities are already affected.
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The parameter `blocks` contains the list of blocks that will blow up (empty if `explosionNoBlockDamage` is set to `true`).
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The parameter `entities` contains the list of entities that have been affected by the explosion. Triggered even with `create_explosion()`.
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### `__on_carpet_rule_changes(rule, new_value)`
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Triggered when a carpet mod rule is changed. It includes extension rules, not using default `/carpet` command,
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which will then be namespaced as `namespace:rule`.
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@@ -107,7 +120,7 @@ Example events that may cause it to happen is releasing a bow. The event is trig
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the request, however the `item_tuple` is provided representing the item that the player started with. You can use that and
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compare with the currently held item for a delta.
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### `__on_player_finishes_using_item(player, item_tuple, hand))`
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### `__on_player_finishes_using_item(player, item_tuple, hand)`
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Player using of an item is done. This is controlled server side and is responsible for such events as finishing
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eating. The event is triggered after confirming that the action is valid, and sending the feedback back
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to the client, but before triggering it and its effects in game.
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@@ -18,6 +18,7 @@ chunk_tickets
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convert_date
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crafting_remaining_item
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create_datapack
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create_explosion
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create_marker
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current_dimension
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day_time
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@@ -42,4 +42,6 @@ __on_player_deals_damage(player, amount, entity) ->
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__on_player_dies(player) ->
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__on_player_respawns(player) ->
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__on_player_disconnects(player, reason) ->
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__on_player_connects(player) ->
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__on_player_connects(player) ->
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__on_explosion(pos, power, source, causer, mode, fire) ->
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__on_explosion_outcome(pos, power, source, causer, mode, fire, blocks, entities) ->
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@@ -55,7 +55,9 @@
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set without_updates
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blocks_movement block_sound material map_colour block_state block_list block_tags block_data poi set_poi
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place_item set_biome biome loaded_status generation_status inhabited_time spawn_potential chunk_tickets
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structure_eligibility structures structure_references set_structure reset_chunk reload_chunk create_datapack enable_hidden_dimensions
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plop harvest destroy create_explosion
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structure_eligibility structures structure_references set_structure
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reset_chunk reload_chunk create_datapack enable_hidden_dimensions
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add_chunk_ticket
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convert_date unix_time
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@@ -82,7 +84,7 @@
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run save tick_time world_time day_time last_tick_times game_tick current_dimension in_dimension view_distance
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plop harvest destroy schedule nbt draw_shape create_marker remove_all_markers
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schedule nbt draw_shape create_marker remove_all_markers
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load_app_data store_app_data read_file write_file delete_file list_files
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escape_nbt parse_nbt encode_nbt tag_matches statistic
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@@ -139,6 +141,8 @@
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__on_player_respawns
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__on_player_disconnects
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__on_player_connects
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__on_explosion
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__on_explosion_outcome
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</Keywords>
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<Keywords name="Keywords8">$</Keywords>
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<Keywords name="Delimiters">00' 01\ 02' 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23</Keywords>
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