Merge branch 'master' into display-title-additions

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@@ -296,8 +296,8 @@ For more information, see: [EvalEx GitHub repository](https://github.com/uklimas
`scarpet` provides a number of constants that can be used literally in scripts
* `null`: nothing, zilch, not even false
* `true`: pure true, or just 1 (one)
* `false`: false truth, or true falsth, 0 (zero) actually
* `true`: pure true, can act as `1`
* `false`: false truth, or true falsth, equals to `0`
* `pi`: for the fans of perimeters, its a perimeter of an apple pi of diameter 1\. About 3.14
* `euler`: clever guy. Derivative of its exponent is goto 1\. About 2.72
@@ -343,7 +343,7 @@ in [User Defined Functions and Program Control Flow](docs/scarpet/language/Funct
1357-5 => 1352
1357-'5' => 137
3*'foo'-'o' => 'fff'
l(1,3,5)+7 => l(8,10,12)
[1,3,5]+7 => [8,10,12]
</pre>
As you can see, values can behave differently when mixed with other types in the same expression.
@@ -403,8 +403,8 @@ In Minecraft API portion `entity ~ feature` is a shortcode for `query(entity,fea
any extra arguments.
<pre>
l(1,2,3) ~ 2 => 1
l(1,2,3) ~ 4 => null
[1,2,3] ~ 2 => 1
[1,2,3] ~ 4 => null
'foobar' ~ 'baz' => null
'foobar' ~ '.b' => 'ob'
@@ -430,10 +430,10 @@ Or an example to find if a player has specific enchantment on a held axe (either
<pre>
global_get_enchantment(p, ench) -> (
$ for(l('main','offhand'),
$ for(['main','offhand'],
$ holds = query(p, 'holds', _);
$ if( holds,
$ l(what, count, nbt) = holds;
$ [what, count, nbt] = holds;
$ if( what ~ '_axe' && nbt ~ ench,
$ lvl = max(lvl, number(nbt ~ '(?<=lvl:)\\d') )
$ )
@@ -470,8 +470,8 @@ Examples:
'foo'*3 => 'foofoofoo'
'foofoofoo' / 3 => 'foo'
'foofoofoo'-'o' => 'fff'
l(1,2,3)+1 => l(2,3,4)
b = l(100,63,100); b+l(10,0,10) => l(110,63,110)
[1,2,3]+1 => [2,3,4]
b = [100,63,100]; b+[10,0,10] => [110,63,110]
{'a' -> 1} + {'b' -> 2} => {'a' -> 1, 'b' -> 2}
</pre>
@@ -513,11 +513,12 @@ second operand is not necessary, it won't be evaluated, which means one can use
case of success returns first positive operand (`||`) or last one (`&&`).
<pre>
true || false => 1
null || false => 0
null != false || run('kill gnembon') => 1 // gnembon survives
null != false && run('kill gnembon') => 0 // when cheats not allowed
null != false && run('kill gnembon') => 1 // gnembon dies, cheats allowed
true || false => true
null || false => false
false || null => null
null != false || run('kill gnembon') // gnembon survives
null != false && run('kill gnembon') // when cheats not allowed
null != false && run('kill gnembon') // gnembon dies, cheats allowed
</pre>
### `Assignment Operators = <> +=`
@@ -531,11 +532,11 @@ require rewriting of the array anyways.
<pre>
a = 5 => a == 5
l(a,b,c) = l(3,4,5) => a==3, b==4, c==5
l(minx,maxx) = sort(xi,xj); // minx assumes min(xi, xj) and maxx, max(xi, xj)
l(a,b,c,d,e,f) = l(range(6)); l(a,b,c) <> l(d,e,f); l(a,b,c,d,e,f) => [3,4,5,0,1,2]
a = l(1,2,3); a += 4 => [1,2,3,4]
a = l(1,2,3,4); a = filter(a,_!=2) => [1,3,4]
[a,b,c] = [3,4,5] => a==3, b==4, c==5
[minx,maxx] = sort(xi,xj); // minx assumes min(xi, xj) and maxx, max(xi, xj)
[a,b,c,d,e,f] = [range(6)]; [a,b,c] <> [d,e,f]; [a,b,c,d,e,f] => [3,4,5,0,1,2]
a = [1,2,3]; a += 4 => [1,2,3,4]
a = [1,2,3,4]; a = filter(a,_!=2) => [1,3,4]
</pre>
### `Unary Operators - +`
@@ -553,12 +554,12 @@ Require a number, flips the sign. One way to assert it's a number is by crashing
flips boolean condition of the expression. Equivalent of `bool(expr)==false`
<pre>
!true => 0
!false => 1
!null => 1
!5 => 0
!l() => 1
!l(null) => 0
!true => false
!false => true
!null => true
!5 => false
!l() => true
!l(null) => false
</pre>
# Arithmetic operations
@@ -696,30 +697,31 @@ as well as minecraft related concepts like `block`, `entity`, `nbt`, `text`.
### `bool(expr)`
Returns a boolean context of the expression. Note that there are no true/false values in scarpet. `true` is
alias of 1, and `false` is 0\. Bool is also interpreting string values as boolean, which is different from other
Returns a boolean context of the expression.
Bool is also interpreting string values as boolean, which is different from other
places where boolean context can be used. This can be used in places where API functions return string values to
represent binary values
represent binary values.
<pre>
bool(pi) => 1
bool(false) => 0
bool('') => 0
bool(l()) => 0
bool(l('')) => 1
bool('foo') => 1
bool('false') => 0
bool('nulL') => 0
if('false',1,0) => 1
bool(pi) => true
bool(false) => false
bool('') => false
bool(l()) => false
bool(l('')) => true
bool('foo') => true
bool('false') => false
bool('nulL') => false
if('false',1,0) => true
</pre>
### `number(expr)`
Returns a numeric context of the expression. Can be used to read numbers from strings
Returns a numeric context of the expression. Can be used to read numbers from strings, or other types
<pre>
number(null) => null
number(null) => 0
number(false) => 0
number(true) => 1
number('') => null
number('3.14') => 3.14
number(l()) => 0
@@ -747,15 +749,15 @@ Supported types (with `"%<?>"` syntax):
* `%%`: '%' character
<pre>
str(null) => null
str(false) => 0
str('') => null
str('3.14') => 3.14
str(l()) => 0
str(l('')) => 1
str('foo') => null
str('3bar') => null
str(2)+str(2) => 22
str(null) => 'null'
str(false) => 'false'
str('') => ''
str('3.14') => '3.14'
str([]) => '[]'
str(['']) => '[]'
str('foo') => 'foo'
str('3bar') => '3bar'
str(2)+str(2) => '22'
str('pi: %.2f',pi) => 'pi: 3.14'
str('player at: %d %d %d',pos(player())) => 'player at: 567, -2423, 124'
</pre>
@@ -908,18 +910,24 @@ length('foo') => 3
### `rand(expr), rand(expr, seed)`
returns a random number from `0.0` (inclusive) to `expr` (exclusive). In boolean context (in conditions,
boolean functions, or `bool`), returns false if the randomly selected value is less than 1\. This means
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
provided, uses a random seed. If seed is provided, each consecutive call to rand() will act like 'next' call to the
same random object. Scarpet keeps track of up to 1024 custom random number generators, so if you exceed this number
(per app), then your random sequence will revert to the beginning.
boolean functions, or `bool`), returns false if the randomly selected value is less than 1. This means
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
provided, uses a random seed that's shared across all scarpet apps.
If seed is provided, each consecutive call to rand() will act like 'next' call to the
same random object. Scarpet keeps track of up to 65536 custom random number generators (custom seeds, per app),
so if you exceed this number, your random sequences will revert to the beginning and start over.
<pre>
map(range(10), floor(rand(10))) => [5, 8, 0, 6, 9, 3, 9, 9, 1, 8]
map(range(10), bool(rand(2))) => [1, 1, 1, 0, 0, 1, 1, 0, 0, 0]
map(range(10), bool(rand(2))) => [false, false, true, false, false, false, true, false, true, false]
map(range(10), str('%.1f',rand(_))) => [0.0, 0.4, 0.6, 1.9, 2.8, 3.8, 5.3, 2.2, 1.6, 5.6]
</pre>
## `reset_seed(seed)`
Resets the sequence of the randomizer used by `rand` for this seed to its initial state. Returns a boolean value
indicating if the given seed has been used or not.
### `perlin(x), perlin(x, y), perlin(x, y, z), perlin(x, y, z, seed)`
returns a noise value from `0.0` to `1.0` (roughly) for 1, 2 or 3 dimensional coordinate. The default seed it samples
@@ -1217,12 +1225,12 @@ to `all(list,expr) <=> for(list,expr)==length(list)`. `expr` also receives bound
and `continue` have no sense and cannot be used inside of `expr` body.
<pre>
all([1,2,3], check_prime(_)) => 1
all(neighbours(x,y,z), _=='stone') => 1 // if all neighbours of [x, y, z] are stone
map(filter(rect(0,4,0,1000,0,1000), l(x,y,z)=pos(_); all(rect(x,y,z,1,0,1),_=='bedrock') ), pos(_) )
all([1,2,3], check_prime(_)) => true
all(neighbours(x,y,z), _=='stone') => true // if all neighbours of [x, y, z] are stone
map(filter(rect(0,4,0,1000,0,1000), [x,y,z]=pos(_); all(rect(x,y,z,1,0,1),_=='bedrock') ), pos(_) )
=> [[-298, 4, -703], [-287, 4, -156], [-269, 4, 104], [242, 4, 250], [-159, 4, 335], [-208, 4, 416], [-510, 4, 546], [376, 4, 806]]
// find all 3x3 bedrock structures in the top bedrock layer
map( filter( rect(0,4,0,1000,1,1000,1000,0,1000), l(x,y,z)=pos(_);
map( filter( rect(0,4,0,1000,1,1000,1000,0,1000), [x,y,z]=pos(_);
all(rect(x,y,z,1,0,1),_=='bedrock') && for(rect(x,y-1,z,1,1,1,1,0,1),_=='bedrock')<8),
pos(_) ) => [[343, 3, -642], [153, 3, -285], [674, 3, 167], [-710, 3, 398]]
// ditto, but requiring at most 7 bedrock block in the 18 blocks below them
@@ -1475,15 +1483,73 @@ returns everywhere, but it would often lead to a messy code.
It terminates entire program passing `expr` as the result of the program execution, or null if omitted.
### `try(expr, catch_expr(_)?) ... throw(value?)`
### `try(expr)` `try(expr, user_catch_expr)` `try(expr, type, catch_expr, type?, catch_expr?, ...)`
`try` function evaluates expression, and continues further unless `throw` function is called anywhere
inside `expr`. In that case the `catch_expr` is evaluates with `_` set to the argument `throw` was called with.
This mechanic accepts skipping thrown value - it throws null instead, and catch expression - then try returns
null as well This mechanism allows to terminate large portion of a convoluted call stack and continue program
execution. There is only one level of exceptions currently in carpet, so if the inner function also defines
the `try` catchment area, it will received the exception first, but it can technically rethrow the value its
getting for the outer scope. Unhandled throw acts like an exit statement.
`try` evaluates expression, allowing capturing exceptions that would be thrown inside `expr` statement. The exceptions can be
thrown explicitly using `throw()` or internally by scarpet where code is correct but detects illegal state. The 2-argument form
catches only user-thrown exceptions and one argument call `try(expr)` is equivalent to `try(expr, null)`,
or `try(expr, 'user_exception', null)`. If multiple `type-catch` pairs are defined, the execution terminates on the first
applicable type for the exception thrown. Therefore, even if the caught exception matches multiple filters, only
the first matching block will be executed.
Catch expressions are evaluated with
`_` set to the value associated with the exception and `_trace` set to contain details about point of error (token, and line and
column positions), call stack and local
variables at the time of failure. The `type` will catch any exception of that type and any subtype of this type.
You can use `try` mechanism to exit from large portion of a convoluted call stack and continue program execution, although catching
exceptions is typically much more expensive comparing to not throwing them.
The `try` function allows you to catch some scarpet exceptions for cases covering invalid data, like invalid
blocks, biomes, dimensions and other things, that may have been modified by datapacks, resourcepacks or other mods,
or when an error is outside of the programmers scope, such as problems when reading or decoding files.
This is the hierarchy of the exceptions that could be thrown/caught in the with the `try` function:
- `exception`: This is the base exception. Catching `'exception'` allows to catch everything that can be caught,
but like everywhere else, doing that sounds like a bad idea.
- `value_exception`: This is the parent for any exception that occurs due to an
incorrect argument value provided to a built-in function
- `unknown_item`, `unknown_block`, `unknown_biome`, `unknown_sound`, `unknown_particle`,
`unknown_poi_type`, `unknown_dimension`, `unknown_structure`, `unknown_criterion`: Specific
errors thrown when a specified internal name does not exist or is invalid.
- `io_exception`: This is the parent for any exception that occurs due to an error handling external data.
- `nbt_error`: Incorrect input/output NBT file.
- `json_error`: Incorrect input/output JSON data.
- `user_exception`: Exception thrown by default with `throw` function.
Synopsis:
<pre>
inner_call() ->
(
aaa = 'booyah';
try(
for (range(10), item_tags('stick'+_*'k'));
,
print(_trace) // not caught, only catching user_exceptions
)
);
outer_call() ->
(
try(
inner_call()
, 'exception', // catching everything
print(_trace)
)
);
</pre>
Producing:
```
{stack: [[<app>, inner_call, 1, 14]], locals: {_a: 0, aaa: booyah, _: 1, _y: 0, _i: 1, _x: 0, _z: 0}, token: [item_tags, 5, 23]}
```
### `throw(value?)`, `throw(type, value)`, `throw(subtype, type, value)`
Throws an exception that can be caught in a `try` block (see above). If ran without arguments, it will throw a `user_exception`
passing `null` as the value to the `catch_expr`. With two arguments you can mimic any other exception type thrown in scarpet.
With 3 arguments, you can specify a custom exception acting as a `subtype` of a provided `type`, allowing to customize `try`
statements with custom exceptions.
### `if(cond, expr, cond?, expr?, ..., default?)`
@@ -1518,12 +1584,12 @@ In case to simplify the access with nested objects, you can add chain of address
than calling it multiple times. `get(get(foo,a),b)` is equivalent to `get(foo, a, b)`, or `foo:a:b`.
<pre>
get(l(range(10)), 5) => 5
get(l(range(10)), -1) => 9
get(l(range(10)), 10) => 0
l(range(10)):93 => 3
get([range(10)], 5) => 5
get([range(10)], -1) => 9
get([range(10)], 10) => 0
[range(10)]:93 => 3
get(player() ~ 'nbt', 'Health') => 20 // inefficient way to get player health, use player() ~ 'health' instead
get(m( l('foo',2), l('bar',3), l('baz',4) ), 'bar') => 3
get({ 'foo' -> 2, 'bar' -> 3, 'baz' -> 4 }, 'bar') => 3
</pre>
### `has(container, address, ...), has(lvalue)`
@@ -1595,13 +1661,13 @@ of the existing elements. Use `replace` to remove and replace existing element.
and merges keys from `value` with the compound tag under the path
<pre>
a = l(1, 2, 3); put(a, 1, 4); a => [1, 4, 3]
a = l(1, 2, 3); put(a, null, 4); a => [1, 2, 3, 4]
a = l(1, 2, 3); put(a, 1, 4, 'insert'); a => [1, 4, 2, 3]
a = l(1, 2, 3); put(a, null, l(4, 5, 6), 'extend'); a => [1, 2, 3, 4, 5, 6]
a = l(1, 2, 3); put(a, 1, l(4, 5, 6), 'extend'); a => [1, 4, 5, 6, 2, 3]
a = l(l(0,0,0),l(0,0,0),l(0,0,0)); put(a.1, 1, 1); a => [[0, 0, 0], [0, 1, 0], [0, 0, 0]]
a = m(1,2,3,4); put(a, 5, null); a => {1: null, 2: null, 3: null, 4: null, 5: null}
a = [1, 2, 3]; put(a, 1, 4); a => [1, 4, 3]
a = [1, 2, 3]; put(a, null, 4); a => [1, 2, 3, 4]
a = [1, 2, 3]; put(a, 1, 4, 'insert'); a => [1, 4, 2, 3]
a = [1, 2, 3]; put(a, null, [4, 5, 6], 'extend'); a => [1, 2, 3, 4, 5, 6]
a = [1, 2, 3]; put(a, 1, [4, 5, 6], 'extend'); a => [1, 4, 5, 6, 2, 3]
a = [[0,0,0],[0,0,0],[0,0,0]]; put(a:1, 1, 1); a => [[0, 0, 0], [0, 1, 0], [0, 0, 0]]
a = {1,2,3,4}; put(a, 5, null); a => {1: null, 2: null, 3: null, 4: null, 5: null}
tag = nbt('{}'); put(tag, 'BlockData.Properties', '[1,2,3,4]'); tag => {BlockData:{Properties:[1,2,3,4]}}
tag = nbt('{a:[{lvl:3},{lvl:5},{lvl:2}]}'); put(tag, 'a[].lvl', 1); tag => {a:[{lvl:1},{lvl:1},{lvl:1}]}
tag = nbt('{a:[{lvl:[1,2,3]},{lvl:[3,2,1]},{lvl:[4,5,6]}]}'); put(tag, 'a[].lvl', 1, 2); tag
@@ -1682,10 +1748,10 @@ other parts. In that case consecutive calls to `slice` will refer to index `0` t
cannot go back nor track where they are in the sequence (see examples).
<pre>
slice([0,1,2,3,4,5], 1, 3) => [1, 2, 3]
slice([0,1,2,3,4,5], 1, 3) => [1, 2]
slice('foobar', 0, 1) => 'f'
slice('foobar', 3) => 'bar'
slice(range(10), 3, 5) => [3, 4, 5]
slice(range(10), 3, 5) => [3, 4]
slice(range(10), 5) => [5, 6, 7, 8, 9]
r = range(100); [slice(r, 5, 7), slice(r, 1, 3)] => [[5, 6], [8, 9]]
</pre>
@@ -1720,7 +1786,7 @@ Primarily to be used in higher order functions
<pre>
range(10) => [...]
l(range(10)) => [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
[range(10)] => [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
map(range(10),_*_) => [0, 1, 4, 9, 16, 25, 36, 49, 64, 81]
reduce(range(10),_a+_, 0) => 45
range(5,10) => [5, 6, 7, 8, 9]
@@ -2077,6 +2143,8 @@ when it was used. Block values passed in various places like `scan` functions, e
its properties are needed. This means that if the block at the location changes before its queried in the program this
might result in getting the later state, which might not be desired. Consider the following example:
Throws `unknown_block` if provided input is not valid.
<pre>set(10,10,10,'stone');
scan(10,10,10,0,0,0, b = _);
set(10,10,10,'air');
@@ -2106,6 +2174,8 @@ properties that the original source block may have contained.
The returned value is either the block state that has been set, or `false` if block setting was skipped, or failed
Throws `unknown_block` if provided block to set is not valid
<pre>
set(0,5,0,'bedrock') => bedrock
set(l(0,5,0), 'bedrock') => bedrock
@@ -2184,6 +2254,8 @@ but doesn't open chests / containers, so have no effect on interactive blocks, l
Returns true if placement/use was
successful, false otherwise.
Throws `unknown_item` if `item` doesn't exist
<pre>
place_item('stone',x,y,z) // places a stone block on x,y,z block
place_item('piston,x,y,z,'down') // places a piston facing down
@@ -2202,6 +2274,8 @@ If type is `null`, POI at position is removed. In any case, previous POI is also
Interestingly, `unemployed`, and `nitwit` are not used in the game, meaning, they could be used as permanent spatial
markers for scarpet apps. `meeting` is the only one with increased max occupancy of 32.
Throws `unknown_poi` if the provided point of interest doesn't exist
### `set_biome(pos, biome_name, update=true)`
Changes the biome at that block position. if update is specified and false, then chunk will not be refreshed
@@ -2212,6 +2286,8 @@ is only effective if you set it at y=0, and affects the entire column of. In the
specific Y coordinate of the biome you want to change, and it affects roughly 4x4x4 area (give or take some random
noise).
Throws `unknown_biome` if the `biome_name` doesn't exist.
### `update(pos)`
Causes a block update at position.
@@ -2236,6 +2312,8 @@ In item context, `true` means that breaking item has no nbt to use, `null` indic
considered broken in process, and `nbt` type value, for a resulting NBT tag on a hypothetical tool. Its up to the
programmer to use that nbt to apply it where it belong
Throws `unknown_item` if `tool` doesn't exist.
Here is a sample code that can be used to mine blocks using items in player inventory, without using player context
for mining. Obviously, in this case the use of `harvest` would be much more applicable:
@@ -2327,6 +2405,8 @@ back in state definition in various applications where block properties are requ
`block_state` can also accept block names as input, returning block's default state.
Throws `unknown_block` if the provided input is not valid.
<pre>
set(x,y,z,'iron_trapdoor','half','top'); block_state(x,y,z) => {waterlogged: false, half: top, open: false, ...}
set(x,y,z,'iron_trapdoor','half','top'); block_state(x,y,z,'half') => top
@@ -2347,6 +2427,8 @@ Without arguments, returns list of available tags, with block supplied (either b
of tags the block belongs to, and if a tag is specified, returns `null` if tag is invalid, `false` if this block doesn't belong
to this tag, and `true` if the block belongs to the tag.
Throws `unknown_block` if `block` doesn't exist
### `block_data(pos)`
Return NBT string associated with specific location, or null if the block does not carry block data. Can be currently
@@ -2355,16 +2437,18 @@ used to match specific information from it, or use it to copy to another block
<pre> block_data(x,y,z) => '{TransferCooldown:0,x:450,y:68, ... }'
</pre>
### `poi(pos), poi(pos, radius?, type?, status?, column?)`
### `poi(pos), poi(pos, radius?, type?, status?, column_search?)`
Queries a POI (Point of Interest) at a given position, returning `null` if none is found, or tuple of poi type and its
occupancy load. With optional `type`, `radius` and `status`, returns a list of POIs around `pos` within a
given `radius`. If the `type` is specified, returns only poi types of that types, or everything if omitted or `'any'`.
If `status` is specified (either `'any'`, `'available'`, or `'occupied'`) returns only POIs with that status.
With `column` set to `true`, it will return all POIs in a cuboid with `radius` blocks away on x and z, in the entire
With `column_search` set to `true`, it will return all POIs in a cuboid with `radius` blocks away on x and z, in the entire
block column from 0 to 255. Default (`false`) returns POIs within a spherical area centered on `pos` and with `radius`
radius.
All results of `poi` calls are returned in sorted order with respect to the euclidean distance to the requested center of `pos`.
The return format of the results is a list of poi type, occupancy load, and extra triple of coordinates.
Querying for POIs using the radius is the intended use of POI mechanics, and the ability of accessing individual POIs
@@ -2381,9 +2465,9 @@ poi(x,y,z,5) => [['nether_portal',0,[7,8,9]],['nether_portal',0,[7,9,9]]] // two
Without arguments, returns the list of biomes in the world.
With block, or name, returns the name of the biome in that position, or null, if provided biome is not valid.
With block, or name, returns the name of the biome in that position, or throws `'unknown_biome'` if provided biome or block are not valid.
With an optional feature, it returns value for the specified attribute for that biome. Available and querable features include:
With an optional feature, it returns value for the specified attribute for that biome. Available and queryable features include:
* `'top_material'`: unlocalized block representing the top surface material
* `'under_material'`: unlocalized block representing what sits below topsoil
* `'category'`: the parent biome this biome is derived from. Possible values include:
@@ -2772,6 +2856,7 @@ If structure is not specified, it will return a set of structure names that are
as keys, and same type of map values as with a single structure call. An empty set or an empty map would indicate that nothing
should be generated there.
Throws `unknown_structure` if structure doesn't exist.
### `structures(pos), structures(pos, structure_name)`
@@ -2805,6 +2890,8 @@ structure starts.
Requires a `Structure Variant` or `Standard Structure` name (see above). If standard name is used, the variant of the
structure may depend on the biome, otherwise the default structure for this type will be generated.
Throws `unknown_structure` if structure doesn't exist.
### `plop(pos, what)`
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
@@ -2827,7 +2914,9 @@ All generated structures will retain their properties, like mob spawning, howeve
itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
### `custom_dimension(name, seed?)`
### (deprecated) `custom_dimension(name, seed?)`
Deprecated by `create_datapack()` which can be used to setup custom dimensions
Ensures the dimension with the given `'name'` is available and configured with the given seed. It merely sets the world
generator settings to the overworld, and the optional custom seed (or using current world seed, if not provided).
@@ -3082,7 +3171,7 @@ Returns `true` if en entity is standing on firm ground and falling down due to t
### `query(e, 'name'), query(e, 'display_name'), query(e, 'custom_name'), query(e, 'type')`
String of entity name
String of entity name or formatted text in the case of `display_name`
<pre>
query(e,'name') => Leatherworker
@@ -3627,6 +3716,10 @@ Requires a living entity as an argument.
Will make the entity jump once.
### `modify(e, 'swing')` `modify(e, 'swing', 'offhand')`
Makes the living entity swing their required limb.
### `modify(e, 'silent', boolean)`
Silences or unsilences the entity.
@@ -3808,14 +3901,16 @@ an inventory, all API functions typically do nothing and return null.
Most items returned are in the form of a triple of item name, count, and nbt or the extra data associated with an item.
### item_list(tag?)
### `item_list(tag?)`
With no arguments, returns a list of all items in the game. With an item tag provided, list items matching the tag, or `null` if tag is not valid.
### item_tags(item, tag?)
### `item_tags(item, tag?)`
Returns list of tags the item belongs to, or, if tag is provided, `true` if an item maches the tag, `false` if it doesn't and `null` if that's not a valid tag
Throws `unknown_item` if item doesn't exist.
### `stack_limit(item)`
Returns number indicating what is the stack limit for the item. Its typically 1 (non-stackable), 16 (like buckets),
@@ -3823,6 +3918,8 @@ or 64 - rest. It is recommended to consult this, as other inventory API function
it is up to the programmer to keep it at bay. As of 1.13, game checks for negative numbers and setting an item to
negative is the same as empty.
Throws `unknown_item` if item doesn't exist.
<pre>
stack_limit('wooden_axe') => 1
stack_limit('ender_pearl') => 16
@@ -3833,6 +3930,8 @@ stack_limit('stone') => 64
Returns the string representing the category of a given item, like `building_blocks`, `combat`, or `tools`.
Throws `unknown_item` if item doesn't exist.
<pre>
item_category('wooden_axe') => tools
item_category('ender_pearl') => misc
@@ -3955,6 +4054,8 @@ while( (slot = inventory_find(p, 'diamond', slot)) != null, 41, drop_item(p, slo
inventory_drop(x,y,z, 0) => 64 // removed and spawned in the world a full stack of items
</pre>
Throws `unknown_item` if item doesn't exist.
### `inventory_remove(inventory, item, amount?)`
Removes amount (defaults to 1) of item from inventory. If the inventory doesn't have the defined amount, nothing
@@ -4349,13 +4450,14 @@ Displays or modifies individual scoreboard values. With no arguments, returns th
With specified `objective`, lists all keys (players) associated with current objective, or `null` if objective does not exist.
With specified `objective` and
`key`, returns current value of the objective for a given player (key). With additional `value` sets a new scoreboard
value, returning previous value associated with the `key`.
value, returning previous value associated with the `key`. If the `value` is null, resets the scoreboard value.
### `scoreboard_add(objective, criterion?)`
Adds a new objective to scoreboard. If `criterion` is not specified, assumes `'dummy'`.
If the objective already exists, changes the criterion of that objective and returns `false`. If the criterion was not specified but the objective already exists, returns the current criterion.
If the objective was added, returns `true`. If nothing is affected, returns `null`
Returns `true` if the objective was created, or `null` if an objective with the specified name already exists.
Throws `unknown_criterion` if criterion doesn't exist.
<pre>
scoreboard_add('counter')
@@ -4374,6 +4476,15 @@ for the objective.
Sets display location for a specified `objective`. If `objective` is `null`, then display is cleared. If objective is invalid,
returns `null`.
### `scoreboard_property(objective, property)` `scoreboard_property(objective, property, value)`
Reads a property of an `objective` or sets it to a `value` if specified. Available properties are:
* `criterion`
* `display_name` (Formatted text supported)
* `display_slot`: When reading, returns a list of slots this objective is displayed in, when modifying, displays the objective in the specified slot
* `render_type`: Either `'integer'` or `'hearts'`, defaults to `'integer'` if invalid value specified
# Team
### `team_list()`, `team_list(team)`
@@ -4512,29 +4623,40 @@ Collection of other methods that control smaller, yet still important aspects of
## Sounds
### `sound(name, pos, volume?, pitch?, mixer?)`
### `sound()`, `sound(name, pos, volume?, pitch?, mixer?)`
Plays a specific sound `name`, at block or position `pos`, with optional `volume` and modified `pitch`, and under
optional `mixer`. Default values for `volume`, `pitch` and `mixer` are `1.0`, `1.0`, and `master`.
Valid mixer options are `master`, `music`, `record`, `weather`, `block`, `hostile`,`neutral`, `player`, `ambient`
and `voice`. `pos` can be either a block, triple of coords, or a list of thee numbers. Uses the same options as a
corresponding `playsound` command.
Used with no arguments, return the list of available sound names.
Throws `unknown_sound` if sound doesn't exist.
## Particles
### `particle(name, pos, count?. spread?, speed?, player?)`
### `particle()`, `particle(name, pos, count?. spread?, speed?, player?)`
Renders a cloud of particles `name` centered around `pos` position, by default `count` 10 of them, default `speed`
of 0, and to all players nearby, but these options can be changed via optional arguments. Follow vanilla `/particle`
command on details on those options. Valid particle names are
for example `'angry_villager', 'item diamond', 'block stone', 'dust 0.8 0.1 0.1 4'`.
Used with no arguments, return the list of available particle names. Note that some of the names do not correspond to a valid
particle that can be fed to `particle(...)` function due to a fact that some particles need more configuration
to be valid, like `dust`, `block` etc. Should be used as a reference only.
Throws `unknown_particle` if particle doesn't exist.
### `particle_line(name, pos, pos2, density?, player?)`
Renders a line of particles from point `pos` to `pos2` with supplied density (defaults to 1), which indicates how far
apart you would want particles to appear, so `0.1` means one every 10cm. If a player (or player name) is supplied, only
that player will receive particles.
Throws `unknown_particle` if particle doesn't exist.
### `particle_box(name, pos, pos2, density?, player?)`
### `particle_rect` (deprecated)
@@ -4542,6 +4664,8 @@ that player will receive particles.
Renders a cuboid of particles between points `pos` and `pos2` with supplied density. If a player (or player name) is
supplied, only that player will receive particles.
Throws `unknown_particle` if particle doesn't exist.
## Markers
### `draw_shape(shape, duration, key?, value?, ... )`,
@@ -4575,7 +4699,7 @@ Optional shared shape attributes:
in the form of `0xRRGGBBAA`, with the default of `-1`, so white opaque, or `0xFFFFFFFF`.
* `player` - name or player entity to send the shape to. If specified, the shapes will appear only for the specified
player, otherwise it will be send to all players in the dimension.
* `line` - line thickness, defaults to 2.0pt
* `line` - (Deprecated) line thickness, defaults to 2.0pt. Not supported in 1.17's 3.2 core GL renderer.
* `fill` - color for the faces, defaults to no fill. Use `color` attribute format
* `follow` - entity, or player name. Shape will follow an entity instead of being static.
Follow attribute requires all positional arguments to be relative to the entity and disallow
@@ -4609,7 +4733,7 @@ Available shapes:
* `align` - text alignment with regards to `pos`. Default is `center` (displayed text is
centered with respect to `pos`), `left` (`pos` indicates beginning of text), and `right` (`pos`
indicates the end of text).
* `tilt` - additional rotation of the text on the canvas
* `tilt`, `lean`, `turn` - additional rotations of the text on the canvas along all three axis
* `indent`, `height`, `raise` - offsets for text rendering on X (`indent`), Y (`height`), and Z axis (`raise`)
with regards to the plane of the text. One unit of these corresponds to 1 line spacing, which
can be used to display multiple lines of text bound to the same `pos`
@@ -4793,7 +4917,8 @@ Resource is identified by a path to the file.
A path can contain letters, numbers, characters `-`, `+`, or `_`, and a folder separator: `'/'`. Any other characters are stripped
from the name. Empty descriptors are invalid, except for `list_files` where it means the root folder.
Do not add file extensions to the descriptor - extensions are inferred
based on the `type` of the file.
based on the `type` of the file. A path can have one `'.zip'` component indicating a zip folder allowing to read / write to and from
zip files, although you cannot nest zip files in other zip files.
Resources can be located in the app specific space, or a shared space for all the apps. Accessing of app-specific
resources is guaranteed to be isolated from other apps. Shared resources are... well, shared across all apes, meaning
@@ -4807,7 +4932,7 @@ specific data directory is under `world/scripts/foo.data/...`, and shared data s
The default no-name app, via `/script run` command can only save/load/read files from the shared space.
Functions return `null` if an error is encounter or no file is present (for read, list and delete operations). Returns `true`
Functions return `null` if no file is present (for read, list and delete operations). Returns `true`
for success writes and deletes, and requested data, based on the file type, for read operations. It returns list of files
for folder listing.
@@ -4828,6 +4953,14 @@ record to the file. Since files are closed after each write, sending multiple li
write is beneficial for writing speed. To send multiple packs of data, either provide them flat or as a list in the
third argument.
Throws:
- `nbt_read_error`: When failed to read NBT file.
- `json_read_error`: When failed to read JSON file. The exception data will contain details about the problem.
- `io_exception`: For all other errors when handling data on disk not related to encoding issues
All other errors resulting of improper use of input arguments should result in `null` returned from the function, rather than exception
thrown.
<pre>
write_file('foo', 'shared_text, ['one', 'two']);
write_file('foo', 'shared_text', 'three\n', 'four\n');
@@ -4879,6 +5012,8 @@ specific data directory is under `world/scripts/foo.data/bar/../baz.nbt`, and sh
You can use app data to save non-vanilla information separately from the world and other scripts.
Throws `nbt_read_error` if failed to read app data.
### `store_app_data(tag)`
Note: `store_app_data(tag, file)` and `store_app_data(tag, file, shared?)` usages deprecated. Use `write_file` instead.
@@ -4893,6 +5028,83 @@ Returns `true` if the file was saved successfully, `false` otherwise.
Uses the same file structure for exclusive app data, and shared data folder as `load_app_data`.
### `create_datapack(name, data)`
Creates and loads custom datapack. The data has to be a map representing the file structure and the content of the
json files of the target pack.
Returns `null` if the pack with this name already exists or is loaded, meaning no change has been made.
Returns `false` if adding of the datapack wasn't successful.
Returns `true` if creation and loading of the datapack was successful. Loading of a datapack results in
reloading of all other datapacks (vanilla restrictions, identical to /datapack enable), however unlike with `/reload`
command, scarpet apps will not be reloaded by adding a datapack using `create_datapack`.
Currently, only json files are supported in the packs. `'pack.mcmeta'` file is added automatically.
Reloading of datapacks that define new dimensions is not implemented in vanilla. Vanilla game only loads
dimension information on server start. `create_datapack` is therefore a direct replacement of manually ploping of the specified
file structure in a datapack file and calling `/datapack enable` on the new datapack with all its quirks and sideeffects
(like no worldgen changes, reloading all other datapacks, etc.). To enable newly added custom dimensions, call much more
experimental `check_hidden_dimensions()` after adding a datapack if needed.
Synopsis:
<pre>
script run create_datapack('foo',
{
'foo' -> {
'bar.json' -> {
'c' -> true,
'd' -> false,
'e' -> {'foo' -> [1,2,3]},
'a' -> 'foobar',
'b' -> 5
}
}
})
script run create_datapack('funky_world', {
'data' -> {
'minecraft' -> {
'dimension' -> {
'custom_ow.json' -> {
'type' -> 'minecraft:the_end',
'generator' -> {
'biome_source' -> {
'seed' -> 0,
'large_biomes' -> false,
'type' -> 'minecraft:vanilla_layered'
},
'seed' -> 0,
'settings' -> 'minecraft:nether',
'type' -> 'minecraft:noise'
}
}
}
}
}
});
check_hidden_dimensions(); => ['funky_world']
</pre>
### `enable_hidden_dimensions()`
The function reads current datapack settings detecting new dimensions defined by these datapacks that have not yet been added
to the list of current dimensions and adds them so that they can be used and accessed right away. It doesn't matter how the
datapacks have been added to the game, either with 'create_datapack()' or manually by dropping a datapack file and calling
`/datapack enable` on it. Returns the list of valid dimension names / identifiers that has been added in the process.
Fine print: The function should be
considered experimental. There 'should not be' (famous last words) any side-effects if no worlds are added. Already connected
clients will not see suggestions for commands that use dimensions `/execute in <dim>` (vanilla client limitation)
but all commands should work just fine with
the new dimensions. Existing worlds that have gotten modified settings by the datapacks will not be reloaded or replaced.
The usability of the dimensions added this way has not been fully tested, but it seems it works just fine. Generator settings
for the new dimensions will not be added to `'level.dat'` but it will be added there automatically next time the game restarts by
vanilla. One could have said to use this method with caution, and the authors take no responsibility of any losses incurred due to
mis-handlilng of the temporary added dimensions, yet the feature itself (custom dimensions) is clearly experimental for Mojang
themselves, so that's about it.
### `tick_time()`
Returns server tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time.
@@ -4956,6 +5168,8 @@ Evaluates the expression `expr` with different dimension execution context. `smt
world-localized block, so not `block('stone')`, or a string representing a dimension like:
`'nether'`, `'the_nether'`, `'end'` or `'overworld'`, etc.
Throws `unknown_dimension` if provided dimension can't be found.
### `view_distance()`
Returns the view distance of the server.
@@ -5010,11 +5224,12 @@ Available options in the scarpet app space:
Relevant world related properties
* `world_name` - name of the world
* `world_seed` - a numeric seed of the world
* `world_dimensions` - a list of dimensions in the world
* `world_path` - full path to the world saves folder
* `world_folder` - name of the direct folder in the saves that holds world files
* `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.
* `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 ...`.
* `world_spawn_point` - world spawn point
Relevant gameplay related properties
* `game_difficulty` - current difficulty of the game: `'peaceful'`, `'easy'`, `'normal'`, or `'hard'`
@@ -5025,7 +5240,13 @@ Available options in the scarpet app space:
* `game_view_distance` - the view distance
* `game_mod_name` - the name of the base mod. Expect `'fabric'`
* `game_version` - base version of the game
* `game_target` - target release version
* `game_major_target` - major release target. For 1.12.2, that would be 12
* `game_minor_reease` - minor release target. For 1.12.2, that woudl be 2
* `game_protocol` - protocol version number
* `game_pack_version` - datapack version number
* `game_data_version` - data version of the game. Returns an integer, so it can be compared.
* `game_stable` - indicating if its a production release or a snapshot
Server related properties
* `server_motd` - the motd of the server visible when joining
+117 -7
View File
@@ -4,29 +4,40 @@ Collection of other methods that control smaller, yet still important aspects of
## Sounds
### `sound(name, pos, volume?, pitch?, mixer?)`
### `sound()`, `sound(name, pos, volume?, pitch?, mixer?)`
Plays a specific sound `name`, at block or position `pos`, with optional `volume` and modified `pitch`, and under
optional `mixer`. Default values for `volume`, `pitch` and `mixer` are `1.0`, `1.0`, and `master`.
Valid mixer options are `master`, `music`, `record`, `weather`, `block`, `hostile`,`neutral`, `player`, `ambient`
and `voice`. `pos` can be either a block, triple of coords, or a list of thee numbers. Uses the same options as a
corresponding `playsound` command.
Used with no arguments, return the list of available sound names.
Throws `unknown_sound` if sound doesn't exist.
## Particles
### `particle(name, pos, count?. spread?, speed?, player?)`
### `particle()`, `particle(name, pos, count?. spread?, speed?, player?)`
Renders a cloud of particles `name` centered around `pos` position, by default `count` 10 of them, default `speed`
of 0, and to all players nearby, but these options can be changed via optional arguments. Follow vanilla `/particle`
command on details on those options. Valid particle names are
for example `'angry_villager', 'item diamond', 'block stone', 'dust 0.8 0.1 0.1 4'`.
Used with no arguments, return the list of available particle names. Note that some of the names do not correspond to a valid
particle that can be fed to `particle(...)` function due to a fact that some particles need more configuration
to be valid, like `dust`, `block` etc. Should be used as a reference only.
Throws `unknown_particle` if particle doesn't exist.
### `particle_line(name, pos, pos2, density?, player?)`
Renders a line of particles from point `pos` to `pos2` with supplied density (defaults to 1), which indicates how far
apart you would want particles to appear, so `0.1` means one every 10cm. If a player (or player name) is supplied, only
that player will receive particles.
Throws `unknown_particle` if particle doesn't exist.
### `particle_box(name, pos, pos2, density?, player?)`
### `particle_rect` (deprecated)
@@ -34,6 +45,8 @@ that player will receive particles.
Renders a cuboid of particles between points `pos` and `pos2` with supplied density. If a player (or player name) is
supplied, only that player will receive particles.
Throws `unknown_particle` if particle doesn't exist.
## Markers
### `draw_shape(shape, duration, key?, value?, ... )`,
@@ -67,7 +80,7 @@ Optional shared shape attributes:
in the form of `0xRRGGBBAA`, with the default of `-1`, so white opaque, or `0xFFFFFFFF`.
* `player` - name or player entity to send the shape to. If specified, the shapes will appear only for the specified
player, otherwise it will be send to all players in the dimension.
* `line` - line thickness, defaults to 2.0pt
* `line` - (Deprecated) line thickness, defaults to 2.0pt. Not supported in 1.17's 3.2 core GL renderer.
* `fill` - color for the faces, defaults to no fill. Use `color` attribute format
* `follow` - entity, or player name. Shape will follow an entity instead of being static.
Follow attribute requires all positional arguments to be relative to the entity and disallow
@@ -101,7 +114,7 @@ Available shapes:
* `align` - text alignment with regards to `pos`. Default is `center` (displayed text is
centered with respect to `pos`), `left` (`pos` indicates beginning of text), and `right` (`pos`
indicates the end of text).
* `tilt` - additional rotation of the text on the canvas
* `tilt`, `lean`, `turn` - additional rotations of the text on the canvas along all three axis
* `indent`, `height`, `raise` - offsets for text rendering on X (`indent`), Y (`height`), and Z axis (`raise`)
with regards to the plane of the text. One unit of these corresponds to 1 line spacing, which
can be used to display multiple lines of text bound to the same `pos`
@@ -296,7 +309,8 @@ Resource is identified by a path to the file.
A path can contain letters, numbers, characters `-`, `+`, or `_`, and a folder separator: `'/'`. Any other characters are stripped
from the name. Empty descriptors are invalid, except for `list_files` where it means the root folder.
Do not add file extensions to the descriptor - extensions are inferred
based on the `type` of the file.
based on the `type` of the file. A path can have one `'.zip'` component indicating a zip folder allowing to read / write to and from
zip files, although you cannot nest zip files in other zip files.
Resources can be located in the app specific space, or a shared space for all the apps. Accessing of app-specific
resources is guaranteed to be isolated from other apps. Shared resources are... well, shared across all apes, meaning
@@ -310,7 +324,7 @@ specific data directory is under `world/scripts/foo.data/...`, and shared data s
The default no-name app, via `/script run` command can only save/load/read files from the shared space.
Functions return `null` if an error is encounter or no file is present (for read, list and delete operations). Returns `true`
Functions return `null` if no file is present (for read, list and delete operations). Returns `true`
for success writes and deletes, and requested data, based on the file type, for read operations. It returns list of files
for folder listing.
@@ -331,6 +345,14 @@ record to the file. Since files are closed after each write, sending multiple li
write is beneficial for writing speed. To send multiple packs of data, either provide them flat or as a list in the
third argument.
Throws:
- `nbt_read_error`: When failed to read NBT file.
- `json_read_error`: When failed to read JSON file. The exception data will contain details about the problem.
- `io_exception`: For all other errors when handling data on disk not related to encoding issues
All other errors resulting of improper use of input arguments should result in `null` returned from the function, rather than exception
thrown.
<pre>
write_file('foo', 'shared_text, ['one', 'two']);
write_file('foo', 'shared_text', 'three\n', 'four\n');
@@ -382,6 +404,8 @@ specific data directory is under `world/scripts/foo.data/bar/../baz.nbt`, and sh
You can use app data to save non-vanilla information separately from the world and other scripts.
Throws `nbt_read_error` if failed to read app data.
### `store_app_data(tag)`
Note: `store_app_data(tag, file)` and `store_app_data(tag, file, shared?)` usages deprecated. Use `write_file` instead.
@@ -396,6 +420,83 @@ Returns `true` if the file was saved successfully, `false` otherwise.
Uses the same file structure for exclusive app data, and shared data folder as `load_app_data`.
### `create_datapack(name, data)`
Creates and loads custom datapack. The data has to be a map representing the file structure and the content of the
json files of the target pack.
Returns `null` if the pack with this name already exists or is loaded, meaning no change has been made.
Returns `false` if adding of the datapack wasn't successful.
Returns `true` if creation and loading of the datapack was successful. Loading of a datapack results in
reloading of all other datapacks (vanilla restrictions, identical to /datapack enable), however unlike with `/reload`
command, scarpet apps will not be reloaded by adding a datapack using `create_datapack`.
Currently, only json files are supported in the packs. `'pack.mcmeta'` file is added automatically.
Reloading of datapacks that define new dimensions is not implemented in vanilla. Vanilla game only loads
dimension information on server start. `create_datapack` is therefore a direct replacement of manually ploping of the specified
file structure in a datapack file and calling `/datapack enable` on the new datapack with all its quirks and sideeffects
(like no worldgen changes, reloading all other datapacks, etc.). To enable newly added custom dimensions, call much more
experimental `check_hidden_dimensions()` after adding a datapack if needed.
Synopsis:
<pre>
script run create_datapack('foo',
{
'foo' -> {
'bar.json' -> {
'c' -> true,
'd' -> false,
'e' -> {'foo' -> [1,2,3]},
'a' -> 'foobar',
'b' -> 5
}
}
})
script run create_datapack('funky_world', {
'data' -> {
'minecraft' -> {
'dimension' -> {
'custom_ow.json' -> {
'type' -> 'minecraft:the_end',
'generator' -> {
'biome_source' -> {
'seed' -> 0,
'large_biomes' -> false,
'type' -> 'minecraft:vanilla_layered'
},
'seed' -> 0,
'settings' -> 'minecraft:nether',
'type' -> 'minecraft:noise'
}
}
}
}
}
});
check_hidden_dimensions(); => ['funky_world']
</pre>
### `enable_hidden_dimensions()`
The function reads current datapack settings detecting new dimensions defined by these datapacks that have not yet been added
to the list of current dimensions and adds them so that they can be used and accessed right away. It doesn't matter how the
datapacks have been added to the game, either with 'create_datapack()' or manually by dropping a datapack file and calling
`/datapack enable` on it. Returns the list of valid dimension names / identifiers that has been added in the process.
Fine print: The function should be
considered experimental. There 'should not be' (famous last words) any side-effects if no worlds are added. Already connected
clients will not see suggestions for commands that use dimensions `/execute in <dim>` (vanilla client limitation)
but all commands should work just fine with
the new dimensions. Existing worlds that have gotten modified settings by the datapacks will not be reloaded or replaced.
The usability of the dimensions added this way has not been fully tested, but it seems it works just fine. Generator settings
for the new dimensions will not be added to `'level.dat'` but it will be added there automatically next time the game restarts by
vanilla. One could have said to use this method with caution, and the authors take no responsibility of any losses incurred due to
mis-handlilng of the temporary added dimensions, yet the feature itself (custom dimensions) is clearly experimental for Mojang
themselves, so that's about it.
### `tick_time()`
Returns server tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time.
@@ -459,6 +560,8 @@ Evaluates the expression `expr` with different dimension execution context. `smt
world-localized block, so not `block('stone')`, or a string representing a dimension like:
`'nether'`, `'the_nether'`, `'end'` or `'overworld'`, etc.
Throws `unknown_dimension` if provided dimension can't be found.
### `view_distance()`
Returns the view distance of the server.
@@ -513,11 +616,12 @@ Available options in the scarpet app space:
Relevant world related properties
* `world_name` - name of the world
* `world_seed` - a numeric seed of the world
* `world_dimensions` - a list of dimensions in the world
* `world_path` - full path to the world saves folder
* `world_folder` - name of the direct folder in the saves that holds world files
* `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.
* `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 ...`.
* `world_spawn_point` - world spawn point
Relevant gameplay related properties
* `game_difficulty` - current difficulty of the game: `'peaceful'`, `'easy'`, `'normal'`, or `'hard'`
@@ -528,7 +632,13 @@ Available options in the scarpet app space:
* `game_view_distance` - the view distance
* `game_mod_name` - the name of the base mod. Expect `'fabric'`
* `game_version` - base version of the game
* `game_target` - target release version
* `game_major_target` - major release target. For 1.12.2, that would be 12
* `game_minor_reease` - minor release target. For 1.12.2, that woudl be 2
* `game_protocol` - protocol version number
* `game_pack_version` - datapack version number
* `game_data_version` - data version of the game. Returns an integer, so it can be compared.
* `game_stable` - indicating if its a production release or a snapshot
Server related properties
* `server_motd` - the motd of the server visible when joining
+35 -5
View File
@@ -21,6 +21,8 @@ when it was used. Block values passed in various places like `scan` functions, e
its properties are needed. This means that if the block at the location changes before its queried in the program this
might result in getting the later state, which might not be desired. Consider the following example:
Throws `unknown_block` if provided input is not valid.
<pre>set(10,10,10,'stone');
scan(10,10,10,0,0,0, b = _);
set(10,10,10,'air');
@@ -50,6 +52,8 @@ properties that the original source block may have contained.
The returned value is either the block state that has been set, or `false` if block setting was skipped, or failed
Throws `unknown_block` if provided block to set is not valid
<pre>
set(0,5,0,'bedrock') => bedrock
set(l(0,5,0), 'bedrock') => bedrock
@@ -128,6 +132,8 @@ but doesn't open chests / containers, so have no effect on interactive blocks, l
Returns true if placement/use was
successful, false otherwise.
Throws `unknown_item` if `item` doesn't exist
<pre>
place_item('stone',x,y,z) // places a stone block on x,y,z block
place_item('piston,x,y,z,'down') // places a piston facing down
@@ -146,6 +152,8 @@ If type is `null`, POI at position is removed. In any case, previous POI is also
Interestingly, `unemployed`, and `nitwit` are not used in the game, meaning, they could be used as permanent spatial
markers for scarpet apps. `meeting` is the only one with increased max occupancy of 32.
Throws `unknown_poi` if the provided point of interest doesn't exist
### `set_biome(pos, biome_name, update=true)`
Changes the biome at that block position. if update is specified and false, then chunk will not be refreshed
@@ -156,6 +164,8 @@ is only effective if you set it at y=0, and affects the entire column of. In the
specific Y coordinate of the biome you want to change, and it affects roughly 4x4x4 area (give or take some random
noise).
Throws `unknown_biome` if the `biome_name` doesn't exist.
### `update(pos)`
Causes a block update at position.
@@ -180,6 +190,8 @@ In item context, `true` means that breaking item has no nbt to use, `null` indic
considered broken in process, and `nbt` type value, for a resulting NBT tag on a hypothetical tool. Its up to the
programmer to use that nbt to apply it where it belong
Throws `unknown_item` if `tool` doesn't exist.
Here is a sample code that can be used to mine blocks using items in player inventory, without using player context
for mining. Obviously, in this case the use of `harvest` would be much more applicable:
@@ -217,6 +229,13 @@ Causes a block to be harvested by a specified player entity. Honors player item
tool if applicable. If the entity is not a valid player, no block gets destroyed. If a player is not allowed to break
that block, a block doesn't get destroyed either.
### `create_explosion(pos, power?, mode?, fire?, source?, attacker?)`
Creates an explosion at a given position. Default values of optional parameters are: `'power'` - `4` (TNT power),
`'mode'` (block breaking effect `none`, `destroy` or `break`: `break`, `fire` (whether extra fire blocks should be created) - `false`,
`source` (exploding entity) - `null` and `attacker` (entity responsible for trigerring) - `null`. Explosions created with this
endpoint cannot be captured with `__on_explosion` event, however they will be captured by `__on_explosion_outcome`.
### `weather()`,`weather(type)`,`weather(type, ticks)`
If called with no args, returns `'clear'`, `'rain` or `'thunder'` based on the current weather. If thundering, will
@@ -271,6 +290,8 @@ back in state definition in various applications where block properties are requ
`block_state` can also accept block names as input, returning block's default state.
Throws `unknown_block` if the provided input is not valid.
<pre>
set(x,y,z,'iron_trapdoor','half','top'); block_state(x,y,z) => {waterlogged: false, half: top, open: false, ...}
set(x,y,z,'iron_trapdoor','half','top'); block_state(x,y,z,'half') => top
@@ -291,6 +312,8 @@ Without arguments, returns list of available tags, with block supplied (either b
of tags the block belongs to, and if a tag is specified, returns `null` if tag is invalid, `false` if this block doesn't belong
to this tag, and `true` if the block belongs to the tag.
Throws `unknown_block` if `block` doesn't exist
### `block_data(pos)`
Return NBT string associated with specific location, or null if the block does not carry block data. Can be currently
@@ -299,16 +322,18 @@ used to match specific information from it, or use it to copy to another block
<pre> block_data(x,y,z) => '{TransferCooldown:0,x:450,y:68, ... }'
</pre>
### `poi(pos), poi(pos, radius?, type?, status?, column?)`
### `poi(pos), poi(pos, radius?, type?, status?, column_search?)`
Queries a POI (Point of Interest) at a given position, returning `null` if none is found, or tuple of poi type and its
occupancy load. With optional `type`, `radius` and `status`, returns a list of POIs around `pos` within a
given `radius`. If the `type` is specified, returns only poi types of that types, or everything if omitted or `'any'`.
If `status` is specified (either `'any'`, `'available'`, or `'occupied'`) returns only POIs with that status.
With `column` set to `true`, it will return all POIs in a cuboid with `radius` blocks away on x and z, in the entire
With `column_search` set to `true`, it will return all POIs in a cuboid with `radius` blocks away on x and z, in the entire
block column from 0 to 255. Default (`false`) returns POIs within a spherical area centered on `pos` and with `radius`
radius.
All results of `poi` calls are returned in sorted order with respect to the euclidean distance to the requested center of `pos`.
The return format of the results is a list of poi type, occupancy load, and extra triple of coordinates.
Querying for POIs using the radius is the intended use of POI mechanics, and the ability of accessing individual POIs
@@ -325,9 +350,9 @@ poi(x,y,z,5) => [['nether_portal',0,[7,8,9]],['nether_portal',0,[7,9,9]]] // two
Without arguments, returns the list of biomes in the world.
With block, or name, returns the name of the biome in that position, or null, if provided biome is not valid.
With block, or name, returns the name of the biome in that position, or throws `'unknown_biome'` if provided biome or block are not valid.
With an optional feature, it returns value for the specified attribute for that biome. Available and querable features include:
With an optional feature, it returns value for the specified attribute for that biome. Available and queryable features include:
* `'top_material'`: unlocalized block representing the top surface material
* `'under_material'`: unlocalized block representing what sits below topsoil
* `'category'`: the parent biome this biome is derived from. Possible values include:
@@ -716,6 +741,7 @@ If structure is not specified, it will return a set of structure names that are
as keys, and same type of map values as with a single structure call. An empty set or an empty map would indicate that nothing
should be generated there.
Throws `unknown_structure` if structure doesn't exist.
### `structures(pos), structures(pos, structure_name)`
@@ -749,6 +775,8 @@ structure starts.
Requires a `Structure Variant` or `Standard Structure` name (see above). If standard name is used, the variant of the
structure may depend on the biome, otherwise the default structure for this type will be generated.
Throws `unknown_structure` if structure doesn't exist.
### `plop(pos, what)`
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
@@ -771,7 +799,9 @@ All generated structures will retain their properties, like mob spawning, howeve
itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
### `custom_dimension(name, seed?)`
### (deprecated) `custom_dimension(name, seed?)`
Deprecated by `create_datapack()` which can be used to setup custom dimensions
Ensures the dimension with the given `'name'` is available and configured with the given seed. It merely sets the world
generator settings to the overworld, and the optional custom seed (or using current world seed, if not provided).
+5 -1
View File
@@ -177,7 +177,7 @@ Returns `true` if en entity is standing on firm ground and falling down due to t
### `query(e, 'name'), query(e, 'display_name'), query(e, 'custom_name'), query(e, 'type')`
String of entity name
String of entity name or formatted text in the case of `display_name`
<pre>
query(e,'name') => Leatherworker
@@ -722,6 +722,10 @@ Requires a living entity as an argument.
Will make the entity jump once.
### `modify(e, 'swing')` `modify(e, 'swing', 'offhand')`
Makes the living entity swing their required limb.
### `modify(e, 'silent', boolean)`
Silences or unsilences the entity.
+14 -1
View File
@@ -79,6 +79,19 @@ at the same time.
Triggered right after a lightning strikes. Lightning entity as well as potential horseman trap would
already be spawned at that point. `mode` is `true` if the lightning did cause a trap to spawn.
### `__on_explosion(pos, power, source, causer, mode, fire)`
Event triggered right before explosion takes place and before has any effect on the world. `source` can be an entity causing
the explosion, and `causer` the entity triggering it,
`mode` indicates block effects: `'none'`, `'break'` (drop all blocks), or `'destroy'` - drop few blocks. Event
is not captured when `create_explosion()` is called.
### `__on_explosion_outcome(pos, power, source, causer, mode, fire, blocks, entities)`
Triggered during the explosion, before any changes to the blocks are done,
but the decision to blow up is already made and entities are already affected.
The parameter `blocks` contains the list of blocks that will blow up (empty if `explosionNoBlockDamage` is set to `true`).
The parameter `entities` contains the list of entities that have been affected by the explosion. Triggered even with `create_explosion()`.
### `__on_carpet_rule_changes(rule, new_value)`
Triggered when a carpet mod rule is changed. It includes extension rules, not using default `/carpet` command,
which will then be namespaced as `namespace:rule`.
@@ -107,7 +120,7 @@ Example events that may cause it to happen is releasing a bow. The event is trig
the request, however the `item_tuple` is provided representing the item that the player started with. You can use that and
compare with the currently held item for a delta.
### `__on_player_finishes_using_item(player, item_tuple, hand))`
### `__on_player_finishes_using_item(player, item_tuple, hand)`
Player using of an item is done. This is controlled server side and is responsible for such events as finishing
eating. The event is triggered after confirming that the action is valid, and sending the feedback back
to the client, but before triggering it and its effects in game.
+10 -2
View File
@@ -28,14 +28,16 @@ an inventory, all API functions typically do nothing and return null.
Most items returned are in the form of a triple of item name, count, and nbt or the extra data associated with an item.
### item_list(tag?)
### `item_list(tag?)`
With no arguments, returns a list of all items in the game. With an item tag provided, list items matching the tag, or `null` if tag is not valid.
### item_tags(item, tag?)
### `item_tags(item, tag?)`
Returns list of tags the item belongs to, or, if tag is provided, `true` if an item maches the tag, `false` if it doesn't and `null` if that's not a valid tag
Throws `unknown_item` if item doesn't exist.
### `stack_limit(item)`
Returns number indicating what is the stack limit for the item. Its typically 1 (non-stackable), 16 (like buckets),
@@ -43,6 +45,8 @@ or 64 - rest. It is recommended to consult this, as other inventory API function
it is up to the programmer to keep it at bay. As of 1.13, game checks for negative numbers and setting an item to
negative is the same as empty.
Throws `unknown_item` if item doesn't exist.
<pre>
stack_limit('wooden_axe') => 1
stack_limit('ender_pearl') => 16
@@ -53,6 +57,8 @@ stack_limit('stone') => 64
Returns the string representing the category of a given item, like `building_blocks`, `combat`, or `tools`.
Throws `unknown_item` if item doesn't exist.
<pre>
item_category('wooden_axe') => tools
item_category('ender_pearl') => misc
@@ -175,6 +181,8 @@ while( (slot = inventory_find(p, 'diamond', slot)) != null, 41, drop_item(p, slo
inventory_drop(x,y,z, 0) => 64 // removed and spawned in the world a full stack of items
</pre>
Throws `unknown_item` if item doesn't exist.
### `inventory_remove(inventory, item, amount?)`
Removes amount (defaults to 1) of item from inventory. If the inventory doesn't have the defined amount, nothing
+13 -3
View File
@@ -6,13 +6,14 @@ Displays or modifies individual scoreboard values. With no arguments, returns th
With specified `objective`, lists all keys (players) associated with current objective, or `null` if objective does not exist.
With specified `objective` and
`key`, returns current value of the objective for a given player (key). With additional `value` sets a new scoreboard
value, returning previous value associated with the `key`.
value, returning previous value associated with the `key`. If the `value` is null, resets the scoreboard value.
### `scoreboard_add(objective, criterion?)`
Adds a new objective to scoreboard. If `criterion` is not specified, assumes `'dummy'`.
If the objective already exists, changes the criterion of that objective and returns `false`. If the criterion was not specified but the objective already exists, returns the current criterion.
If the objective was added, returns `true`. If nothing is affected, returns `null`
Returns `true` if the objective was created, or `null` if an objective with the specified name already exists.
Throws `unknown_criterion` if criterion doesn't exist.
<pre>
scoreboard_add('counter')
@@ -31,6 +32,15 @@ for the objective.
Sets display location for a specified `objective`. If `objective` is `null`, then display is cleared. If objective is invalid,
returns `null`.
### `scoreboard_property(objective, property)` `scoreboard_property(objective, property, value)`
Reads a property of an `objective` or sets it to a `value` if specified. Available properties are:
* `criterion`
* `display_name` (Formatted text supported)
* `display_slot`: When reading, returns a list of slots this objective is displayed in, when modifying, displays the objective in the specified slot
* `render_type`: Either `'integer'` or `'hearts'`, defaults to `'integer'` if invalid value specified
# Team
### `team_list()`, `team_list(team)`
+15 -15
View File
@@ -23,12 +23,12 @@ In case to simplify the access with nested objects, you can add chain of address
than calling it multiple times. `get(get(foo,a),b)` is equivalent to `get(foo, a, b)`, or `foo:a:b`.
<pre>
get(l(range(10)), 5) => 5
get(l(range(10)), -1) => 9
get(l(range(10)), 10) => 0
l(range(10)):93 => 3
get([range(10)], 5) => 5
get([range(10)], -1) => 9
get([range(10)], 10) => 0
[range(10)]:93 => 3
get(player() ~ 'nbt', 'Health') => 20 // inefficient way to get player health, use player() ~ 'health' instead
get(m( l('foo',2), l('bar',3), l('baz',4) ), 'bar') => 3
get({ 'foo' -> 2, 'bar' -> 3, 'baz' -> 4 }, 'bar') => 3
</pre>
### `has(container, address, ...), has(lvalue)`
@@ -100,13 +100,13 @@ of the existing elements. Use `replace` to remove and replace existing element.
and merges keys from `value` with the compound tag under the path
<pre>
a = l(1, 2, 3); put(a, 1, 4); a => [1, 4, 3]
a = l(1, 2, 3); put(a, null, 4); a => [1, 2, 3, 4]
a = l(1, 2, 3); put(a, 1, 4, 'insert'); a => [1, 4, 2, 3]
a = l(1, 2, 3); put(a, null, l(4, 5, 6), 'extend'); a => [1, 2, 3, 4, 5, 6]
a = l(1, 2, 3); put(a, 1, l(4, 5, 6), 'extend'); a => [1, 4, 5, 6, 2, 3]
a = l(l(0,0,0),l(0,0,0),l(0,0,0)); put(a.1, 1, 1); a => [[0, 0, 0], [0, 1, 0], [0, 0, 0]]
a = m(1,2,3,4); put(a, 5, null); a => {1: null, 2: null, 3: null, 4: null, 5: null}
a = [1, 2, 3]; put(a, 1, 4); a => [1, 4, 3]
a = [1, 2, 3]; put(a, null, 4); a => [1, 2, 3, 4]
a = [1, 2, 3]; put(a, 1, 4, 'insert'); a => [1, 4, 2, 3]
a = [1, 2, 3]; put(a, null, [4, 5, 6], 'extend'); a => [1, 2, 3, 4, 5, 6]
a = [1, 2, 3]; put(a, 1, [4, 5, 6], 'extend'); a => [1, 4, 5, 6, 2, 3]
a = [[0,0,0],[0,0,0],[0,0,0]]; put(a:1, 1, 1); a => [[0, 0, 0], [0, 1, 0], [0, 0, 0]]
a = {1,2,3,4}; put(a, 5, null); a => {1: null, 2: null, 3: null, 4: null, 5: null}
tag = nbt('{}'); put(tag, 'BlockData.Properties', '[1,2,3,4]'); tag => {BlockData:{Properties:[1,2,3,4]}}
tag = nbt('{a:[{lvl:3},{lvl:5},{lvl:2}]}'); put(tag, 'a[].lvl', 1); tag => {a:[{lvl:1},{lvl:1},{lvl:1}]}
tag = nbt('{a:[{lvl:[1,2,3]},{lvl:[3,2,1]},{lvl:[4,5,6]}]}'); put(tag, 'a[].lvl', 1, 2); tag
@@ -187,10 +187,10 @@ other parts. In that case consecutive calls to `slice` will refer to index `0` t
cannot go back nor track where they are in the sequence (see examples).
<pre>
slice([0,1,2,3,4,5], 1, 3) => [1, 2, 3]
slice([0,1,2,3,4,5], 1, 3) => [1, 2]
slice('foobar', 0, 1) => 'f'
slice('foobar', 3) => 'bar'
slice(range(10), 3, 5) => [3, 4, 5]
slice(range(10), 3, 5) => [3, 4]
slice(range(10), 5) => [5, 6, 7, 8, 9]
r = range(100); [slice(r, 5, 7), slice(r, 1, 3)] => [[5, 6], [8, 9]]
</pre>
@@ -225,7 +225,7 @@ Primarily to be used in higher order functions
<pre>
range(10) => [...]
l(range(10)) => [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
[range(10)] => [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
map(range(10),_*_) => [0, 1, 4, 9, 16, 25, 36, 49, 64, 81]
reduce(range(10),_a+_, 0) => 45
range(5,10) => [5, 6, 7, 8, 9]
@@ -234,15 +234,73 @@ returns everywhere, but it would often lead to a messy code.
It terminates entire program passing `expr` as the result of the program execution, or null if omitted.
### `try(expr, catch_expr(_)?) ... throw(value?)`
### `try(expr)` `try(expr, user_catch_expr)` `try(expr, type, catch_expr, type?, catch_expr?, ...)`
`try` function evaluates expression, and continues further unless `throw` function is called anywhere
inside `expr`. In that case the `catch_expr` is evaluates with `_` set to the argument `throw` was called with.
This mechanic accepts skipping thrown value - it throws null instead, and catch expression - then try returns
null as well This mechanism allows to terminate large portion of a convoluted call stack and continue program
execution. There is only one level of exceptions currently in carpet, so if the inner function also defines
the `try` catchment area, it will received the exception first, but it can technically rethrow the value its
getting for the outer scope. Unhandled throw acts like an exit statement.
`try` evaluates expression, allowing capturing exceptions that would be thrown inside `expr` statement. The exceptions can be
thrown explicitly using `throw()` or internally by scarpet where code is correct but detects illegal state. The 2-argument form
catches only user-thrown exceptions and one argument call `try(expr)` is equivalent to `try(expr, null)`,
or `try(expr, 'user_exception', null)`. If multiple `type-catch` pairs are defined, the execution terminates on the first
applicable type for the exception thrown. Therefore, even if the caught exception matches multiple filters, only
the first matching block will be executed.
Catch expressions are evaluated with
`_` set to the value associated with the exception and `_trace` set to contain details about point of error (token, and line and
column positions), call stack and local
variables at the time of failure. The `type` will catch any exception of that type and any subtype of this type.
You can use `try` mechanism to exit from large portion of a convoluted call stack and continue program execution, although catching
exceptions is typically much more expensive comparing to not throwing them.
The `try` function allows you to catch some scarpet exceptions for cases covering invalid data, like invalid
blocks, biomes, dimensions and other things, that may have been modified by datapacks, resourcepacks or other mods,
or when an error is outside of the programmers scope, such as problems when reading or decoding files.
This is the hierarchy of the exceptions that could be thrown/caught in the with the `try` function:
- `exception`: This is the base exception. Catching `'exception'` allows to catch everything that can be caught,
but like everywhere else, doing that sounds like a bad idea.
- `value_exception`: This is the parent for any exception that occurs due to an
incorrect argument value provided to a built-in function
- `unknown_item`, `unknown_block`, `unknown_biome`, `unknown_sound`, `unknown_particle`,
`unknown_poi_type`, `unknown_dimension`, `unknown_structure`, `unknown_criterion`: Specific
errors thrown when a specified internal name does not exist or is invalid.
- `io_exception`: This is the parent for any exception that occurs due to an error handling external data.
- `nbt_error`: Incorrect input/output NBT file.
- `json_error`: Incorrect input/output JSON data.
- `user_exception`: Exception thrown by default with `throw` function.
Synopsis:
<pre>
inner_call() ->
(
aaa = 'booyah';
try(
for (range(10), item_tags('stick'+_*'k'));
,
print(_trace) // not caught, only catching user_exceptions
)
);
outer_call() ->
(
try(
inner_call()
, 'exception', // catching everything
print(_trace)
)
);
</pre>
Producing:
```
{stack: [[<app>, inner_call, 1, 14]], locals: {_a: 0, aaa: booyah, _: 1, _y: 0, _i: 1, _x: 0, _z: 0}, token: [item_tags, 5, 23]}
```
### `throw(value?)`, `throw(type, value)`, `throw(subtype, type, value)`
Throws an exception that can be caught in a `try` block (see above). If ran without arguments, it will throw a `user_exception`
passing `null` as the value to the `catch_expr`. With two arguments you can mimic any other exception type thrown in scarpet.
With 3 arguments, you can specify a custom exception acting as a `subtype` of a provided `type`, allowing to customize `try`
statements with custom exceptions.
### `if(cond, expr, cond?, expr?, ..., default?)`
@@ -124,12 +124,12 @@ to `all(list,expr) <=> for(list,expr)==length(list)`. `expr` also receives bound
and `continue` have no sense and cannot be used inside of `expr` body.
<pre>
all([1,2,3], check_prime(_)) => 1
all(neighbours(x,y,z), _=='stone') => 1 // if all neighbours of [x, y, z] are stone
map(filter(rect(0,4,0,1000,0,1000), l(x,y,z)=pos(_); all(rect(x,y,z,1,0,1),_=='bedrock') ), pos(_) )
all([1,2,3], check_prime(_)) => true
all(neighbours(x,y,z), _=='stone') => true // if all neighbours of [x, y, z] are stone
map(filter(rect(0,4,0,1000,0,1000), [x,y,z]=pos(_); all(rect(x,y,z,1,0,1),_=='bedrock') ), pos(_) )
=> [[-298, 4, -703], [-287, 4, -156], [-269, 4, 104], [242, 4, 250], [-159, 4, 335], [-208, 4, 416], [-510, 4, 546], [376, 4, 806]]
// find all 3x3 bedrock structures in the top bedrock layer
map( filter( rect(0,4,0,1000,1,1000,1000,0,1000), l(x,y,z)=pos(_);
map( filter( rect(0,4,0,1000,1,1000,1000,0,1000), [x,y,z]=pos(_);
all(rect(x,y,z,1,0,1),_=='bedrock') && for(rect(x,y-1,z,1,1,1,1,0,1),_=='bedrock')<8),
pos(_) ) => [[343, 3, -642], [153, 3, -285], [674, 3, 167], [-710, 3, 398]]
// ditto, but requiring at most 7 bedrock block in the 18 blocks below them
+24 -23
View File
@@ -16,7 +16,7 @@ in [User Defined Functions and Program Control Flow](docs/scarpet/language/Funct
1357-5 => 1352
1357-'5' => 137
3*'foo'-'o' => 'fff'
l(1,3,5)+7 => l(8,10,12)
[1,3,5]+7 => [8,10,12]
</pre>
As you can see, values can behave differently when mixed with other types in the same expression.
@@ -76,8 +76,8 @@ In Minecraft API portion `entity ~ feature` is a shortcode for `query(entity,fea
any extra arguments.
<pre>
l(1,2,3) ~ 2 => 1
l(1,2,3) ~ 4 => null
[1,2,3] ~ 2 => 1
[1,2,3] ~ 4 => null
'foobar' ~ 'baz' => null
'foobar' ~ '.b' => 'ob'
@@ -103,10 +103,10 @@ Or an example to find if a player has specific enchantment on a held axe (either
<pre>
global_get_enchantment(p, ench) -> (
$ for(l('main','offhand'),
$ for(['main','offhand'],
$ holds = query(p, 'holds', _);
$ if( holds,
$ l(what, count, nbt) = holds;
$ [what, count, nbt] = holds;
$ if( what ~ '_axe' && nbt ~ ench,
$ lvl = max(lvl, number(nbt ~ '(?<=lvl:)\\d') )
$ )
@@ -143,8 +143,8 @@ Examples:
'foo'*3 => 'foofoofoo'
'foofoofoo' / 3 => 'foo'
'foofoofoo'-'o' => 'fff'
l(1,2,3)+1 => l(2,3,4)
b = l(100,63,100); b+l(10,0,10) => l(110,63,110)
[1,2,3]+1 => [2,3,4]
b = [100,63,100]; b+[10,0,10] => [110,63,110]
{'a' -> 1} + {'b' -> 2} => {'a' -> 1, 'b' -> 2}
</pre>
@@ -186,11 +186,12 @@ second operand is not necessary, it won't be evaluated, which means one can use
case of success returns first positive operand (`||`) or last one (`&&`).
<pre>
true || false => 1
null || false => 0
null != false || run('kill gnembon') => 1 // gnembon survives
null != false && run('kill gnembon') => 0 // when cheats not allowed
null != false && run('kill gnembon') => 1 // gnembon dies, cheats allowed
true || false => true
null || false => false
false || null => null
null != false || run('kill gnembon') // gnembon survives
null != false && run('kill gnembon') // when cheats not allowed
null != false && run('kill gnembon') // gnembon dies, cheats allowed
</pre>
### `Assignment Operators = <> +=`
@@ -204,11 +205,11 @@ require rewriting of the array anyways.
<pre>
a = 5 => a == 5
l(a,b,c) = l(3,4,5) => a==3, b==4, c==5
l(minx,maxx) = sort(xi,xj); // minx assumes min(xi, xj) and maxx, max(xi, xj)
l(a,b,c,d,e,f) = l(range(6)); l(a,b,c) <> l(d,e,f); l(a,b,c,d,e,f) => [3,4,5,0,1,2]
a = l(1,2,3); a += 4 => [1,2,3,4]
a = l(1,2,3,4); a = filter(a,_!=2) => [1,3,4]
[a,b,c] = [3,4,5] => a==3, b==4, c==5
[minx,maxx] = sort(xi,xj); // minx assumes min(xi, xj) and maxx, max(xi, xj)
[a,b,c,d,e,f] = [range(6)]; [a,b,c] <> [d,e,f]; [a,b,c,d,e,f] => [3,4,5,0,1,2]
a = [1,2,3]; a += 4 => [1,2,3,4]
a = [1,2,3,4]; a = filter(a,_!=2) => [1,3,4]
</pre>
### `Unary Operators - +`
@@ -226,10 +227,10 @@ Require a number, flips the sign. One way to assert it's a number is by crashing
flips boolean condition of the expression. Equivalent of `bool(expr)==false`
<pre>
!true => 0
!false => 1
!null => 1
!5 => 0
!l() => 1
!l(null) => 0
!true => false
!false => true
!null => true
!5 => false
!l() => true
!l(null) => false
</pre>
+36 -29
View File
@@ -14,30 +14,31 @@ as well as minecraft related concepts like `block`, `entity`, `nbt`, `text`.
### `bool(expr)`
Returns a boolean context of the expression. Note that there are no true/false values in scarpet. `true` is
alias of 1, and `false` is 0\. Bool is also interpreting string values as boolean, which is different from other
Returns a boolean context of the expression.
Bool is also interpreting string values as boolean, which is different from other
places where boolean context can be used. This can be used in places where API functions return string values to
represent binary values
represent binary values.
<pre>
bool(pi) => 1
bool(false) => 0
bool('') => 0
bool(l()) => 0
bool(l('')) => 1
bool('foo') => 1
bool('false') => 0
bool('nulL') => 0
if('false',1,0) => 1
bool(pi) => true
bool(false) => false
bool('') => false
bool(l()) => false
bool(l('')) => true
bool('foo') => true
bool('false') => false
bool('nulL') => false
if('false',1,0) => true
</pre>
### `number(expr)`
Returns a numeric context of the expression. Can be used to read numbers from strings
Returns a numeric context of the expression. Can be used to read numbers from strings, or other types
<pre>
number(null) => null
number(null) => 0
number(false) => 0
number(true) => 1
number('') => null
number('3.14') => 3.14
number(l()) => 0
@@ -65,15 +66,15 @@ Supported types (with `"%<?>"` syntax):
* `%%`: '%' character
<pre>
str(null) => null
str(false) => 0
str('') => null
str('3.14') => 3.14
str(l()) => 0
str(l('')) => 1
str('foo') => null
str('3bar') => null
str(2)+str(2) => 22
str(null) => 'null'
str(false) => 'false'
str('') => ''
str('3.14') => '3.14'
str([]) => '[]'
str(['']) => '[]'
str('foo') => 'foo'
str('3bar') => '3bar'
str(2)+str(2) => '22'
str('pi: %.2f',pi) => 'pi: 3.14'
str('player at: %d %d %d',pos(player())) => 'player at: 567, -2423, 124'
</pre>
@@ -226,18 +227,24 @@ length('foo') => 3
### `rand(expr), rand(expr, seed)`
returns a random number from `0.0` (inclusive) to `expr` (exclusive). In boolean context (in conditions,
boolean functions, or `bool`), returns false if the randomly selected value is less than 1\. This means
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
provided, uses a random seed. If seed is provided, each consecutive call to rand() will act like 'next' call to the
same random object. Scarpet keeps track of up to 1024 custom random number generators, so if you exceed this number
(per app), then your random sequence will revert to the beginning.
boolean functions, or `bool`), returns false if the randomly selected value is less than 1. This means
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
provided, uses a random seed that's shared across all scarpet apps.
If seed is provided, each consecutive call to rand() will act like 'next' call to the
same random object. Scarpet keeps track of up to 65536 custom random number generators (custom seeds, per app),
so if you exceed this number, your random sequences will revert to the beginning and start over.
<pre>
map(range(10), floor(rand(10))) => [5, 8, 0, 6, 9, 3, 9, 9, 1, 8]
map(range(10), bool(rand(2))) => [1, 1, 1, 0, 0, 1, 1, 0, 0, 0]
map(range(10), bool(rand(2))) => [false, false, true, false, false, false, true, false, true, false]
map(range(10), str('%.1f',rand(_))) => [0.0, 0.4, 0.6, 1.9, 2.8, 3.8, 5.3, 2.2, 1.6, 5.6]
</pre>
## `reset_seed(seed)`
Resets the sequence of the randomizer used by `rand` for this seed to its initial state. Returns a boolean value
indicating if the given seed has been used or not.
### `perlin(x), perlin(x, y), perlin(x, y, z), perlin(x, y, z, seed)`
returns a noise value from `0.0` to `1.0` (roughly) for 1, 2 or 3 dimensional coordinate. The default seed it samples
@@ -3,8 +3,8 @@
`scarpet` provides a number of constants that can be used literally in scripts
* `null`: nothing, zilch, not even false
* `true`: pure true, or just 1 (one)
* `false`: false truth, or true falsth, 0 (zero) actually
* `true`: pure true, can act as `1`
* `false`: false truth, or true falsth, equals to `0`
* `pi`: for the fans of perimeters, its a perimeter of an apple pi of diameter 1\. About 3.14
* `euler`: clever guy. Derivative of its exponent is goto 1\. About 2.72
@@ -63,6 +63,7 @@ reduce
relu
replace
replace_first
reset_seed
return
round
sec
+4 -1
View File
@@ -17,9 +17,10 @@ brightness
chunk_tickets
convert_date
crafting_remaining_item
create_datapack
create_explosion
create_marker
current_dimension
custom_dimension
day_time
delete_file
destroy
@@ -28,6 +29,7 @@ display_title
draw_shape
drop_item
emitted_light
enable_hidden_dimensions
encode_nbt
entity_area
entity_event
@@ -96,6 +98,7 @@ scoreboard
scoreboard_add
scoreboard_remove
scoreboard_display
scoreboard_property
tag_matches
team_add
team_leave
@@ -4,6 +4,7 @@ _i
_x
_y
_z
_trace
euler
false
null
+3 -1
View File
@@ -42,4 +42,6 @@ __on_player_deals_damage(player, amount, entity) ->
__on_player_dies(player) ->
__on_player_respawns(player) ->
__on_player_disconnects(player, reason) ->
__on_player_connects(player) ->
__on_player_connects(player) ->
__on_explosion(pos, power, source, causer, mode, fire) ->
__on_explosion_outcome(pos, power, source, causer, mode, fire, blocks, entities) ->
+10 -6
View File
@@ -25,7 +25,7 @@
<Keywords name="Folders in comment, middle"></Keywords>
<Keywords name="Folders in comment, close"></Keywords>
<Keywords name="Keywords1">
not fact rand
not fact rand reset_seed
sin cos tan asin acos atan atan2 sinh cosh tanh sec csc sech csch cot acot coth asinh acosh atanh
rad deg
log log10 log1p
@@ -46,7 +46,7 @@
var undef vars if loop map filter first all c_for for while reduce continue break
import call outer type hash_code bool number str length rand sleep time profile_expr lower upper title replace replace_first
import call outer type hash_code bool number str length sleep time profile_expr lower upper title replace replace_first
</Keywords>
<Keywords name="Keywords2">
block pos pos_offset solid air liquid flammable
@@ -55,14 +55,16 @@
set without_updates
blocks_movement block_sound material map_colour block_state block_list block_tags block_data poi set_poi
place_item set_biome biome loaded_status generation_status inhabited_time spawn_potential chunk_tickets
structure_eligibility structures structure_references set_structure reset_chunk reload_chunk custom_dimension
plop harvest destroy create_explosion
structure_eligibility structures structure_references set_structure
reset_chunk reload_chunk create_datapack enable_hidden_dimensions
add_chunk_ticket
convert_date unix_time
display_title
scoreboard scoreboard_add scoreboard_remove scoreboard_display
scoreboard scoreboard_add scoreboard_remove scoreboard_display scoreboard_property
team_add team_list team_remove team_leave team_property
@@ -82,7 +84,7 @@
run save tick_time world_time day_time last_tick_times game_tick current_dimension in_dimension view_distance
plop harvest destroy schedule nbt draw_shape create_marker remove_all_markers
schedule nbt draw_shape create_marker remove_all_markers
load_app_data store_app_data read_file write_file delete_file list_files
escape_nbt parse_nbt encode_nbt tag_matches statistic
@@ -91,7 +93,7 @@
</Keywords>
<Keywords name="Keywords3">euler pi null true false</Keywords>
<Keywords name="Keywords4">x y z p</Keywords>
<Keywords name="Keywords5">_ _i _a _x _y _z</Keywords>
<Keywords name="Keywords5">_ _i _a _x _y _z _trace</Keywords>
<Keywords name="Keywords6">global_</Keywords>
<Keywords name="Keywords7">
__command
@@ -139,6 +141,8 @@
__on_player_respawns
__on_player_disconnects
__on_player_connects
__on_explosion
__on_explosion_outcome
</Keywords>
<Keywords name="Keywords8">$</Keywords>
<Keywords name="Delimiters">00&apos; 01\ 02&apos; 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23</Keywords>