added __on_start and defined better meta-events
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@@ -27,11 +27,32 @@ Here is a list of events that are handled by default in scarpet. This list inclu
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to autoload them, but you can always add any function to any event (using `/script event` command)
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if it accepts required number of parameters.
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## Meta-events
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These events are not controlled / triggered by the game per se, but are important for the flow of the apps, however for all
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intent and purpose can be treated as regular events. Unlike regular events, they cannot be hooked up to with 'handle_event',
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but the apps themselves need to have them defined as distinct function definitions, same they cannot be signalled.
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### `__on_start()`
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Called once per app in its logical execution run. For `'global'` scope apps its executed right after the app is loaded. For
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`'player'` scope apps, it is triggered once per player before the app can be used by that player. Since each player app acts
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independently from other player apps, this is probably the best location to include some player specific initializations. Static
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code (i.e. code typed directly in the app code that executes immediately, outside of function definitions), will only execute once
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per app, regardless of scope, `'__on_start()'` allows to reliably call player specific initializations.
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### `__on_close()`
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Called once per app when the app is closing or reloading, right before the app is removed.
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For player scoped apps, its called once per player. Scarpet app engine will attempt to call `'__on_close()'` even if
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the system is closing down exceptionally.
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## Built-in global events
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Global events will be handled once per app that is with `'global'` scope. With `player` scoped apps, each player instance
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is responsible independently from handling their events, so a global event may be executed multiple times for each player.
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### `__on_server_starts()`
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Event triggers after world is loaded and after all startup apps have started. It won't be triggered with `/reload`.
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@@ -13,6 +13,11 @@ When loaded (via `/script load` command, etc.), the game will run the content of
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`__config()` function, if present, which will be executed once. Loading the app will also bind specific
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events to the event system (check Events section for details).
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If an app defines `__on_start()` function, it will be executed once before running anything else. For global scoped apps,
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this is just after they are loaded, and for player scoped apps, before they are used first time by a player.
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Unlike static code (written directly in the body of the app code), that always run once per app, this may run multiple times if
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its a player app nd multiple players are on the server.
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Unloading an app removes all of its state from the game, disables commands, removes bounded events, and
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saves its global state. If more cleanup is needed, one can define `__on_close()` function which will be
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executed when the module is unloaded, or server is closing or crashing. However, there is no need to do that
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@@ -1,7 +1,7 @@
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__command() ->
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__config() ->
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__on_chunk_generated(x, z) ->
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__on_close() ->
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__on_chunk_generated(x, z) ->
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__on_close() ->
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__on_player_attacks_entity(player, entity) ->
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__on_player_breaks_block(player, block) ->
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__on_player_clicks_block(player, block, face) ->
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@@ -25,14 +25,15 @@ __on_player_starts_sprinting(player) ->
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__on_player_stops_sneaking(player) ->
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__on_player_stops_sprinting(player) ->
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__on_player_swings_hand(player, hand) ->
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__on_player_switches_slot(player, from, to) ->
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__on_player_switches_slot(player, from, to) ->
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__on_player_swaps_hands(player) ->
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__on_player_takes_damage(player, amount, source, entity) ->
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__on_player_trades(player, entity, buy_left, buy_right, sell) ->
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__on_player_uses_item(player, item_tuple, hand) ->
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__on_player_wakes_up(player) ->
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__on_player_escapes_sleep(player) ->
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__on_statistic(player, category, event, value) ->
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__on_statistic(player, category, event, value) ->
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__on_start() ->
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__on_tick() ->
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__on_tick_ender() ->
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__on_tick_nether() ->
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@@ -129,6 +129,7 @@
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__on_player_wakes_up
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__on_player_escapes_sleep
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__on_statistic
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__on_start
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__on_tick
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__on_tick_ender
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__on_tick_nether
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