Merge docs for 'Carpet Mod 1.4.29 for Minecraft 1.16.5 and Minecraft 21w10a'

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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 `scarpet` provides a number of constants that can be used literally in scripts
* `null`: nothing, zilch, not even false * `null`: nothing, zilch, not even false
* `true`: pure true, or just 1 (one) * `true`: pure true, can act as `1`
* `false`: false truth, or true falsth, 0 (zero) actually * `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 * `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 * `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 => 1352
1357-'5' => 137 1357-'5' => 137
3*'foo'-'o' => 'fff' 3*'foo'-'o' => 'fff'
l(1,3,5)+7 => l(8,10,12) [1,3,5]+7 => [8,10,12]
</pre> </pre>
As you can see, values can behave differently when mixed with other types in the same expression. 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. any extra arguments.
<pre> <pre>
l(1,2,3) ~ 2 => 1 [1,2,3] ~ 2 => 1
l(1,2,3) ~ 4 => null [1,2,3] ~ 4 => null
'foobar' ~ 'baz' => null 'foobar' ~ 'baz' => null
'foobar' ~ '.b' => 'ob' 'foobar' ~ '.b' => 'ob'
@@ -430,10 +430,10 @@ Or an example to find if a player has specific enchantment on a held axe (either
<pre> <pre>
global_get_enchantment(p, ench) -> ( global_get_enchantment(p, ench) -> (
$ for(l('main','offhand'), $ for(['main','offhand'],
$ holds = query(p, 'holds', _); $ holds = query(p, 'holds', _);
$ if( holds, $ if( holds,
$ l(what, count, nbt) = holds; $ [what, count, nbt] = holds;
$ if( what ~ '_axe' && nbt ~ ench, $ if( what ~ '_axe' && nbt ~ ench,
$ lvl = max(lvl, number(nbt ~ '(?<=lvl:)\\d') ) $ lvl = max(lvl, number(nbt ~ '(?<=lvl:)\\d') )
$ ) $ )
@@ -470,8 +470,8 @@ Examples:
'foo'*3 => 'foofoofoo' 'foo'*3 => 'foofoofoo'
'foofoofoo' / 3 => 'foo' 'foofoofoo' / 3 => 'foo'
'foofoofoo'-'o' => 'fff' 'foofoofoo'-'o' => 'fff'
l(1,2,3)+1 => l(2,3,4) [1,2,3]+1 => [2,3,4]
b = l(100,63,100); b+l(10,0,10) => l(110,63,110) b = [100,63,100]; b+[10,0,10] => [110,63,110]
{'a' -> 1} + {'b' -> 2} => {'a' -> 1, 'b' -> 2} {'a' -> 1} + {'b' -> 2} => {'a' -> 1, 'b' -> 2}
</pre> </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 (`&&`). case of success returns first positive operand (`||`) or last one (`&&`).
<pre> <pre>
true || false => 1 true || false => true
null || false => 0 null || false => false
null != false || run('kill gnembon') => 1 // gnembon survives false || null => null
null != false && run('kill gnembon') => 0 // when cheats not allowed null != false || run('kill gnembon') // gnembon survives
null != false && run('kill gnembon') => 1 // gnembon dies, cheats allowed null != false && run('kill gnembon') // when cheats not allowed
null != false && run('kill gnembon') // gnembon dies, cheats allowed
</pre> </pre>
### `Assignment Operators = <> +=` ### `Assignment Operators = <> +=`
@@ -531,11 +532,11 @@ require rewriting of the array anyways.
<pre> <pre>
a = 5 => a == 5 a = 5 => a == 5
l(a,b,c) = l(3,4,5) => a==3, b==4, c==5 [a,b,c] = [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) [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,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 = l(1,2,3); a += 4 => [1,2,3,4] a = [1,2,3]; a += 4 => [1,2,3,4]
a = l(1,2,3,4); a = filter(a,_!=2) => [1,3,4] a = [1,2,3,4]; a = filter(a,_!=2) => [1,3,4]
</pre> </pre>
### `Unary Operators - +` ### `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` flips boolean condition of the expression. Equivalent of `bool(expr)==false`
<pre> <pre>
!true => 0 !true => false
!false => 1 !false => true
!null => 1 !null => true
!5 => 0 !5 => false
!l() => 1 !l() => true
!l(null) => 0 !l(null) => false
</pre> </pre>
# Arithmetic operations # Arithmetic operations
@@ -696,30 +697,31 @@ as well as minecraft related concepts like `block`, `entity`, `nbt`, `text`.
### `bool(expr)` ### `bool(expr)`
Returns a boolean context of the expression. Note that there are no true/false values in scarpet. `true` is Returns a boolean context of the expression.
alias of 1, and `false` is 0\. Bool is also interpreting string values as boolean, which is different from other 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 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> <pre>
bool(pi) => 1 bool(pi) => true
bool(false) => 0 bool(false) => false
bool('') => 0 bool('') => false
bool(l()) => 0 bool(l()) => false
bool(l('')) => 1 bool(l('')) => true
bool('foo') => 1 bool('foo') => true
bool('false') => 0 bool('false') => false
bool('nulL') => 0 bool('nulL') => false
if('false',1,0) => 1 if('false',1,0) => true
</pre> </pre>
### `number(expr)` ### `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> <pre>
number(null) => null number(null) => 0
number(false) => 0 number(false) => 0
number(true) => 1
number('') => null number('') => null
number('3.14') => 3.14 number('3.14') => 3.14
number(l()) => 0 number(l()) => 0
@@ -747,15 +749,15 @@ Supported types (with `"%<?>"` syntax):
* `%%`: '%' character * `%%`: '%' character
<pre> <pre>
str(null) => null str(null) => 'null'
str(false) => 0 str(false) => 'false'
str('') => null str('') => ''
str('3.14') => 3.14 str('3.14') => '3.14'
str(l()) => 0 str([]) => '[]'
str(l('')) => 1 str(['']) => '[]'
str('foo') => null str('foo') => 'foo'
str('3bar') => null str('3bar') => '3bar'
str(2)+str(2) => 22 str(2)+str(2) => '22'
str('pi: %.2f',pi) => 'pi: 3.14' str('pi: %.2f',pi) => 'pi: 3.14'
str('player at: %d %d %d',pos(player())) => 'player at: 567, -2423, 124' str('player at: %d %d %d',pos(player())) => 'player at: 567, -2423, 124'
</pre> </pre>
@@ -916,7 +918,7 @@ same random object. Scarpet keeps track of up to 1024 custom random number gener
<pre> <pre>
map(range(10), floor(rand(10))) => [5, 8, 0, 6, 9, 3, 9, 9, 1, 8] 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] 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> </pre>
@@ -1217,12 +1219,12 @@ 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. and `continue` have no sense and cannot be used inside of `expr` body.
<pre> <pre>
all([1,2,3], check_prime(_)) => 1 all([1,2,3], check_prime(_)) => true
all(neighbours(x,y,z), _=='stone') => 1 // if all neighbours of [x, y, z] are stone 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), l(x,y,z)=pos(_); all(rect(x,y,z,1,0,1),_=='bedrock') ), pos(_) ) 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]] => [[-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 // 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), 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]] 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 // ditto, but requiring at most 7 bedrock block in the 18 blocks below them
@@ -1475,15 +1477,73 @@ 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. 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 `try` evaluates expression, allowing capturing exceptions that would be thrown inside `expr` statement. The exceptions can be
inside `expr`. In that case the `catch_expr` is evaluates with `_` set to the argument `throw` was called with. thrown explicitly using `throw()` or internally by scarpet where code is correct but detects illegal state. The 2-argument form
This mechanic accepts skipping thrown value - it throws null instead, and catch expression - then try returns catches only user-thrown exceptions and one argument call `try(expr)` is equivalent to `try(expr, null)`,
null as well This mechanism allows to terminate large portion of a convoluted call stack and continue program or `try(expr, 'user_exception', null)`. If multiple `type-catch` pairs are defined, the execution terminates on the first
execution. There is only one level of exceptions currently in carpet, so if the inner function also defines applicable type for the exception thrown. Therefore, even if the caught exception matches multiple filters, only
the `try` catchment area, it will received the exception first, but it can technically rethrow the value its the first matching block will be executed.
getting for the outer scope. Unhandled throw acts like an exit statement.
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_read_error`: Incorrect input NBT file.
- `json_read_error`: Incorrect input 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?)` ### `if(cond, expr, cond?, expr?, ..., default?)`
@@ -1518,12 +1578,12 @@ 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`. than calling it multiple times. `get(get(foo,a),b)` is equivalent to `get(foo, a, b)`, or `foo:a:b`.
<pre> <pre>
get(l(range(10)), 5) => 5 get([range(10)], 5) => 5
get(l(range(10)), -1) => 9 get([range(10)], -1) => 9
get(l(range(10)), 10) => 0 get([range(10)], 10) => 0
l(range(10)):93 => 3 [range(10)]:93 => 3
get(player() ~ 'nbt', 'Health') => 20 // inefficient way to get player health, use player() ~ 'health' instead 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> </pre>
### `has(container, address, ...), has(lvalue)` ### `has(container, address, ...), has(lvalue)`
@@ -1595,13 +1655,13 @@ of the existing elements. Use `replace` to remove and replace existing element.
and merges keys from `value` with the compound tag under the path and merges keys from `value` with the compound tag under the path
<pre> <pre>
a = l(1, 2, 3); put(a, 1, 4); a => [1, 4, 3] a = [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 = [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 = [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 = [1, 2, 3]; put(a, null, [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 = [1, 2, 3]; put(a, 1, [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 = [[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 = m(1,2,3,4); put(a, 5, null); a => {1: null, 2: null, 3: null, 4: null, 5: null} 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('{}'); 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: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 tag = nbt('{a:[{lvl:[1,2,3]},{lvl:[3,2,1]},{lvl:[4,5,6]}]}'); put(tag, 'a[].lvl', 1, 2); tag
@@ -1682,10 +1742,10 @@ 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). cannot go back nor track where they are in the sequence (see examples).
<pre> <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', 0, 1) => 'f'
slice('foobar', 3) => 'bar' 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] slice(range(10), 5) => [5, 6, 7, 8, 9]
r = range(100); [slice(r, 5, 7), slice(r, 1, 3)] => [[5, 6], [8, 9]] r = range(100); [slice(r, 5, 7), slice(r, 1, 3)] => [[5, 6], [8, 9]]
</pre> </pre>
@@ -1720,7 +1780,7 @@ Primarily to be used in higher order functions
<pre> <pre>
range(10) => [...] 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] map(range(10),_*_) => [0, 1, 4, 9, 16, 25, 36, 49, 64, 81]
reduce(range(10),_a+_, 0) => 45 reduce(range(10),_a+_, 0) => 45
range(5,10) => [5, 6, 7, 8, 9] range(5,10) => [5, 6, 7, 8, 9]
@@ -2077,6 +2137,8 @@ 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 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: 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'); <pre>set(10,10,10,'stone');
scan(10,10,10,0,0,0, b = _); scan(10,10,10,0,0,0, b = _);
set(10,10,10,'air'); set(10,10,10,'air');
@@ -2106,6 +2168,8 @@ 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 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> <pre>
set(0,5,0,'bedrock') => bedrock set(0,5,0,'bedrock') => bedrock
set(l(0,5,0), 'bedrock') => bedrock set(l(0,5,0), 'bedrock') => bedrock
@@ -2184,6 +2248,8 @@ but doesn't open chests / containers, so have no effect on interactive blocks, l
Returns true if placement/use was Returns true if placement/use was
successful, false otherwise. successful, false otherwise.
Throws `unknown_item` if `item` doesn't exist
<pre> <pre>
place_item('stone',x,y,z) // places a stone block on x,y,z block 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 place_item('piston,x,y,z,'down') // places a piston facing down
@@ -2202,6 +2268,8 @@ 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 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. 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)` ### `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 Changes the biome at that block position. if update is specified and false, then chunk will not be refreshed
@@ -2212,6 +2280,8 @@ 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 specific Y coordinate of the biome you want to change, and it affects roughly 4x4x4 area (give or take some random
noise). noise).
Throws `unknown_biome` if the `biome_name` doesn't exist.
### `update(pos)` ### `update(pos)`
Causes a block update at position. Causes a block update at position.
@@ -2236,6 +2306,8 @@ 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 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 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 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: for mining. Obviously, in this case the use of `harvest` would be much more applicable:
@@ -2327,6 +2399,8 @@ 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. `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> <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) => {waterlogged: false, half: top, open: false, ...}
set(x,y,z,'iron_trapdoor','half','top'); block_state(x,y,z,'half') => top set(x,y,z,'iron_trapdoor','half','top'); block_state(x,y,z,'half') => top
@@ -2347,6 +2421,8 @@ 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 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. to this tag, and `true` if the block belongs to the tag.
Throws `unknown_block` if `block` doesn't exist
### `block_data(pos)` ### `block_data(pos)`
Return NBT string associated with specific location, or null if the block does not carry block data. Can be currently Return NBT string associated with specific location, or null if the block does not carry block data. Can be currently
@@ -2381,9 +2457,9 @@ 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. 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 * `'top_material'`: unlocalized block representing the top surface material
* `'under_material'`: unlocalized block representing what sits below topsoil * `'under_material'`: unlocalized block representing what sits below topsoil
* `'category'`: the parent biome this biome is derived from. Possible values include: * `'category'`: the parent biome this biome is derived from. Possible values include:
@@ -2772,6 +2848,7 @@ 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 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. should be generated there.
Throws `unknown_structure` if structure doesn't exist.
### `structures(pos), structures(pos, structure_name)` ### `structures(pos), structures(pos, structure_name)`
@@ -2805,6 +2882,8 @@ structure starts.
Requires a `Structure Variant` or `Standard Structure` name (see above). If standard name is used, the variant of the 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. 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)` ### `plop(pos, what)`
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates. Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
@@ -2827,7 +2906,9 @@ 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, 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. 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 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). generator settings to the overworld, and the optional custom seed (or using current world seed, if not provided).
@@ -3082,7 +3163,7 @@ 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')` ### `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> <pre>
query(e,'name') => Leatherworker query(e,'name') => Leatherworker
@@ -3808,14 +3889,16 @@ 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. 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. 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 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)` ### `stack_limit(item)`
Returns number indicating what is the stack limit for the item. Its typically 1 (non-stackable), 16 (like buckets), Returns number indicating what is the stack limit for the item. Its typically 1 (non-stackable), 16 (like buckets),
@@ -3823,6 +3906,8 @@ 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 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. negative is the same as empty.
Throws `unknown_item` if item doesn't exist.
<pre> <pre>
stack_limit('wooden_axe') => 1 stack_limit('wooden_axe') => 1
stack_limit('ender_pearl') => 16 stack_limit('ender_pearl') => 16
@@ -3833,6 +3918,8 @@ stack_limit('stone') => 64
Returns the string representing the category of a given item, like `building_blocks`, `combat`, or `tools`. 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> <pre>
item_category('wooden_axe') => tools item_category('wooden_axe') => tools
item_category('ender_pearl') => misc item_category('ender_pearl') => misc
@@ -3955,6 +4042,8 @@ 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 inventory_drop(x,y,z, 0) => 64 // removed and spawned in the world a full stack of items
</pre> </pre>
Throws `unknown_item` if item doesn't exist.
### `inventory_remove(inventory, item, amount?)` ### `inventory_remove(inventory, item, amount?)`
Removes amount (defaults to 1) of item from inventory. If the inventory doesn't have the defined amount, nothing Removes amount (defaults to 1) of item from inventory. If the inventory doesn't have the defined amount, nothing
@@ -4357,6 +4446,8 @@ Adds a new objective to scoreboard. If `criterion` is not specified, assumes `'d
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 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` If the objective was added, returns `true`. If nothing is affected, returns `null`
Throws `unknown_criterion` if criterion doesn't exist.
<pre> <pre>
scoreboard_add('counter') scoreboard_add('counter')
scoreboard_add('lvl','level') scoreboard_add('lvl','level')
@@ -4520,6 +4611,8 @@ Valid mixer options are `master`, `music`, `record`, `weather`, `block`, `hostil
and `voice`. `pos` can be either a block, triple of coords, or a list of thee numbers. Uses the same options as a 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. corresponding `playsound` command.
Throws `unknown_sound` if sound doesn't exist.
## Particles ## Particles
### `particle(name, pos, count?. spread?, speed?, player?)` ### `particle(name, pos, count?. spread?, speed?, player?)`
@@ -4529,12 +4622,15 @@ of 0, and to all players nearby, but these options can be changed via optional a
command on details on those options. Valid particle names are 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'`. for example `'angry_villager', 'item diamond', 'block stone', 'dust 0.8 0.1 0.1 4'`.
Throws `unknown_particle` if particle doesn't exist.
### `particle_line(name, pos, pos2, density?, player?)` ### `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 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 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. that player will receive particles.
Throws `unknown_particle` if particle doesn't exist.
### `particle_box(name, pos, pos2, density?, player?)` ### `particle_box(name, pos, pos2, density?, player?)`
### `particle_rect` (deprecated) ### `particle_rect` (deprecated)
@@ -4542,6 +4638,8 @@ 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 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. supplied, only that player will receive particles.
Throws `unknown_particle` if particle doesn't exist.
## Markers ## Markers
### `draw_shape(shape, duration, key?, value?, ... )`, ### `draw_shape(shape, duration, key?, value?, ... )`,
@@ -4828,6 +4926,10 @@ 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 write is beneficial for writing speed. To send multiple packs of data, either provide them flat or as a list in the
third argument. 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.
<pre> <pre>
write_file('foo', 'shared_text, ['one', 'two']); write_file('foo', 'shared_text, ['one', 'two']);
write_file('foo', 'shared_text', 'three\n', 'four\n'); write_file('foo', 'shared_text', 'three\n', 'four\n');
@@ -4879,6 +4981,8 @@ 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. 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)` ### `store_app_data(tag)`
Note: `store_app_data(tag, file)` and `store_app_data(tag, file, shared?)` usages deprecated. Use `write_file` instead. Note: `store_app_data(tag, file)` and `store_app_data(tag, file, shared?)` usages deprecated. Use `write_file` instead.
@@ -4893,6 +4997,83 @@ 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`. 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()` ### `tick_time()`
Returns server tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time. Returns server tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time.
@@ -4956,6 +5137,8 @@ Evaluates the expression `expr` with different dimension execution context. `smt
world-localized block, so not `block('stone')`, or a string representing a dimension like: world-localized block, so not `block('stone')`, or a string representing a dimension like:
`'nether'`, `'the_nether'`, `'end'` or `'overworld'`, etc. `'nether'`, `'the_nether'`, `'end'` or `'overworld'`, etc.
Throws `unknown_dimension` if provided dimension can't be found.
### `view_distance()` ### `view_distance()`
Returns the view distance of the server. Returns the view distance of the server.
@@ -5010,6 +5193,7 @@ Available options in the scarpet app space:
Relevant world related properties Relevant world related properties
* `world_name` - name of the world * `world_name` - name of the world
* `world_seed` - a numeric seed 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_path` - full path to the world saves folder
* `world_folder` - name of the direct folder in the saves that holds world files * `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_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.