Added onExplosion Scarpet Event (#620)

* Added onExplosion Scarpet Event

* Reverted changes to Full.md

* Grammar corrections by James103

Co-authored-by: James103 <37945304+James103@users.noreply.github.com>

* Separated Explosion Mixins

Applied Ghoulboy78 suggestion.
WARNING: 'blocks' list is now empty if 'explosionNoBlockDamage' carpet rule is set to 'true'

* List Value from Triple

Suggested by Gnembon

* Explosion Mixin priority

Suggestion by Gnembon

* Added affectedEntities parameter

* Updated docs

* Optimizing calls

* Update src/main/java/carpet/helpers/OptimizedExplosion.java

* Update docs/scarpet/api/Events.md

Co-authored-by: gnembon <41132274+gnembon@users.noreply.github.com>

* Update docs/scarpet/api/Events.md

Co-authored-by: gnembon <41132274+gnembon@users.noreply.github.com>

* Update src/main/java/carpet/mixins/Explosion_scarpetEventMixin.java

Co-authored-by: gnembon <41132274+gnembon@users.noreply.github.com>

Co-authored-by: James103 <37945304+James103@users.noreply.github.com>
Co-authored-by: gnembon <41132274+gnembon@users.noreply.github.com>
This commit is contained in:
authored and GitHub committed 2021-04-08 18:05:13 -03:00
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@@ -79,6 +79,11 @@ 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, create_fire, blocks, entities)`
Triggered right before an explosion blows up and 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.
### `__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 +112,7 @@ 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.
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@@ -42,4 +42,5 @@ __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, create_fire, blocks, entities) ->
@@ -139,6 +139,7 @@
__on_player_respawns
__on_player_disconnects
__on_player_connects
__on_explosion
</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>