added entity API pose and fixed #180
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@@ -62,7 +62,7 @@ or an OVERLY complex example:
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or simply
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<pre>
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/script run print('There is'+for(rect(x,9,z,8,8,8), _ == 'diamond_ore')+' diamond ore around you')
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/script run print('There is '+for(rect(x,9,z,8,8,8), _ == 'diamond_ore')+' diamond ore around you')
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</pre>
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It definitely pays to check what higher level `scarpet` functions have to offer.
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@@ -112,16 +112,17 @@ Or rather:
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<pre>
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if
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(
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x<y+6,
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( x<y+6,
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(
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set(x,8+y,z,'air');
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plop(x,top('surface',x,z),z,'birch')
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),
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// else if
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sin(query(player(),'yaw'))>0.5,
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(
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plop(0,0,0,'boulder')
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),
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// else
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particle('fire',x,y,z)
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)
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</pre>
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@@ -134,8 +135,10 @@ have problems with them
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## Functions and scoping
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Users can define functions in the form `fun(args....) -> expression` and they are compiled and saved for further
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execution in this but also subsequent calls of /script command. Functions can also be assigned to variables,
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passed as arguments, called with `call` function, but in most cases you would want to call them directly by
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execution in this, but also subsequent calls of /script command, added to events, etc. Functions can also be
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assigned to variables,
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passed as arguments, called with `call('fun', args...)` function, but in most cases you would want to
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call them directly by
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name, in the form of `fun(args...)`. This means that once defined functions are saved with the world for
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further use. For variables, there are two types of them, global - which are shared anywhere in the code,
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and those are all which name starts with 'global_', and local variables which is everything else and those
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@@ -690,10 +693,10 @@ number('2')+number('2') => 4
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Returns a formatted string representing expression. Accepts formatting style accepted by `String.format`.
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Supported types (with `"%?"` syntax):
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* d, o, x: integers
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* a, e, f, g: floats
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* b: booleans
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* s: strings
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* `d`, `o`, `x`: integers, octal, hex
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* `a`, `e`, `f`, `g`: floats
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* `b`: booleans
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* `s`: strings
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<pre>
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str(null) => null
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@@ -720,7 +723,8 @@ the off-tick time in between ticks that didn't take 50ms. There are however bene
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like fine time control not relying on the tick clock, or running things independent on each other. You can still run
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your actions on tick-by-tick basis, either taking control of the execution using `game_tick()` API function
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(nasty solution), or scheduling tick using `schedule()` function (much nicer solution), but threading often gives
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the neatest solution to solve problems in parallel (see scarpet camera).
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the neatest solution to solve problems in parallel
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(see [scarpet camera](/src/main/resources/assets/carpet/scripts/camera.sc)).
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Due to limitations with the game, there are some limits to the threading as well. You cannot for
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instance `join_task()` at all from the main script and server thread, because any use of Minecraft specific
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@@ -2298,6 +2302,17 @@ Returns mob's attack target or null if none or not applicable.
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Returns creature's home position or null if none or not applicable.
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### `query(e, 'pose')`
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Returns a pose of an entity, one of the following options
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* `'standing'`
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* `'fall_flying'`
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* `'sleeping'`
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* `'swimming'`
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* `'spin_attack'`
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* `'crouching'`
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* `'dying'`
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### `query(e,'sneaking')`
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Boolean, true if entity is sneaking.
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@@ -218,6 +218,17 @@ Returns mob's attack target or null if none or not applicable.
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Returns creature's home position or null if none or not applicable.
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### `query(e, 'pose')`
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Returns a pose of an entity, one of the following options
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* `'standing'`
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* `'fall_flying'`
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* `'sleeping'`
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* `'swimming'`
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* `'spin_attack'`
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* `'crouching'`
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* `'dying'`
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### `query(e,'sneaking')`
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Boolean, true if entity is sneaking.
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@@ -4,6 +4,8 @@ import carpet.CarpetSettings;
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import carpet.fakes.WorldInterface;
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import carpet.utils.SpawnReporter;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.FenceGateBlock;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityCategory;
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import net.minecraft.entity.EntityData;
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@@ -13,6 +15,7 @@ import net.minecraft.entity.mob.MobEntity;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.nbt.CompoundTag;
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import net.minecraft.server.world.ServerWorld;
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import net.minecraft.tag.BlockTags;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Box;
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import net.minecraft.util.math.MathHelper;
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@@ -45,30 +48,78 @@ public class SpawnHelperMixin
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// various configurations, but solid and 'passable' blocks, like air, water grass, etc.
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// checking if in the BB of the entity are only passable blocks is very cheap and covers most cases
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// in case something more complex happens - we default to full block collision check
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if (CarpetSettings.lagFreeSpawning)
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if (!CarpetSettings.lagFreeSpawning)
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{
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BlockPos.Mutable blockpos = new BlockPos.Mutable();
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int minX = MathHelper.floor(bb.x1);
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int maxX = MathHelper.ceil(bb.x2);
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int minY = MathHelper.floor(bb.y1);
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int maxY = MathHelper.ceil(bb.y2);
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int minZ = MathHelper.floor(bb.z1);
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int maxZ = MathHelper.ceil(bb.z2);
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for (int y = minY; y < maxY; y++)
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for (int x = minX; x < maxX; x++)
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for (int z = minZ; z < maxZ; z++)
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return world.doesNotCollide(bb);
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}
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int minX = MathHelper.floor(bb.x1);
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int minY = MathHelper.floor(bb.y1);
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int minZ = MathHelper.floor(bb.z1);
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int maxY = MathHelper.ceil(bb.y2)-1;
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BlockPos.Mutable blockpos = new BlockPos.Mutable();
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if (bb.getXLength() <= 1) // small mobs
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{
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for (int y=minY; y <= maxY; y++)
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{
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blockpos.set(minX,y,minZ);
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VoxelShape box = world.getBlockState(blockpos).getCollisionShape(world, blockpos);
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if (box != VoxelShapes.empty())
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{
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if (box == VoxelShapes.fullCube())
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{
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return false;
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}
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else
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{
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blockpos.set(x, y, z);
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VoxelShape box = world.getBlockState(blockpos).getCollisionShape(world, blockpos);
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if ( box == VoxelShapes.empty())
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continue;
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if (Block.isShapeFullCube(box))
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return false;
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return world.doesNotCollide(bb);
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}
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}
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}
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return true;
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}
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return world.doesNotCollide(bb);
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// this code is only applied for mobs larger than 1 block in footprint
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int maxX = MathHelper.ceil(bb.x2)-1;
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int maxZ = MathHelper.ceil(bb.z2)-1;
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for (int y = minY; y <= maxY; y++)
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for (int x = minX; x <= maxX; x++)
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for (int z = minZ; z <= maxZ; z++)
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{
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blockpos.set(x, y, z);
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VoxelShape box = world.getBlockState(blockpos).getCollisionShape(world, blockpos);
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if (box != VoxelShapes.empty())
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{
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if (box == VoxelShapes.fullCube())
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{
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return false;
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}
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else
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{
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return world.doesNotCollide(bb);
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}
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}
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}
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int min_below = minY - 1;
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// we need to check blocks below for extended hitbox and in that case call
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// only applies to 'large mobs', slimes, spiders, magmacubes, ghasts, etc.
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for (int x = minX; x <= maxX; x++)
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{
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for (int z = minZ; z <= maxZ; z++)
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{
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blockpos.set(x, min_below, z);
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BlockState state = world.getBlockState(blockpos);
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Block block = state.getBlock();
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if (
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block.matches(BlockTags.FENCES) ||
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block.matches(BlockTags.WALLS) ||
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((block instanceof FenceGateBlock) && !state.get(FenceGateBlock.OPEN))
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)
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{
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if (x == minX || x == maxX || z == minZ || z == maxZ) return world.doesNotCollide(bb);
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return false;
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}
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}
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}
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return true;
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}
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@Redirect(method = "spawnEntitiesInChunk", at = @At(
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@@ -33,7 +33,6 @@ import net.minecraft.nbt.CompoundTag;
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import net.minecraft.predicate.entity.EntityPredicates;
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import net.minecraft.server.MinecraftServer;
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import net.minecraft.server.command.ServerCommandSource;
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import net.minecraft.server.integrated.IntegratedServer;
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import net.minecraft.server.network.ServerPlayerEntity;
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import net.minecraft.server.world.ServerWorld;
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import net.minecraft.text.LiteralText;
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@@ -53,8 +52,8 @@ import java.util.Collection;
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import java.util.EnumSet;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Locale;
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import java.util.Map;
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import java.util.Set;
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import java.util.function.BiConsumer;
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import java.util.function.BiFunction;
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import java.util.function.Predicate;
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@@ -274,6 +273,7 @@ public class EntityValue extends Value
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}
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return Value.NULL;
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});
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put("pose", (e, a) -> new StringValue(e.getPose().name().toLowerCase(Locale.ROOT)));
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put("sneaking", (e, a) -> e.isSneaking()?Value.TRUE:Value.FALSE);
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put("sprinting", (e, a) -> e.isSprinting()?Value.TRUE:Value.FALSE);
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put("swimming", (e, a) -> e.isSwimming()?Value.TRUE:Value.FALSE);
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