moved scarpet docs to markdown files

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# Auxiliary aspects
Collection of other methods that control smaller, yet still important aspects of the game
## Sounds
### `sound(name, pos, volume?, pitch?)`
Plays a specific sound `name`, at block or position `pos`, with optional `volume` and modified `pitch`. `pos` can be
either a block, triple of coords, or a list of thee numbers. Uses the same options as a corresponding `playsound` command.
## Particles
### `particle(name, pos, count?. spread?, speed?, playername?)`
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'`.
### `particle_line(name, pos, pos2, density?)`
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.
### `particle_rect(name, pos, pos2, density?)`
Renders a cuboid of particles between point `pos` to `pos2` with supplied density.
## Markers
### `create_marker(text, pos, rotation?, block?)`
Spawns a (permanent) marker entity with text or block at position. Returns that entity for further manipulations.
Unloading the app that spawned them will cause all the markers from the loaded portion of the world to be removed.
Also - if the game loads that marker in the future and the app is not loaded, it will be removed as well.
### `remove_all_markers()`
Removes all scarpet markers from the loaded portion of the world created by this app, in case you didn't want to do
the proper cleanup.
## System function
### `nbt(expr)`
Treats the argument as a nbt serializable string and returns its nbt value. In case nbt is not in a correct nbt
compound tag format, it will return `null` value.
Consult section about container operations in `Expression` to learn about possible operations on nbt values.
### `escape_nbt(expr)`
Excapes all the special characters in the string or nbt tag and returns a string that can be stored in nbt directly
as a string value.
### `print(expr)`
Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everyting to stderr.
### `logger(expr)`
Prints the message to system logs, and not to chat.
### `run(expr)`
Runs a vanilla command from the string result of the `expr` and returns its success count
<pre>
run('fill 1 1 1 10 10 10 air') -> 123 // 123 block were filled, this operation was successful 123 times out of a possible 1000 blocks volume
run('give @s stone 4') -> 1 // this operation was successful once
</pre>
### `save()`
Performs autosave, saves all chunks, player data, etc. Useful for programs where autosave is disabled due to
performance reasons and saves the world only on demand.
### `load_app_data(), load_app_data(file)`
Loads the app data associated with the app from the world /scripts folder. Without argument returns the memory
managed and buffered / throttled NBT tag. With a file name - reads explicitly a file with that name from the
scripts folder.
You can use app data to save non-vanilla information separately from the world and other scripts.
### `store_app_data(tag), store_app_data(tag, file)`
Stores the app data associated with the app from the world /scripts folder. With the `file` parameter saves
immediately and with every call, without `file` parameter, it may take up to 10 seconds for the output file
to sync preventing flickering in case this tag changes frequently. It will be synced when server closes.
### `tick_time()`
Returns game tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time
### `game_tick(mstime?)`
Causes game to run for one tick. By default runs it and returns control to the program, but can optionally
accept expected tick length, in milliseconds. You can't use it to permanently change the game speed, but setting
longer commands with custom tick speeds can be interrupted via `/script stop` command
<pre>
loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
loop(1000,game_tick(100)) // runs the game twice as slow for 1000 ticks
</pre>
### `seed()`
Returns current world seed.
### `current_dimension()`
Returns current dimension that the script runs in.
### `in_dimension(smth, expr)`
Evaluates the expression `expr` with different dimension execution context. `smth` can be an entity,
world-localized block, so not `block('stone')`, or a string representing a dimension like:
`'nether'`, `'the_nether'`, `'end'` or `'overworld'`, etc.
### `schedule(delay, function, args...)`
Schedules a user defined function to run with a specified `delay` ticks of delay. Scheduled functions run at the end
of the tick, and they will run in order they were scheduled.
### `statistic(player, category, entry)`
Queries in-game statistics for certain values. Categories include:
* `mined`: blocks mined
* `crafted`: items crafted
* `used`: items used
* `broken`: items broken
* `picked_up`: items picked up
* `dropped`: items dropped
* `killed`: mobs killed
* `killed_by`: blocks mined
* `custom`: various random stats
For the options of `entry`, consult your statistics page, or give it a guess.
The call will return `null` if the statistics options are incorrect, or player didn't get these in their history.
If the player encountered the statistic, or game created for him empty one, it will return a number.
Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. With `null` response
it could either mean your input is wrong, or statistic has effectively a value of `0`.
### `plop(pos, what)`
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
would result either in the same structure generated on top of each other, or with different state, but same position.
Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
limitations may still cause some of structures/features not to place. Some features require special blocks to be
present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
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.
`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
that they will generate properly randomly, not the same time every time.
Structure list:
* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
* `mansion`: Woodland Mansion
* `jungle_temple`: Jungle Temple
* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
* `end_city`: End City with Shulkers
* `igloo`: Igloo
* `shipwreck`: Shipwreck, version1?
* `shipwreck2`: Shipwreck, version2?
* `witch_hut`
* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
* `treasure`: A treasure chest. Yes, its a whole structure.
* `pillager_outpost`: A pillager outpost.
* `mineshaft`: A mineshaft.
* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
* `village`: Plains, oak village.
* `village_desert`: Desert, sandstone village.
* `village_savanna`: Savanna, acacia village.
* `village_taiga`: Taiga, spruce village.
* `village_snowy`: Resolute, Canada.
Feature list:
* `oak`
* `oak_beehive`: oak with a hive (1.15+).
* `oak_large`: oak with branches.
* `oak_large_beehive`: oak with branches and a beehive (1.15+).
* `birch`
* `birch_large`: tall variant of birch tree.
* `shrub`: low bushes that grow in jungles.
* `shrub_acacia`: low bush but configured with acacia (1.14 only)
* `shrub_snowy`: low bush with white blocks (1.14 only)
* `jungle`: a tree
* `jungle_large`: 2x2 jungle tree
* `spruce`
* `spruce_large`: 2x2 spruce tree
* `pine`: spruce with minimal leafage (1.15+)
* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
* `spruce_matchstick`: see 1.15 pine (1.14 only).
* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
* `dark_oak`
* `acacia`
* `oak_swamp`: oak with more leaves and vines.
* `well`: desert well
* `grass`: a few spots of tall grass
* `grass_jungle`: little bushier grass feature (1.14 only)
* `lush_grass`: grass with patchy ferns (1.15+)
* `tall_grass`: 2-high grass patch (1.15+)
* `fern`: a few random 2-high ferns
* `cactus`: random cacti
* `dead_bush`: a few random dead bushi
* `fossils`: underground fossils, placement little wonky
* `mushroom_brown`: large brown mushroom.
* `mushroom_red`: large red mushroom.
* `ice_spike`: ice spike. Require snow block below to place.
* `glowstone`: glowstone cluster. Required netherrack above it.
* `melon`: a patch of melons
* `melon_pile`: a pile of melons (1.15+)
* `pumpkin`: a patch of pumpkins
* `pumpkin_pile`: a pile of pumpkins (1.15+)
* `sugarcane`
* `lilypad`
* `dungeon`: Dungeon. These are hard to place, and fail often.
* `iceberg`: Iceberg. Generate at sea level.
* `iceberg_blue`: Blue ice iceberg.
* `lake`
* `lava_lake`
* `end_island`
* `chorus`: Chorus plant. Require endstone to place.
* `sea_grass`: a patch of sea grass. Require water.
* `sea_grass_river`: a variant.
* `kelp`
* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
* `coral`: random coral structure. Require water to spawn.
* `sea_pickle`
* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
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# Iterating over larger areas of blocks
These functions help scan larger areas of blocks without using generic loop functions, like nested `loop`.
### `scan(cx, cy, cz, dx, dy, dz, px?, py?, pz?, expr)`
Evaluates expression over area of blocks defined by its center (`cx, cy, cz`), expanded in all directions
by `dx, dy, dz` blocks, or optionally in negative with `d` coords, and `p` coords in positive values. `expr`
receives `_x, _y, _z` as coords of current analyzed block and `_`, which represents the block itself.
### `volume(x1, y1, z1, x2, y2, z2, expr)`
Evaluates expression for each block in the area, the same as the `scan`function, but using two opposite corners of
the rectangular cuboid. Any corners can be specified, its like you would do with `/fill` command.
### `neighbours(x, y, z), neighbours(block), neighbours(l(x,y,z))`
Returns the list of 6 neighbouring blocks to the argument. Commonly used with other loop functions like `for`.
<pre>
for(neighbours(x,y,z),air(_)) => 4 // number of air blocks around a block
</pre>
### `rect(cx, cy, cz, dx?, dy?, dz?, px?, py?, pz?)`
returns an iterator, just like `range` function that iterates over rectangular cubarea of blocks. If only center
point is specified, it iterates over 27 blocks. If `d` arguments are specified, expands selection of respective
number of blocks in each direction. If `p` arguments are specified, it uses `d` for negative offset, and `p` for positive.
### `diamond(cx, cy, cz, radius?, height?)`
Iterates over a diamond like area of blocks. With no radius and height, its 7 blocks centered around the middle
(block + neighbours). With a radius specified, it expands shape on x and z coords, and with a custom height, on y.
Any of these can be zero as well. radius of 0 makes a stick, height of 0 makes a diamond shape pad.
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# Blocks / World API
## Specifying blocks
### `block(x, y, z)`, `block(l(x,y,z))`, `block(state)`
Returns either a block from specified location, or block with a specific state (as used by `/setblock` command),
so allowing for block properties, block entity data etc. Blocks otherwise can be referenced everywhere by its simple
string name, but its only used in its default state.
<pre>
block('air') => air
block('iron_trapdoor[half=top]') => iron_trapdoor
block(0,0,0) == block('bedrock') => 1
block('hopper[facing=north]{Items:[{Slot:1b,id:"minecraft:slime_ball",Count:16b}]}') => hopper
</pre>
Retrieving a block with `block` function has also a side-effect of evaluating its current state and data.
So if you use it later it will reflect block state and data of the block that was when block was called, rather than
when it was used. Block values passed in various places like `scan` functions, etc, are not fully evaluated unless
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:
<pre>set(10,10,10,'stone');
scan(10,10,10,0,0,0, b = _);
set(10,10,10,'air');
print(b); // 'air', block was remembered 'lazily', and evaluated by `print`, when it was already set to air
set(10,10,10,'stone');
scan(10,10,10,0,0,0, b = block(_));
set(10,10,10,'air');
print(b); // 'stone', block was evaluated 'eagerly' but call to `block`
</pre>
## World Manipulation
All the functions below can be used with block value, queried with coord triple, or 3-long list. All `pos` in the
functions referenced below refer to either method of passing block position.
### `set(pos, block, property?, value?, ...)`
First part of the `set` function is either a coord triple, list of three numbers, or other block with coordinates.
Second part, `block` is either block value as a result of `block()` function string value indicating the block name,
and optional `property - value` pairs for extra block properties. If `block` is specified only by name, then if a
destination block is the same the `set` operation is skipped, otherwise is executed, for other potential extra
properties.
The returned value is either the block state that has been set, or `false` if block setting was skipped
<pre>
set(0,5,0,'bedrock') => bedrock
set(l(0,5,0), 'bedrock') => bedrock
set(block(0,5,0), 'bedrock') => bedrock
scan(0,5,0,0,0,0,set(_,'bedrock')) => 1
set(pos(players()), 'bedrock') => bedrock
set(0,0,0,'bedrock') => 0 // or 1 in overworlds generated in 1.8 and before
scan(0,100,0,20,20,20,set(_,'glass'))
// filling the area with glass
scan(0,100,0,20,20,20,set(_,block('glass')))
// little bit faster due to internal caching of block state selectors
b = block('glass'); scan(0,100,0,20,20,20,set(_,b))
// yet another option, skips all parsing
set(x,y,z,'iron_trapdoor') // sets bottom iron trapdoor
set(x,y,z,'iron_trapdoor[half=top]') // Incorrect. sets bottom iron trapdoor - no parsing of properties
set(x,y,z,'iron_trapdoor','half','top') // correct - top trapdoor
set(x,y,z, block('iron_trapdoor[half=top]')) // also correct, block() provides extra parsing
set(x,y,z,'hopper[facing=north]{Items:[{Slot:1b,id:"minecraft:slime_ball",Count:16b}]}') // extra block data
</pre>
### `without_updates(expr)`
Evaluates subexpression without causing updates when blocks change in the world
Consider following scenario: We would like to generate a bunch of terrain in a flat world following a perling noise
generator. The following code causes cascading effect as blocks placed on chunk borders will cause other chunks to get
loaded to full, thus generated:
<pre>
__config() -> m(l('scope', 'global'));
__on_chunk_generated(x, z) -> (
scan(x,0,z,0,0,0,15,15,15,
if (perlin(_x/16, _y/8, _z/16) > _y/16,
set(_, 'black_stained_glass');
)
)
)
</pre>
The following addition resolves this issue, by not allowing block updates pass chunk borders:
<pre>
__config() -> m(l('scope', 'global'));
__on_chunk_generated(x, z) -> (
without_updates(
scan(x,0,z,0,0,0,15,15,15,
if (perlin(_x/16, _y/8, _z/16) > _y/16,
set(_, 'black_stained_glass');
)
)
)
)
</pre>
### `place_item(item, pos, facing?, sneak?)`
Places a given item in the world like it was placed by a player. Item names are default minecraft item name,
less the minecraft prefix. Default facing is 'up', but there are other options: 'down', 'north', 'east', 'south',
'west', but also there are other secondary directions important for placement of blocks like stairs, doors, etc.
Try experiment with options like 'north-up' which is placed facing north with cursor pointing to the upper part of the
block, or 'up-north', which means a block placed facing up (player looking down) and placed smidge away of the block
center towards north. Optional sneak is a boolean indicating if a player would be sneaking while placing the
block - this option only affects placement of chests and scaffolding at the moment. Returns true if placement was
successful, false otherwise.
<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
place_item('carrot',x,y,z) // attempts to plant a carrot plant. Returns true if could place carrots at that position.
</pre>
### `set_poi(pos, type, occupancy?)`
Sets a Point of Interest (POI) of a specified type with optional custom occupancy. By default new POIs are not occupied.
If type is `null`, POI at position is removed. In any case, previous POI is also removed. Available POI types are:
* `'unemployed', 'armorer', 'butcher', 'cartographer', 'cleric', 'farmer', 'fisherman', 'fletcher', 'leatherworker', 'librarian', 'mason', 'nitwit', 'shepherd', 'toolsmith', 'weaponsmith', 'home', 'meeting', 'beehive', 'bee_nest', 'nether_portal'`
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.
### `set_biome(pos, biome_name)`
changes biome at that block position.
### `update(pos)`
Causes a block update at position.
### `block_tick(pos)`
Causes a block to tick at position.
### `random_tick(pos)`
Causes a random tick at position.
### `destroy(pos), destroy(pos, -1), destroy(pos, <N>), destroy(pos, tool, nbt?)`
Destroys the block like it was mined by a player. Add -1 for silk touch, and positive number for fortune level.
If tool is specified, and optionally its nbt, it will use that tool and will attempt to mine the block with this tool.
If called without item context, this function, unlike harvest, will affect all kinds of blocks. If called with item
in context, it will fail to break blocks that cannot be broken by a survival player.
Without item context it returns `false` if failed to destroy the block and `true` if block breaking was successful.
In item context, `true` means that breaking item has no nbt to use, `null` indicating that the tool should be
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
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:
<pre>
mine(x,y,z) ->
(
p = player();
slot = p~'selected_slot';
item_tuple = inventory_get(p, slot);
if (!item_tuple, destroy(x,y,z,'air'); return()); // empty hand, just break with 'air'
l(item, count, tag) = item_tuple;
tag_back = destroy(x,y,z, item, tag);
if (tag_back == false, // failed to break the item
return(tag_back)
);
if (tag_back == true, // block broke, tool has no tag
return(tag_back)
);
if (tag_back == null, //item broke
delete(tag:'Damage');
inventory_set(p, slot, count-1, item, tag);
return(tag_back)
);
if (type(tag_back) == 'nbt', // item didn't break, here is the effective nbt
inventory_set(p, slot, count, item, tag_back);
return(tag_back)
);
print('How did we get here?');
)
</pre>
### `harvest(player, pos)`
Causes a block to be harvested by a specified player entity. Honors player item enchantments, as well as damages the
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.
## Block and World querying
### `pos(block), pos(entity)`
Returns a triple of coordinates of a specified block or entity. Technically entities are queried with `query` function
and the same can be achieved with `query(entity,'pos')`, but for simplicity `pos` allows to pass all positional objects.
<pre>
pos(block(0,5,0)) => l(0,5,0)
pos(players()) => l(12.3, 45.6, 32.05)
pos(block('stone')) => Error: Cannot fetch position of an unrealized block
</pre>
### `pos_offset(pos, direction, amount?)`
Returns a coords triple that is offset in a specified `direction` by `amount` of blocks. The default offset amount is
1 block. To offset into opposite facing, use negative numbers for the `amount`.
<pre>
pos_offset(block(0,5,0), 'up', 2) => l(0,7,0)
pos_offset(l(0,5,0), 'up', -2 ) => l(0,3,0)
</pre>
### `block_properties(pos)`
Returns a list of available block properties for a particular block. If a block has no properties, returns an empty list.
### `property(pos, name)`
Returns property of block at `pos`, or specified by `block` argument. If a block doesn't have that property, `null`
value is returned. Returned values are always strings. It is expected from the user to know what to expect and convert
values to numbers using `number()` function or booleans using `bool()` function.
<pre>
set(x,y,z,'iron_trapdoor','half','top'); property(x,y,z,'half') => top
set(x,y,z,'air'); property(x,y,z,'half') => null
property(block('iron_trapdoor[half=top]'),'half') => top
property(block('iron_trapdoor[half=top]'),'powered') => false
bool(property(block('iron_trapdoor[half=top]'),'powered')) => 0
</pre>
### `block_data(pos)`
Return NBT string associated with specific location, or null if the block does not carry block data. Can be currently
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), poi(pos, radius, status)`
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 `radius` and `status`, returns a list of POIs around `pos` within a given `radius`.
If `status` is specified (either 'available', or 'occupied') returns only POIs with that status. The return format is
again, poi type, occupancy load, and extra tripple of coordinates.
Querying for POIs using the radius is intended use of POI mechanics and ability of accessing individual POIs
via `poi(pos)` in only provided for completness.
<pre>
poi(x,y,z) => null // nothing set at position
poi(x,y,z) => ['meeting',3] // its a bell-type meeting point occupied by 3 villagers
poi(x,y,z,5) => [] // nothing around
poi(x,y,z,5) => [['nether_portal',0,[7,8,9]],['nether_portal',0,[7,9,9]]] // two portal blocks in the range
</pre>
### `biome(pos)`
returns biome at that block position.
### `solid(pos)`
Boolean function, true if the block is solid
### `air(pos)`
Boolean function, true if a block is air.... or cave air... or void air.... or any other air they come up with.
### `liquid(pos)`
Boolean function, true if the block is liquid, or liquidlogged
### `flammable(pos)`
Boolean function, true if the block is flammable
### `transparent(pos)`
Boolean function, true if the block is transparent
### `opacity(pos)`
Numeric, returning opacity level of a block
### `blocks_daylight(pos)`
Boolean function, true if the block blocks daylight
### `emitted_light(pos)`
Numeric, returning light level emitted from block
### `light(pos)`
Integer function, returning total light level at position
### `block_light(pos)`
Integer function, returning block light at position. From torches and other light sources.
### `sky_light(pos)`
Numeric function, returning sky light at position. From the sky access.
### `see_sky(pos)`
Boolean function, returning true if the block can see sky.
### `hardness(pos)`
Numeric function, indicating hardness of a block.
### `blast_resistance(pos)`
Numeric function, indicating blast_resistance of a block.
### `in_slime_chunk(pos)`
Boolean indicating if the given block position is in a slime chunk.
### `top(type, pos)`
Returns the Y value of the topmost block at given x, z coords (y value of a block is not important), according to the
heightmap specified by `type`. Valid options are:
* `light`: topmost light blocking block (1.13 only)
* `motion`: topmost motion blocking block
* `terrain`: topmost motion blocking block except leaves
* `ocean_floor`: topmost non-water block
* `surface`: topmost surface block
<pre>
top('motion', x, y, z) => 63
top('ocean_floor', x, y, z) => 41
</pre>
### `loaded(pos)`
Boolean function, true if the block is accessible for the game mechanics. Normally `scarpet` doesn't check if operates
on loaded area - the game will automatically load missing blocks. We see this as advantage. Vanilla `fill/clone`
commands only check the specified corners for loadness.
To check if block is truly loaded, I mean in memory, use `generation_status(x) != null`, as chunks can still be loaded
outside of the playable area, just are not used any of the game mechanics processes.
<pre>
loaded(pos(players())) => 1
loaded(100000,100,1000000) => 0
</pre>
### `(Deprecated) loaded_ep(pos)`
Boolean function, true if the block is loaded and entity processing, as per 1.13.2
Deprecated as of scarpet 1.6, use `loaded_status(x) > 0`, or just `loaded(x)` with the same effect
### `loaded_status(pos)`
Returns loaded status as per new 1.14 chunk ticket system, 0 for inaccessible, 1 for border chunk, 2 for ticking,
3 for entity ticking
### `generation_status(pos), generation_status(pos, true)`
Returns generation status as per new 1.14 chunk ticket system. Can return any value from several available but chunks
can only be valid in a few states: `full`, `features`, `liquid_carvers`, and `structure_starts`. Returns `null`
if the chunk is not in memory unless called with optional `true`.
### `structures(pos), structures(pos, structure_name)`
Returns structure information for a given block position. Note that structure information is the same for all the
blocks from the same chunk. `structures` function can be called with a block, or a block and a structure name. In
the first case it returns a map of structures at a given position, keyed by structure name, with values indicating
the bounding box of the structure - a pair of two 3-value coords (see examples). When called with an extra structure
name, returns list of components for that structure, with their name, direction and two sets of coordinates
indicating the bounding box of the structure piece.
### `structure_references(pos), structure_references(pos, structure_name)`
Returns structure information that a chunk with a given block position is part of. `structure_references` function
can be called with a block, or a block and a structure name. In the first case it returns a list of structure names
that give chunk belongs to. When called with an extra structure name, returns list of positions pointing to the
lowest block position in chunks that hold structure starts for these structures. You can query that chunk structures
then to get its bounding boxes.
### `set_structure(pos, structure_name), set_structure(pos, structure_name, null)`
Creates or removes structure information of a structure associated with a chunk of `pos`. Unlike `plop`, blocks are
not placed in the world, only structure information is set. For the game this is a fully functional structure even
if blocks are not set. To remove structure a given point is in, use `structure_references` to find where current
structure starts.
### `suffocates(pos)`
Boolean function, true if the block causes suffocation.
### `power(pos)`
Numeric function, returning redstone power level at position.
### `ticks_randomly(pos)`
Boolean function, true if the block ticks randomly.
### `blocks_movement(pos)`
Boolean function, true if block at position blocks movement.
### `block_sound(pos)`
Returns the name of sound type made by the block at position. One of:
* `wood`
* `gravel`
* `grass`
* `stone`
* `metal`
* `glass`
* `wool`
* `sand`
* `snow`
* `ladder`
* `anvil`
* `slime`
* `sea_grass`
* `coral`
### `material(pos)`
Returns the name of material of the block at position. very useful to target a group of blocks. One of:
* `air`
* `void`
* `portal`
* `carpet`
* `plant`
* `water_plant`
* `vine`
* `sea_grass`
* `water`
* `bubble_column`
* `lava`
* `snow_layer`
* `fire`
* `redstone_bits`
* `cobweb`
* `redstone_lamp`
* `clay`
* `dirt`
* `grass`
* `packed_ice`
* `sand`
* `sponge`
* `wood`
* `wool`
* `tnt`
* `leaves`
* `glass`
* `ice`
* `cactus`
* `stone`
* `iron`
* `snow`
* `anvil`
* `barrier`
* `piston`
* `coral`
* `gourd`
* `dragon_egg`
* `cake`
### `map_colour(pos)`
Returns the map colour of a block at position. One of:
* `air`
* `grass`
* `sand`
* `wool`
* `tnt`
* `ice`
* `iron`
* `foliage`
* `snow`
* `clay`
* `dirt`
* `stone`
* `water`
* `wood`
* `quartz`
* `adobe`
* `magenta`
* `light_blue`
* `yellow`
* `lime`
* `pink`
* `gray`
* `light_gray`
* `cyan`
* `purple`
* `blue`
* `brown`
* `green`
* `red`
* `black`
* `gold`
* `diamond`
* `lapis`
* `emerald`
* `obsidian`
* `netherrack`
* `white_terracotta`
* `orange_terracotta`
* `magenta_terracotta`
* `light_blue_terracotta`
* `yellow_terracotta`
* `lime_terracotta`
* `pink_terracotta`
* `gray_terracotta`
* `light_gray_terracotta`
* `cyan_terracotta`
* `purple_terracotta`
* `blue_terracotta`
* `brown_terracotta`
* `green_terracotta`
* `red_terracotta`
* `black_terracotta`
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# Entity API
## Entity Selection
Entities have to be fetched before using them. Entities can also change their state between calls to the script if
game happens either in between separate calls to the programs, or if the program calls `game_tick` on its own.
In this case - entities would need to be re-fetched, or the code should account for entities getting dead.
### `player(), player(type), player(name)`
With no arguments, it returns the calling player or the player closest to the caller. Note that the main context
will receive `p` variable pointing to this player. With `type` or `name` specified it will try first to match a type,
returning a list of players matching a type, and if this fails, will assume its player name query retuning player with
that name, or `null` if no player was found. With `'all'`, list of all players in the game, in all dimensions, so end
user needs to be cautious, that you might be referring to wrong blocks and entities around the player in question.
With `type = '*'` it returns all players in caller dimension, `'survival'` returns all survival and adventure players,
`'creative'` returns all creative players, `'spectating'` returns all spectating players, and `'!spectating'`,
all not-spectating players. If all fails, with `name`, the player in question, if is logged in.
### `entity_id(uuid), entity_id(id)`
Fetching entities wither by their ID obtained via `entity ~ 'id'`, which is unique for a dimension and current world
run, or by UUID, obtained via `entity ~ 'uuid'`. It returns null if no such entity is found. Safer way to 'store'
entities between calls, as missing entities will be returning `null`. Both calls using UUID or numerical ID are `O(1)`,
but obviously using UUIDs takes more memory and compute.
### `entity_list(type)`
Returns global lists of entities in the current dimension of a specified type. Currently the following
selectors are available:
* `*`: all entites
* `living`
* `items`
* `players`
* `!players`
### `entity_area(type, cx, cy, cz, dx, dy, dz)`
Returns entities of a specified type in an area centered on `cx, cy, cz` and at most `dx, dy, dz` blocks away from
the center point. Uses same selectors as `entities_list`
### `entity_selector(selector)`
Returns entities satisfying given vanilla entity selector. Most complex among all the methods of selecting entities,
but the most capable. Selectors are cached so should be as fast as other methods of selecting entities.
### `spawn(name, pos, nbt?)`
Spawns and places an entity in world, like `/summon` vanilla command. Requires a position to spawn, and optional
extra nbt data to merge with the entity. What makes it different from calling `run('summon ...')`, is the fact that
you get the entity back as a return value, which is swell.
## Entity Manipulation
Unlike with blocks, that use plethora of vastly different querying functions, entities are queried with `query`
function and altered via `modify` function. Type of information needed or values to be modified are different for
each call.
Using `~` (in) operator is an alias for `query`. Especially useful if a statement has no arguments,
which in this case can be radically simplified
<pre>
query(p, 'name') <=> p ~ 'name' // much shorter and cleaner
query(p, 'holds', 'offhand') <=> p ~ l('holds', 'offhand') // not really but can be done
</pre>
### `query(e,'removed')`
Boolean. True if the entity is removed
### `query(e,'id')`
Returns numerical id of the entity. Most efficient way to keep track of entites in a script.
Ids are only unique within current game session (ids are not preserved between restarts),
and dimension (each dimension has its own ids which can overlap.
### `query(e,'uuid')`
Returns UUID (unique id) of the entity. Can be used to access entities with the other vanilla commands and
remains unique regardless of the dimension, and is preserved between game restarts. Apparently players cannot be
accessed via UUID, but name instead.
<pre>
map(entities_area('*',x,y,z,30,30,30),run('kill '+query(_,'id'))) // doesn't kill the player
</pre>
### `query(e,'pos')`
Triple of entity position
### `query(e,'location')`
Quin-tuple of entity position (x, y, and z coords), and rotation (yaw, pitch)
### `query(e,'x'), query(e,'y'), query(e,'z')`
Respective entity coordinate
### `query(e,'pitch'), query(e,'yaw')`
Pitch and Yaw or where entity is looking.
### `query(e,'look')`
Returns a 3d vector where the entity is looking.
### `query(e,'motion')`
Triple of entity motion vector, `l(motion_x, motion_y, motion_z)`
### `query(e,'motion_x'), query(e,'motion_y'), query(e,'motion_z')`
Respective component of the motion vector
### `query(e,'name'), query(e,'custom_name'), query(e,'type')`
String of entity name
<pre>query(e,'name') => Leatherworker
query(e,'custom_name') => null
query(e,'type') => villager
</pre>
### `query(e,'is_riding')`
Boolean. True if riding another entity.
### `query(e,'is_ridden')`
Boolean. True if another entity is riding it.
### `query(e,'passengers')`
List of entities riding the entity.
### `query(e,'mount')`
Entity that `e` rides.
### `query(e,'tags')`
List of entity tags.
### `query(e,'has_tags',tag)`
Boolean, True if the entity is marked with `tag`.
### `query(e,'is_burning')`
Boolean, True if the entity is burning.
### `query(e,'fire')`
Number of remaining ticks of being on fire.
### `query(e,'silent')`
Boolean, True if the entity is silent.
### `query(e,'gravity')`
Boolean, True if the entity is affected by gravity, like most entities do.
### `query(e,'immune_to_fire')`
Boolean, True if the entity is immune to fire.
### `query(e,'dimension')`
Name of the dimension entity is in.
### `query(e,'height')`
Height of the entity.
### `query(e,'width')`
Width of the entity.
### `query(e,'eye_height')`
Eye height of the entity.
### `query(e,'age')`
Age, in ticks, of the entity, i.e. how long it existed.
### `query(e,'breeding_age')`
Breeding age of passive entity, in ticks. If negative it it time to adulthood, if positive, breeding cooldown
### `query(e,'despawn_timer')`
For living entities - the number of ticks they fall outside of immediate player presence.
### `query(e,'item')`
The item triple (name, count, nbt) if its an item entity, `null` otherwise
### `query(e,'count')`
Number of items in a stack from item entity, `null` otherwise
### `query(e,'pickup_delay')`
Retrieves pickup delay timeout for an item entity, `null` otherwise
### `query(e,'is_baby')`
Boolean, true if its a baby.
### `query(e,'target')`
Returns mob's attack target or null if none or not applicable.
### `query(e,'home')`
Returns creature's home position or null if none or not applicable.
### `query(e,'sneaking')`
Boolean, true if entity is sneaking.
### `query(e,'sprinting')`
Boolean, true if entity is sprinting.
### `query(e,'swimming')`
Boolean, true if entity is swimming.
### `query(e,'jumping')`
Boolean, true if entity is jumping.
### `query(e,'gamemode')`
String with gamemode, or `null` if not a player.
### `query(e,'gamemode_id')`
Good'ol gamemode id, or null if not a player.
### `query(e,'player_type')`
Returns `null` if the argument is not a player, otherwise:
* `singleplayer`: for singleplayer game
* `multiplayer`: for players on a dedicated server
* `lan_host`: for singleplayer owner that opened the game to LAN
* `lan_player`: for all other players that connected to a LAN host
* `fake`: any carpet-spanwed fake player
* `shadow`: any carpet-shadowed real player
* `realms`: ?
### `query(e,'permission_level')`
Player's permission level, or `null` if not applicable for this entity.
### `query(e,'effect',name?)`
Without extra arguments, it returns list of effect active on a living entity. Each entry is a triple of short
effect name, amplifier, and remaining duration. With an argument, if the living entity has not that potion active,
returns `null`, otherwise return a tuple of amplifier and remaining duration.
<pre>
query(p,'effect') => [[haste, 0, 177], [speed, 0, 177]]
query(p,'effect','haste') => [0, 177]
query(p,'effect','resistance') => null
</pre>
### `query(e,'health')`
Number indicating remaining entity health, or `null` if not applicable.
### `query(e,'holds',slot?)`
Returns triple of short name, stack count, and NBT of item held in `slot`. Available options for `slot` are:
* `mainhand`
* `offhand`
* `head`
* `chest`
* `legs`
* `feet`
If `slot` is not specified, it defaults to the main hand.
### `query(e,'selected_slot')`
Number indicating the selected slot of entity inventory. Currently only applicable to players.
### `query(e,'facing', order?)`
Returns where the entity is facing. optional order (number from 0 to 5, and negative), indicating primary directions
where entity is looking at. From most prominent (order 0) to opposite (order 5, or -1)
### `query(e,'trace', reach?, options?...)`
Returns the result of ray tracing from entity perspective, indicating what it is looking at. Default reach is 4.5
blocks (5 for creative players), and by default it traces for blocks and entities, identical to player attack tracing
action. This can be customized with `options`, use 'blocks' to trace for blocks, 'liquids' to include liquid blocks
as possible results, and 'entities' to trace entities. Any combination of the above is possible. When tracing
entities and blocks, blocks will take over the priority even if transparent or non-colliding
(aka fighting chickens in tall grass).
Regardless of the options selected, the result could be `null` if nothing is in reach, entity, if look targets an
entity, and block value if block is in reach.
### `query(e,'nbt',path?)`
Returns full NBT of the entity. If path is specified, it fetches only that portion of the NBT, that corresponds to the
path. For specification of `path` attribute, consult vanilla `/data get entity` command.
Note that calls to `nbt` are considerably more expensive comparing to other calls in Minecraft API, and should only
be used when there is no other option. Returned value is of type `nbt`, which can be further manipulated with nbt
type objects via `get, put, has, delete`, so try to use API calls first for that.
## Entity Modification
Like with entity querying, entity modifications happen through one function. Most position and movements modifications
don't work currently on players as their position is controlled by clients.
Currently there is no ability to modify NBT directly, but you could always use `run('data modify entity`
### `modify(e,'remove')`
Removes (not kills) entity from the game.
### `modify(e,'kill')`
Kills the entity.
### `modify(e, 'pos', x, y, z), modify(e, 'pos', l(x,y,z) )`
Moves the entity to a specified coords.
### `modify(e, 'location', x, y, z, yaw, pitch), modify(e, 'location', l(x, y, z, yaw, pitch) )`
Changes full location vector all at once.
### `modify(e, 'x', x), modify(e, 'y', y), modify(e, 'z', z)`
Moves the entity in.... one direction.
### `modify(e, 'pitch', pitch), modify(e, 'yaw', yaw)`
Changes entity's pitch or yaw.
### `modify(e, 'move', x, y, z), modify(e, 'move', l(x,y,z) )`
Moves the entity by a vector from its current location.
### `modify(e, 'motion', x, y, z), modify(e, 'motion', l(x,y,z) )`
Sets the motion vector (where and how much entity is moving).
### `modify(e, 'motion_z', x), modify(e, 'motion_y', y), modify(e, 'motion_z', z)`
Sets the corresponding component of the motion vector.
### `modify(e, 'accelerate', x, y, z), modify(e, 'accelerate', l(x, y, z) )`
Adds a vector to the motion vector. Most realistic way to apply a force to an entity.
### `modify(e, 'custom_name'), modify(e, 'custom_name', name )`
### `modify(e, 'age', number)`
Modifies entity's internal age counter. Fiddling with this will affect directly behaviours of complex
entities, so use it with caution.
### `modify(e, 'pickup_delay', number)`
### `modify(e, 'breeding_age', number)`
### `modify(e, 'despawn_timer', number)`
Sets a custom despawn timer value.
### `modify(e, 'dismount')`
Dismounts riding entity.
### `modify(e, 'mount', other)`
Mounts the entity to the `other`.
### `modify(e, 'drop_passengers')`
Shakes off all passengers.
### `modify(e, 'mount_passengers', passenger, ? ...), modify(e, 'mount_passengers', l(passengers) )`
Mounts on all listed entities on `e`.
### `modify(e, 'tag', tag, ? ...), modify(e, 'tag', l(tags) )`
Adds tag / tags to the entity.
### `modify(e, 'clear_tag', tag, ? ...), modify(e, 'clear_tag', l(tags) )`
Removes tag from entity.
### `modify(e, 'talk')`
Make noises.
### `modify(e, 'ai', boolean)`
If called with `false` value, it will disable AI in the mob. `true` will enable it again.
### `modify(e, 'no_clip', boolean)`
Sets if the entity obeys any collisions, including collisions with the terrain and basic physics. Not affecting
players, since they are controlled client side
### `modify(e, 'effect', name, duration?, amplifier?, show_particles?, show_icon?)`
Applies status effect to the living entity. Takes several optional parameters, which default to `0`, `true`
and `true`. If no duration is specified, or it is null or 0, the effect is removed.
### `modify(e, 'home', null), modify(e, 'home', block, distance?), modify(e, 'home', x, y, z, distance?)`
Sets AI to stay around the home position, within `distance` blocks from it. `distance` defaults to 16 blocks.
`null` removes it. _May_ not work fully with mobs that have this AI built in, like Villagers.
## Entity Events
There is a number of events that happen to entities that you can attach your own code to in the form of event handlers.
The event handler is any function that runs in your package that accepts certain expected parameters, which you can
expand with your own arguments. When it comes to the moment when the given command needs to be executed, it does so
providing that number of arguments it accepts is equal number of event arguments, and extra arguments passed when
defining the callback with `entity_event`
The following events can be handled by entities.
* `'on_tick'`: executes every tick right before entity is ticked in the game. Required arguments: `entity`
* `'on_death'`: executes once when a living entity dies. Required arguments: `entity, reason`
* `'on_removed'`: execute once when an entity is removed. Required arguments: `entity`
* `'on_damaged'`: executed every time a living entity is about to receive damage.
Required arguments: `entity, amount, source, attacking_entity`
It doesn't mean that all entity types will have a chance to execute a given event, but entities will not error
when you will attach inapplicable event to it.
### `entity_event(e, event, call_name, args...)`
Attaches specific function from the current package to be called upon the `event`, with extra `args` curried to the
original required arguments for the event handler
<pre>
protect_villager(entity, amount, source, source_entity, healing_player) ->
(
if(source_entity && source_entity~'type' != 'player',
modify(entity, 'health', amount + entity~'health' );
particle('end_rod', pos(entity)+l(0,3,0));
print(str('%s healed thanks to %s', entity, healing_player))
)
);
__on_player_interacts_with_entity(player, entity, hand) ->
(
if (entity~'type' == 'villager',
entity_event(entity, 'on_damage', 'protect_villager', player~'name')
)
)
</pre>
In this case this will protect a villager from entity damage (zombies, etc.) except players by granting all the
health back to the villager after being harmed.
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# Scarpet events system
Provides the ability to execute specific function whenever an event occurs. The functions to be registered need to
conform with the arguments to the event specification. When loading module functions, each function that starts
with `__on_...` and has the required arguments, will be bound automatically. In case of player specific modules,
all player action events will be directed to the appropriate player space, and all tick events will be executed in
the global context, so its not a good idea to mix these two, so use either of these, or use commands to call tick
events directly, or handle player specific data inside a module. In near future using global events
(on_tick, on_chunk_generated) will be not allowed in player scoped apps.
### Event list
Here is a list of events that can be handled by scarpet. This list includes prefixes required by modules to autoload
them, but you can add any function to any event if it accepts required number of parameters:
<pre>
__on_tick() // can access blocks and entities in the overworld
__on_tick_nether() // can access blocks and entities in the nether
__on_tick_ender() // can access blocks and entities in the end
__on_chunk_generated(x,z) // called after a chunk is promoted to the full chunk,
// prodiving lowest x and z coords in the chunk
// event will not work with optifine installed in the game
// player specific callbacks
__on_player_uses_item(player, item_tuple, hand) // right click action
__on_player_releases_item(player, item_tuple, hand) // client action (e.g. bow)
__on_player_finishes_using_item(player, item_tuple, hand)) // server action (e.g. food), called item is from before it is used.
__on_player_clicks_block(player, block, face) // left click attack on a block
__on_player_breaks_block(player, block) // called after block is broken (the caller receives previous blockstate)
__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) // player right clicks block with anything
__on_player_interacts_with_block(player, hand, block, face, hitvec) //right click on a block resulted in activation of said block
__on_player_places_block(player, item_tuple, hand, block) // player have just placed the block.
__on_player_interacts_with_entity(player, entity, hand)
__on_player_attacks_entity(player, entity)
__on_player_rides(player, forward, strafe, jumping, sneaking)
__on_player_jumps(player)
__on_player_deploys_elytra(player)
__on_player_wakes_up(player)
__on_player_starts_sneaking(player)
__on_player_stops_sneaking(player)
__on_player_starts_sprinting(player)
__on_player_stops_sprinting(player)
__on_player_drops_item(player)
__on_player_drops_stack(player)
__on_statistic(player, category, event, value) // player statistic changes
</pre>
### `/script event` command
used to display current events and bounded functions. use `add_to` ro register new event, or `remove_from` to
unbind a specific function from an event. Function to be bounded to an event needs to have the same number of
parameters as the action is attempting to bind to (see list above). All calls in modules loaded via `/script load`
that have functions listed above will be automatically bounded and unbounded when script is unloaded.
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# Inventory and Items API
## Manipulating inventories of blocks and entities
Most functions in this category require inventory as the first argument. Inventory could be specified by an entity,
or a block, or position (three coordinates) of a potential block with inventory. Player enderchest inventory require
two arguments, keyword `'enderchest'`, followed by the player entity argument. If the entity or a block doesn't have
an inventory, they 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.
Manipulating of the nbt data can be costly, but retrieving them from the tuple to match other aspects is cheap
### `stack_limit(item)`
Returns number indicating what is the stack limit for the item. Its typically 1 (non-stackable), 16 (like buckets),
or 64 - rest. It is recommended to consult this, as other inventory API functions ignore normal stack limits, and
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.
<pre>
stack_limit('wooden_axe') => 1
stack_limit('ender_pearl') => 16
stack_limit('stone') => 64
</pre>
### `item_category(item)`
Returns the string representing the category of a given item, like `building_blocks`, `combat`, or `tools`.
<pre>
item_category('wooden_axe') => tools
item_category('ender_pearl') => misc
item_category('stone') => building_blocks
</pre>
### `inventory_size(inventory)`
Returns the size of the inventory for the entity or block in question. Returns null if the block or entity don't
have an inventory
<pre>
inventory_size(player()) => 41
inventory_size('enderchest', player()) => 27 // enderchest
inventory_size(x,y,z) => 27 // chest
inventory_size(block(pos)) => 5 // hopper
</pre>
### `inventory_has_items(inventory)`
Returns true, if the inventory is not empty, false if it is empty, and null, if its not an inventory.
<pre> inventory_has_items(player()) => true
inventory_has_items(x,y,z) => false // empty chest
inventory_has_items(block(pos)) => null // stone
</pre>
### `inventory_get(inventory, slot)`
Returns the item in the corresponding inventory slot, or null if slot empty or inventory is invalid. You can use
negative numbers to indicate slots counted from 'the back'.
<pre>
inventory_get(player(), 0) => null // nothing in first hotbar slot
inventory_get(x,y,z, 5) => ['stone', 1, {}]
inventory_get(player(), -1) => ['diamond_pickaxe', 1, {Damage:4}] // slightly damaged diamond pick in the offhand
</pre>
### `inventory_set(inventory, slot, count, item?, nbt?)`
Modifies or sets a stack in inventory. specify count 0 to empty the slot. If item is not specified, keeps existing
item, just modifies the count. If item is provided - replaces current item. If nbt is provided - adds a tag to the
stack at slot. Returns previous stack in that slot.
<pre>
inventory_set(player(), 0, 0) => ['stone', 64, {}] // player had a stack of stone in first hotbar slot
inventory_set(player(), 0, 6) => ['diamond', 64, {}] // changed stack of diamonds in player slot to 6
inventory_set(player(), 0, 1, 'diamond_axe','{Damage:5}') => null //added slightly damaged pick to first player slot
</pre>
### `inventory_find(inventory, item, start_slot?, ), inventory_find(inventory, null, start_slot?)`
Finds the first slot with a corresponding item in the inventory, or if queried with null: the first empty slot.
Returns slot number if found, or null otherwise. Optional start_slot argument allows to skip all preceeding slots
allowing for efficient (so not slot-by-slot) inventory search for items.
<pre>
inventory_find(player(), 'stone') => 0 // player has stone in first hotbar slot
inventory_find(player(), null) => null // player's inventory has no empty spot
while( (slot = inventory_find(p, 'diamond', slot)) != null, 41, drop_item(p, slot) )
// spits all diamonds from player inventory wherever they are
inventory_drop(x,y,z, 0) => 64 // removed and spawned in the world a full stack of items
</pre>
### `inventory_remove(inventory, item, amount?)`
Removes amount (defaults to 1) of item from inventory. If the inventory doesn't have the defined amount, nothing
happens, otherwise the given amount of items is removed wherever they are in the inventory. Returns boolean
whether the removal operation was successful. Easiest way to remove a specific item from player inventory
without specifying the slot.
<pre>
inventory_remove(player(), 'diamond') => 1 // removed diamond from player inventory
inventory_remove(player(), 'diamond', 100) => 0 // player doesn't have 100 diamonds, nothing happened
</pre>
### `drop_item(inventory, slot, amount?, )`
Drops the items from indicated inventory slot, like player that Q's an item or villager, that exchanges food.
You can Q items from block inventories as well. default amount is 0 - which is all from the slot.
NOTE: hoppers are quick enough to pick all the queued items from their inventory anyways.
Returns size of the actual dropped items.
<pre>
inventory_drop(player(), 0, 1) => 1 // Q's one item on the ground
inventory_drop(x,y,z, 0) => 64 // removed and spawned in the world a full stack of items
</pre>
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# Minecraft specific API and `scarpet` language add-ons and commands
Here is the gist of the Minecraft related functions. Otherwise the CarpetScript could live without Minecraft.
## Dimension warning
One note, which is important is that most of the calls for entities and blocks would refer to the current
dimension of the caller, meaning, that if we for example list all the players using `player('all')` function,
if a player is in the other dimension, calls to entities and blocks around that player would point incorrectly.
Moreover, running commandblocks in the spawn chunks would mean that commands will always refer to the overworld
blocks and entities. In case you would want to run commands across all dimensions, just run three of them,
using `/execute in overworld/the_nether/the_end run script run ...` and query players using `player('*')`,
which only returns players in current dimension, or use `in_dimension(expr)` function.
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# `/script run` command
Primary way to input commands. The command executes in the context, position, and dimension of the executing player,
commandblock, etc... The command receives 4 variables, `x`, `y`, `z` and `p` indicating position and
the executing entity of the command. You will receive tab completion suggestions as you type your code suggesting
functions and global variables. It is advisable to use `/execute in ... at ... as ... run script run ...` or similar,
to simulate running commands in a different scope.
# `/script load / unload <app> (global?)`, `/script in <app>` commands
`load / unload` commands allow for very conventient way of writing your code, providing it to the game and
distribute with your worlds without the need of use of commandblocks. Just place your scarpet code in the
/scripts folder of your world files and make sure it ends with `.sc` extension. The good thing about editing that
code is that you can no only use normal editing without the need of marking of newlines,
but you can also use comments in your code.
a comment is anything that starts with a double slash, and continues to the end of the line:
<pre>
foo = 1;
//This is a comment
bar = 2;
// This never worked, so I commented it out
// baz = foo()
</pre>
### `/script load/unload <app> (?global)`
Loading operation will load that script code from disk and execute it right away. You would probably use it to load
some stored procedures to be used for later. To reload the module, just type `/script load` again. Reloading removes
all the current global state (globals and functions) that were added later by the module.
Loading a module, if it contains a `__command()` method, will attempt to registed a command with that app name,
and register all public (no underscore) functions available in the module as subcommands. It will also bind specific
events to the event system (check Events section for details).
Loaded apps have the ability to store and load external files, especially their persistent tag state. For that
check `load_app_data` and `store_app_data` functions.
If an app defines `__config` method, and that method returns a map, it will be used to apply custom settings
for this app. Currently the following options are supported:
* `scope`: default scope for global variables for the app, Default is 'player' which means that globals and defined
functions will be unique for each player so that apps for each player will run in isolation. This is useful in
tool-like applications. Another option is 'global' which shares global state for all runs on the server - applicable
to 'block' like solutions, where custom behaviours are applied to blocks.
* `stay_loaded`: defaults to false. If true, and `/carpet scriptsAutoload` is turned on, the following apps will
stay loaded after startup. Otherwise, after reading a code, and fetching the config, server will drop them down.
This is to allow to store multiple apps on the server/world and selectively decide which one should be running at
startup. WARNING: all apps will run once at startup anyways, so be aware that their actions that are called
statically, will be performed once anyways.
Unloading an app removes all of its state from the game, disables commands, and removes bounded events, and
saves its global state. If more cleanup is needed, one can define an `__on_close()` function which will be
executed when the module is unloaded, or server is closing, or crashing. However, there is no need to do that
explicitly for the things mentioned in the previous statement.
Scripts can be loaded in shared(global) and player mode. Default is player, so all globals and stored functions are
individual for each player, meaning scripts don't need to worry about making sure they store some intermittent
data for each player independently. In global mode - all global values and stored functions are shared among all
players. To access specific player data with commandblocks, use `/execute as (player) run script in (app) run ...`.
To access global/server state, you need to disown the command from any player, so use a commandblock, or any
arbitrary entity: `/execute as @e[type=bat,limit=1] run script in (module) globals` for instance.
### `/script in <app> ...`
Allows to run normal /script commands in a specific app, like `run, invoke,..., globals` etc...
# `/script invoke / invokepoint / invokearea`, `/script globals` commands
`invoke` family of commands provide convenient way to invoke stored procedures (i.e. functions that has been
defined previously by any running script. To view current stored procedure set,
run `/script globals`(or `/script globals all` to display all functions even hidden ones), to define a new stored
procedure, just run a `/script run function(a,b) -> ( ... )` command with your procedure once, and to forget a
procedure, use `undef` function: `/script run undef('function')`
### `/script invoke <fun> <args?> ...`
Equivalent of running `/script run fun(args, ...)`, but you get the benefit of getting the tab completion of the
command name, and lower permission level required to run these (since player is not capable of running any custom
code in this case, only this that has been executed before by an operator). Arguments will be checked for validity,
and you can only pass simple values as arguments (strings, numbers, or `null` value). Use quotes to include
whitespaces in argument strings.
Command will check provided arguments with required arguments (count) and fail if not enough or too much
arguments are provided. Operators defining functions are advised to use descriptive arguments names, as these
will be visible for invokers and form the base of understanding what each argument does.
`invoke` family of commands will tab complete any stored function that does not start with `'_'`, it will still
allow to run procedures starting with `'_'` but not suggest them, and ban execution of any hidden stored procedures,
so ones that start with `'__'`. In case operator needs to use subroutines for convenience and don't want to expose
them to the `invoke` callers, they can use this mechanic.
<pre>
/script run example_function(const, phrase, price) -> print(const+' '+phrase+' '+price)
/script invoke example_function pi costs 5
</pre>
### `/script invokepoint <fun> <coords x y z> <args?> ...`
It is equivalent to `invoke` except it assumes that the first three arguments are coordinates, and provides
coordinates tab completion, with `looking at...` mechanics for convenience. All other arguments are expected
at the end
### `/script invokearea <fun> <coords x y z> <coords x y z> <args?> ...`
It is equivalent to `invoke` except it assumes that the first three arguments are one set of ccordinates,
followed by the second set of coordinates, providing tab completion, with `looking at...` mechanics for convenience,
followed by any other required arguments
# `/script scan`, `/script fill` and `/script outline` commands
These commands can be used to evaluate an expression over an area of blocks. They all need to have specified the
origin of the analyzed area (which is used as referenced (0,0,0), and two corners of an area to analyzed. If you
would want that the script block coordinates refer to the actual world coordinates, use origin of `0 0 0`, or if
it doesn't matter, duplicating coordinates of one of the corners is the easiest way.
These commands, unlike raw `/script run` are limited by vanilla fill / clone command limit of 32k blocks, which can
be altered with carpet mod's own `/carpet fillLimit` command.
### `/script scan origin<x y z> corner<x y z> corner<x y z> expr`
Evaluates expression for each point in the area and returns number of successes (result was positive). Since the
command by itself doesn't affect the area, the effects would be in side effects.
### `/script fill origin<x y z> corner<x y z> corner<x y z> "expr" <block> (? replace <replacement>)`
Think of it as a regular fill command, that sets blocks based on whether a result of the command was successful.
Note that the expression is in quotes. Thankfully string constants in `scarpet` use single quotes. Can be used to
fill complex geometric shapes.
### `/script outline origin<x y z> corner<x y z> corner<x y z> "expr" <block> (? replace <replacement>)`
Similar to `fill` command it evaluates an expression for each block in the area, but in this case setting blocks
where condition was true and any of the neighbouring blocks were evaluated negatively. This allows to create surface
areas, like sphere for example, without resorting to various rounding modes and tricks.
Here is an example of seven ways to draw a sphere of radius of 32 blocks around 0 100 0:
<pre>
/script outline 0 100 0 -40 60 -40 40 140 40 "x*x+y*y+z*z < 32*32" white_stained_glass replace air
/script outline 0 100 0 -40 60 -40 40 140 40 "x*x+y*y+z*z <= 32*32" white_stained_glass replace air
/script outline 0 100 0 -40 60 -40 40 140 40 "x*x+y*y+z*z < 32.5*32.5" white_stained_glass replace air
/script fill 0 100 0 -40 60 -40 40 140 40 "floor(sqrt(x*x+y*y+z*z)) == 32" white_stained_glass replace air
/script fill 0 100 0 -40 60 -40 40 140 40 "round(sqrt(x*x+y*y+z*z)) == 32" white_stained_glass replace air
/script fill 0 100 0 -40 60 -40 40 140 40 "ceil(sqrt(x*x+y*y+z*z)) == 32" white_stained_glass replace air
/draw sphere 0 100 0 32 white_stained_glass replace air // fluffy ball round(sqrt(x*x+y*y+z*z)-rand(abs(y)))==32
</pre>
The last method is the one that world edit is using (part of carpet mod). It turns out that the outline method
with `32.5` radius, fill method with `round` function and draw command are equivalent
# `script stop/script resume` command
`/script stop` allows to stop execution of any script currently running that calls the `game_tick()` function which
allows the game loop to regain control of the game and process other commands. This will also make sure that all
current and future programs will stop their execution. Execution of all programs will be prevented
until `/script resume` command is called.
Lets look at the following example. This is a program computes Fibonacci number in a recursive manner:
<pre>
fib(n) -> if(n<3, 1, fib(n-1)+fib(n-2) ); fib(8)
</pre>
That's really bad way of doing it, because the higher number we need to compute the compute requirements will
rise exponentially with `n`. It takes a little over 50 milliseconds to do fib(24), so above one tick, but about
a minute to do fib(40). Calling fib(40) will not only freeze the game, but also you woudn't be able to interrupt
its execution. We can modify the script as follows
<pre>
fib(n) -> ( game_tick(50); if(n<3, 1, fib(n-1)+fib(n-2) ) ); fib(40)
</pre>
But this would never finish as such call would finish after `~ 2^40` ticks. To make our computations responsive,
yet able to respond to user interactions, other commands, as well as interrupt execution, we could do the following:
<pre>
fib(n) -> ( if(n==23, game_tick(50) ); if(n<3, 1, fib(n-1)+fib(n-2) ) ); fib(40)
</pre>
This would slow down the computation of fib(40) from a minute to two, but allows the game to keep continue running
and be responsive to commands, using about half of each tick to advance the computation. Obviously depending on the
problem, and available hardware, certain things can take more or less time to execute, so portioning of work with
calling `gametick` should be balanced in each case separately