Merge branch 'master' into 1.15

# Conflicts:
#	src/main/java/carpet/mixins/ServerPlayNetworkHandler_scarpetEventsMixin.java
#	src/main/java/carpet/script/CarpetExpression.java
#	src/main/java/carpet/script/bundled/BundledModule.java
#	src/main/resources/assets/carpet/scripts/camera.sc
#	src/main/resources/assets/carpet/scripts/event_test.sc
This commit is contained in:
gnembon committed 2019-10-11 02:28:15 -03:00
commit f32a353655
4 files changed
+31 -41

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@@ -1141,6 +1141,13 @@ public class CarpetExpression
return (_c, _t) -> res;
});
this.expr.addLazyFunction("item_category", 1, (c, t, lv) ->
{
ItemStackArgument item = NBTSerializableValue.parseItem(lv.get(0).evalValue(c).getString());
Value res = new StringValue(item.getItem().getGroup().getName());
return (_c, _t) -> res;
});
this.expr.addLazyFunction("inventory_size", -1, (c, t, lv) ->
@@ -36,4 +36,4 @@ public class BundledModule implements ModuleInterface
{
return code;
}
}
}
@@ -35,36 +35,33 @@ __command() ->
''
);
start() ->
start() ->
(
p = player();
global_points = l(l(p ~ 'location', 0,'sharp'));
undef('global_path_precalculated');
str('Started path at %.1f %.1f %.1f', p~'x', p~'y', p~'z')
);
add(delay) ->
(
p = player();
add(delay) ->
(
p = player();
mode = 'sharp';
//mode is currently unused, run_path does always sharp, gauss interpolator is always smooth
// but this option could be used could be used at some point by more robust interpolators
__add_path_segment(p ~ 'location', delay, mode);
str('Added point %d: %.1f %.1f %.1f', length(global_points), p~'x', p~'y', p~'z')
);
__add_path_segment(vector, duration, mode) ->
__add_path_segment(vector, duration, mode) ->
(
undef('global_path_precalculated');
if ( (l('sharp','smooth') ~ mode) == null, exit('use smooth or sharp point'));
if ( (l('sharp','smooth') ~ mode) == null, exit('use smooth or sharp point'));
if(!global_points, exit('Cannot add point to path that didn\'t started yet!'));
l(v, end_time, m) = get(global_points, -1);
put(vector,-2, __adjusted_rot(get(v, -2), get(vector, -2)));
global_points += l(vector, end_time+duration, mode)
);
// adjusts current rotation so we don\'t spin around like crazy
__adjusted_rot(previous_rot, current_rot) ->
__adjusted_rot(previous_rot, current_rot) ->
(
while( abs(previous_rot-current_rot) > 180, 1000,
current_rot += if(previous_rot < current_rot, -360, 360)
@@ -73,7 +70,7 @@ __adjusted_rot(previous_rot, current_rot) ->
);
repeat(times, last_section_duration) ->
repeat(times, last_section_duration) ->
(
undef('global_path_precalculated');
positions = map(global_points, k = get(_, 0));
@@ -87,11 +84,10 @@ repeat(times, last_section_duration) ->
);
str('Add %d points %d times', length(positions), times)
);
speed(percentage) ->
(
undef('global_path_precalculated');
if (percentage < 25 || percentage > 400,
if (percentage < 25 || percentage > 400,
exit('path speed can only be speed, or slowed down 4 times. Recall command for larger changes')
);
ratio = percentage/100;
@@ -104,7 +100,6 @@ speed(percentage) ->
get(get(global_points, -1),1)
)
);
select_interpolation(method) ->
(
undef('global_path_precalculated');
@@ -123,21 +118,18 @@ select_interpolation(method) ->
global_interpol_option = if(type=='auto',0,number(type));
__find_position_for_point(s, p) -> __find_position_for_gauss(s, p)
),
exit('Choose one of the following methods: linear, gauss:auto, gauss:<deviation>')
);
'Ok'
);
select_interpolation('gauss_auto');
__assert_valid_for_motion() ->
(
if(!global_points, exit('Path not defined yet'));
if(length(global_points)<2, exit('Path not complete - add more points'));
null
null
);
__get_path_at(segment, start, index) ->
(
v = get(global_path_precalculated, start+index);
@@ -147,10 +139,8 @@ __get_path_at(segment, start, index) ->
);
v
);
__invalidate_points_cache() -> global_path_precalculated = map(range(get(get(global_points, -1),1)), null);
show() ->
show() ->
(
loop(100,
_show_path_tick('dust 0.9 0.1 0.1 1', 100);
@@ -158,15 +148,14 @@ show() ->
);
'Done!'
);
play(fps) ->
play(fps) ->
(
p = player();
__assert_valid_for_motion();
__prepare_path_if_needed();
if ((fps % 20 != 0) || fps < 20, exit('FPS needs to be multiples of 20') );
tpt = round(fps / 20);
mspt = 50 / tpt;
mspt = 50 / tpt;
start_time = time();
point = 0;
loop( length(global_points)-1,
@@ -187,8 +176,7 @@ play(fps) ->
game_tick(1000);
'Done!'
);
_show_path_tick(particle_type, total) ->
_show_path_tick(particle_type, total) ->
(
__assert_valid_for_motion();
__prepare_path_if_needed();
@@ -202,12 +190,10 @@ _show_path_tick(particle_type, total) ->
);
null
);
__prepare_path_if_needed_generic() ->
(
if(!global_path_precalculated, __invalidate_points_cache())
);
__find_position_for_linear(segment, point) ->
(
l(va, start, mode_a) = get(global_points,segment);
@@ -216,22 +202,19 @@ __find_position_for_linear(segment, point) ->
dt = point/section;
dt*vb+(1-dt)*va
);
//(1/sqrt(2*pi*d*d))*euler^(-((x-miu)^2)/(2*d*d))
//(1/sqrt(2*pi*d*d))*euler^(-((x-miu)^2)/(2*d*d))
// but we will be normalizing anyways, so who cares
__norm_prob(x, miu, d) -> euler^(-((x-miu)^2)/(2*d*d));
__find_position_for_gauss(from_index, point) ->
__find_position_for_gauss(from_index, point) ->
(
dev = global_interpol_option;
components = l();
path_point = get(get(global_points, from_index),1);
try(
for(range(from_index+1, length(global_points)),
l(v,ptime,mode) = get(global_points, _);
dev = if (global_interpol_option > 0, global_interpol_option,
dev = if (global_interpol_option > 0, global_interpol_option,
devs = l();
if (_+1 < length(global_points), devs += get(get(global_points, _+1),1)-ptime);
if (_-1 >= 0, devs += ptime-get(get(global_points, _-1),1));
@@ -247,7 +230,7 @@ __find_position_for_gauss(from_index, point) ->
try(
for(range(from_index, -1, -1),
l(v,ptime,mode) = get(global_points, _);
dev = if (global_interpol_option > 0, global_interpol_option,
dev = if (global_interpol_option > 0, global_interpol_option,
devs = l();
if (_+1 < length(global_points), devs += get(get(global_points, _+1),1)-ptime);
if (_-1 >= 0, devs += ptime-get(get(global_points, _-1),1));
@@ -85,7 +85,7 @@ __on_player_starts_sprinting(player) -> print('Player '+player+' starts sprintin
__on_player_stops_sprinting(player) -> print('Player '+player+' stops sprinting.');
__on_player_releases_item(player, item_tuple, hand) ->
__on_player_releases_item(player, item_tuple, hand) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
@@ -98,7 +98,7 @@ __on_player_releases_item(player, item_tuple, hand) ->
print(' - hand: '+hand)
);
__on_player_finishes_using_item(player, item_tuple, hand) ->
__on_player_finishes_using_item(player, item_tuple, hand) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
@@ -113,4 +113,4 @@ __on_player_finishes_using_item(player, item_tuple, hand) ->
__on_player_drops_item(player) -> print('Player '+player+' drops current item.');
__on_player_drops_stack(player) -> print('Player '+player+' drops current stack.');
__on_player_drops_stack(player) -> print('Player '+player+' drops current stack.');