build in script load from resources, added 2 more events, added event test

This commit is contained in:
gnembon committed 2019-10-11 02:23:45 -03:00
1 parent 87eb46b773
commit fc66ec9c93
8 files changed
+487 -341

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@@ -22,6 +22,8 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import static carpet.script.CarpetEventServer.Event.PLAYER_ATTACKS_ENTITY;
import static carpet.script.CarpetEventServer.Event.PLAYER_CLICKS_BLOCK;
import static carpet.script.CarpetEventServer.Event.PLAYER_DEPLOYS_ELYTRA;
import static carpet.script.CarpetEventServer.Event.PLAYER_DROPS_ITEM;
import static carpet.script.CarpetEventServer.Event.PLAYER_DROPS_STACK;
import static carpet.script.CarpetEventServer.Event.PLAYER_INERACTSW_WITH_ENTITY;
import static carpet.script.CarpetEventServer.Event.PLAYER_RELEASED_ITEM;
import static carpet.script.CarpetEventServer.Event.PLAYER_RIDES;
@@ -49,6 +51,30 @@ public class ServerPlayNetworkHandler_scarpetEventsMixin
}
}
@Inject(method = "onPlayerAction", at = @At(
value = "INVOKE",
target = "Lnet/minecraft/server/network/ServerPlayerEntity;dropSelectedItem(Z)Lnet/minecraft/entity/ItemEntity;",
ordinal = 0,
shift = At.Shift.BEFORE
))
private void onQItem(PlayerActionC2SPacket playerActionC2SPacket_1, CallbackInfo ci)
{
PLAYER_DROPS_ITEM.onPlayerEvent(player);
}
@Inject(method = "onPlayerAction", at = @At(
value = "INVOKE",
target = "Lnet/minecraft/server/network/ServerPlayerEntity;dropSelectedItem(Z)Lnet/minecraft/entity/ItemEntity;",
ordinal = 1,
shift = At.Shift.BEFORE
))
private void onCtrlQItem(PlayerActionC2SPacket playerActionC2SPacket_1, CallbackInfo ci)
{
PLAYER_DROPS_STACK.onPlayerEvent(player);
}
@Inject(method = "onPlayerMove", at = @At(
value = "INVOKE",
target = "Lnet/minecraft/server/network/ServerPlayerEntity;jump()V"
@@ -301,7 +301,7 @@ public class CarpetEventServer
@Override
public void onPlayerEvent(ServerPlayerEntity player)
{
handler.call( () -> Arrays.asList(((c, t) -> new EntityValue(player))), player::getCommandSource);
handler.call( () -> Collections.singletonList(((c, t) -> new EntityValue(player))), player::getCommandSource);
}
},
PLAYER_STOPS_SNEAKING("player_stops_sneaking",new CallbackList(1))
@@ -309,7 +309,7 @@ public class CarpetEventServer
@Override
public void onPlayerEvent(ServerPlayerEntity player)
{
handler.call( () -> Arrays.asList(((c, t) -> new EntityValue(player))), player::getCommandSource);
handler.call( () -> Collections.singletonList(((c, t) -> new EntityValue(player))), player::getCommandSource);
}
},
PLAYER_STARTS_SPRINTING("player_starts_sprinting",new CallbackList(1))
@@ -317,7 +317,7 @@ public class CarpetEventServer
@Override
public void onPlayerEvent(ServerPlayerEntity player)
{
handler.call( () -> Arrays.asList(((c, t) -> new EntityValue(player))), player::getCommandSource);
handler.call( () -> Collections.singletonList(((c, t) -> new EntityValue(player))), player::getCommandSource);
}
},
PLAYER_STOPS_SPRINTING("player_stops_sprinting",new CallbackList(1))
@@ -325,7 +325,7 @@ public class CarpetEventServer
@Override
public void onPlayerEvent(ServerPlayerEntity player)
{
handler.call( () -> Arrays.asList(((c, t) -> new EntityValue(player))), player::getCommandSource);
handler.call( () -> Collections.singletonList(((c, t) -> new EntityValue(player))), player::getCommandSource);
}
},
@@ -360,7 +360,24 @@ public class CarpetEventServer
);
}, player::getCommandSource);
}
},
PLAYER_DROPS_ITEM("player_drops_item", new CallbackList(1))
{
@Override
public void onPlayerEvent(ServerPlayerEntity player)
{
handler.call( () -> Collections.singletonList(((c, t) -> new EntityValue(player))), player::getCommandSource);
}
},
PLAYER_DROPS_STACK("player_drops_stack", new CallbackList(1))
{
@Override
public void onPlayerEvent(ServerPlayerEntity player)
{
handler.call( () -> Collections.singletonList(((c, t) -> new EntityValue(player))), player::getCommandSource);
}
};
// on projectile thrown (arrow from bows, crossbows, tridents, snoballs, e-pearls
public String name;
@@ -31,6 +31,7 @@ import net.minecraft.block.CommandBlock;
import net.minecraft.block.JigsawBlock;
import net.minecraft.block.StructureBlock;
import net.minecraft.block.entity.BlockEntity;
import net.minecraft.client.network.packet.GuiSlotUpdateS2CPacket;
import net.minecraft.client.network.packet.PlaySoundIdS2CPacket;
import net.minecraft.command.arguments.ItemStackArgument;
import net.minecraft.command.arguments.ParticleArgumentType;
@@ -1051,6 +1052,13 @@ public class CarpetExpression
* stack_limit('ender_pearl') => 16
* stack_limit('stone') => 64
* </pre>
* <h3><code>item_category(item)</code></h3>
* <p>Returns the string representing the category of a given item, like `building_blocks`, `combat`, or `tools`.</p>
* <pre>
* item_category('wooden_axe') =&gt; tools
* item_category('ender_pearl') =&gt; misc
* item_category('stone') =&gt; building_blocks
* </pre>
* <h3><code>inventory_size(inventory)</code></h3>
* <p>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</p>
@@ -1120,6 +1128,13 @@ 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) ->
{
CarpetContext cc = (CarpetContext) c;
@@ -1173,6 +1188,7 @@ public class CarpetExpression
{
// clear slot
ItemStack removedStack = inventoryLocator.inventory.removeInvStack(slot);
syncPlayerInventory(inventoryLocator, slot);
//Value res = ListValue.fromItemStack(removedStack); // that tuple will be read only but cheaper if noone cares
return (_c, _t) -> ListValue.fromItemStack(removedStack);
}
@@ -1182,6 +1198,7 @@ public class CarpetExpression
ItemStack newStack = previousStack.copy();
newStack.setCount(count);
inventoryLocator.inventory.setInvStack(slot, newStack);
syncPlayerInventory(inventoryLocator, slot);
return (_c, _t) -> ListValue.fromItemStack(previousStack);
}
CompoundTag nbt = null; // skipping one argument
@@ -1204,6 +1221,7 @@ public class CarpetExpression
try
{
inventoryLocator.inventory.setInvStack(slot, newitem.createStack(count, false));
syncPlayerInventory(inventoryLocator, slot);
}
catch (CommandSyntaxException e)
{
@@ -1279,11 +1297,13 @@ public class CarpetExpression
{
stack.setCount(left);
inventoryLocator.inventory.setInvStack(i, stack);
syncPlayerInventory(inventoryLocator, i);
return (_c, _t) -> Value.TRUE;
}
else
{
inventoryLocator.inventory.removeInvStack(i);
syncPlayerInventory(inventoryLocator, i);
amount -= stack.getCount();
}
}
@@ -1344,11 +1364,22 @@ public class CarpetExpression
item.setToDefaultPickupDelay();
cc.s.getWorld().spawnEntity(item);
}
inventoryLocator.inventory.markDirty();
Value res = new NumericValue(item.getStack().getCount());
return (_c, _t) -> res;
});
}
private void syncPlayerInventory(NBTSerializableValue.InventoryLocator inventory, int int_1)
{
if (inventory.owner instanceof ServerPlayerEntity)
{
ServerPlayerEntity player = (ServerPlayerEntity) inventory.owner;
player.networkHandler.sendPacket(new GuiSlotUpdateS2CPacket(
-2,
int_1,
inventory.inventory.getInvStack(int_1)
));
}
}
/**
@@ -3105,6 +3136,8 @@ public class CarpetExpression
* __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)
* </pre>
* <h3><code>/script event</code> command</h3>
* <p>used to display current events and bounded functions. use <code>add_to</code> ro register new event, or <code>remove_from</code>
@@ -1,8 +1,8 @@
package carpet.script;
import carpet.script.bundled.BundledModule;
import carpet.settings.CarpetSettings;
import carpet.CarpetServer;
import carpet.script.bundled.CameraPathModule;
import carpet.script.bundled.FileModule;
import carpet.script.bundled.ModuleInterface;
import carpet.script.exception.CarpetExpressionException;
@@ -40,7 +40,8 @@ public class CarpetScriptServer
public CarpetEventServer events;
public static List<ModuleInterface> bundledModuleData = new ArrayList<ModuleInterface>(){{
add(new CameraPathModule());
add(new BundledModule("camera"));
add(new BundledModule("event_test"));
}};
public CarpetScriptServer()
@@ -0,0 +1,39 @@
package carpet.script.bundled;
import org.apache.commons.io.IOUtils;
import java.io.IOException;
import java.nio.charset.StandardCharsets;
public class BundledModule implements ModuleInterface
{
private String name;
private String code;
public BundledModule(String scriptName)
{
try
{
name = scriptName;
code = IOUtils.toString(
getClass().getClassLoader().getResourceAsStream("assets/carpet/scripts/"+scriptName+".sc"),
StandardCharsets.UTF_8
);
}
catch ( NullPointerException | IOException e)
{
name = null;
code = null;
}
}
@Override
public String getName()
{
return name;
}
@Override
public String getCode()
{
return code;
}
}
@@ -1,334 +0,0 @@
package carpet.script.bundled;
public class CameraPathModule implements ModuleInterface
{
@Override
public String getName()
{
return "camera";
}
@Override
public String getCode()
{
return " __command() ->\n" +
" (\n" +
" print('Camera path module.');\n" +
" print('-------------------');\n" +
" print(' \"/camera start\" - set the starting point');\n" +
" print('');\n" +
" print(' \"/camera add <N>\" - add another point <N> frames later');\n" +
" print('');\n" +
" print(' \"/camera select_interpolation < linear | gauss_? >\"');\n" +
" print(' Select interpolation between points:');\n" +
" print(' - linear: straight paths between points.');\n" +
" print(' - gauss_auto: automatic smooth transitions.');\n" +
" print(' - gauss_<number>: custom fixed variance ');\n" +
" print(' (in points) for special effects.');\n" +
" print('');\n" +
" print(' \"/camera repeat <N> <last_delay>\" - ');\n" +
" print(' Repeat existing points configuration n-times');\n" +
" print(' using <last_delay> points to link path ends');\n" +
" print('');\n" +
" print(' \"/camera speed <factor> - ');\n" +
" print(' Change number of frames between points');\n" +
" print(' from 25 -> 4 times faster (less points),');\n" +
" print(' to 400 -> 4 times slower (more points)');\n" +
" print('');\n" +
" print(' \"/camera play <fps>: run a path with a player');\n" +
" print(' <fps> needs to be multiples of 20, (20 tps)');\n" +
" print('');\n" +
" print(' \"/camera show\": shows current path for a moment');\n" +
" print('');\n" +
" print(' \"/script in camera invoke _show_path_tick <particle> <ppt>\":');\n" +
" print(' place this in a repeating commandblock');\n" +
" print(' to display path continuously');\n" +
" print(' with set particle and number of particles per tick');\n" +
" print(' example: \\'dust 0.9 0.1 0.1 1\\' 100 ');\n" +
" ''\n" +
" );\n" +
" start() -> \n" +
"(\n" +
" p = player();\n" +
" global_points = l(l(l(p~'x',p~'y',p~'z',p~'yaw',p~'pitch'),0,'sharp'));\n" +
" undef('global_path_precalculated');\n" +
" str('Started path at %.1f %.1f %.1f', p~'x', p~'y', p~'z')\n" +
");\n" +
"\n" +
" add(delay) -> \n" +
"( \n" +
" p = player(); \n" +
" mode = 'sharp';\n" +
" 'mode is currently unused, run_path does always sharp, gauss interpolator is always smooth';\n" +
" ' but this option could be used could be used at some point by more robust interpolators';\n" +
" vector = l(p~'x',p~'y',p~'z', p~'yaw', p~'pitch');\n" +
" __add_path_segment(vector, delay, mode);\n" +
" str('Added point %d: %.1f %.1f %.1f', length(global_points), p~'x', p~'y', p~'z')\n" +
");\n" +
"\n" +
" __add_path_segment(vector, duration, mode) -> \n" +
"(\n" +
" undef('global_path_precalculated');\n" +
" if ( (l('sharp','smooth') ~ mode) == null, exit('use smooth or sharp point')); \n" +
" if(!global_points, exit('Cannot add point to path that didn\\'t started yet!'));\n" +
" l(v, end_time, m) = element(global_points, -1);\n" +
" put(vector,-2, __adjusted_rot(element(v, -2), element(vector, -2)));\n" +
" global_points += l(vector, end_time+duration, mode)\n" +
");\n" +
"\n" +
"'adjusts current rotation so we don\\'t spin around like crazy';\n" +
" __adjusted_rot(previous_rot, current_rot) -> \n" +
"(\n" +
" while( abs(previous_rot-current_rot) > 180, 1000,\n" +
" current_rot += if(previous_rot < current_rot, -360, 360)\n" +
" );\n" +
" current_rot\n" +
");\n" +
"\n" +
"\n" +
" repeat(times, last_section_duration) -> \n" +
"(\n" +
" undef('global_path_precalculated');\n" +
" positions = map(global_points, k = element(_, 0));\n" +
" modes = map(global_points, element(_, -1));\n" +
" durations = map(global_points, element(element(global_points, _i+1), 1)-element(_, 1));\n" +
" put(durations, -1, last_section_duration);\n" +
" loop(times,\n" +
" loop( length(positions),\n" +
" __add_path_segment(element(positions, _), element(durations, _), element(modes, _))\n" +
" )\n" +
" );\n" +
" str('Add %d points %d times', length(positions), times)\n" +
");\n" +
"\n" +
" speed(percentage) ->\n" +
"(\n" +
" undef('global_path_precalculated');\n" +
" if (percentage < 25 || percentage > 400, \n" +
" exit('path speed can only be speed, or slowed down 4 times. Recall command for larger changes')\n" +
" );\n" +
" ratio = percentage/100;\n" +
" previous_path_length = element(element(global_points, -1),1);\n" +
" for(global_points, put(_, 1, element(_, 1)*ratio ) );\n" +
" undef('global_path_precalculated');\n" +
" str('path %s from %d to %d ticks',\n" +
" if(ratio<1,'shortened','extended'),\n" +
" previous_path_length,\n" +
" element(element(global_points, -1),1)\n" +
" )\n" +
");\n" +
"\n" +
" select_interpolation(method) ->\n" +
"(\n" +
" undef('global_path_precalculated');\n" +
" __prepare_path_if_needed() -> __prepare_path_if_needed_generic();\n" +
" 'each supported method needs to specify its __find_position_for_point to trace the path';\n" +
" 'accepting segment number, and position in the segment';\n" +
" 'or optionally __prepare_path_if_needed, if path is inefficient to compute point by point';\n" +
" if (\n" +
" method == 'linear',\n" +
" (\n" +
" __find_position_for_point(s, p) -> __find_position_for_linear(s, p)\n" +
" ),\n" +
" method ~ '^gauss_',\n" +
" (\n" +
" type = method - 'gauss_';\n" +
" global_interpol_option = if(type=='auto',0,number(type));\n" +
" __find_position_for_point(s, p) -> __find_position_for_gauss(s, p)\n" +
" ),\n" +
" method ~ '^bungee_',\n" +
" (\n" +
" exit('unsupported / planned');\n" +
" type = method - 'bungee_';\n" +
" global_interpol_option = if(type=='auto',80,number(type));\n" +
" __prepare_path_if_needed() -> __prepare_path_if_needed_bungee()\n" +
" ),\n" +
" \n" +
" exit('Choose one of the following methods: linear, gauss:auto, gauss:<deviation>')\n" +
" );\n" +
" 'Ok'\n" +
");\n" +
"\n" +
" select_interpolation('linear');\n" +
"\n" +
" __assert_valid_for_motion() ->\n" +
"(\n" +
" if(!global_points, exit('Path not defined yet'));\n" +
" if(length(global_points)<2, exit('Path not complete - add more points'));\n" +
" null \n" +
");\n" +
"\n" +
" __get_path_at(segment, start, index) ->\n" +
"(\n" +
" v = element(global_path_precalculated, start+index);\n" +
" if(v == null,\n" +
" v = __find_position_for_point(segment, index);\n" +
" put(global_path_precalculated, start+index, v)\n" +
" );\n" +
" v\n" +
");\n" +
"\n" +
" __invalidate_points_cache() -> global_path_precalculated = map(range(element(element(global_points, -1),1)), null);\n" +
"\n" +
" show() -> \n" +
"(\n" +
" loop(100,\n" +
" _show_path_tick('dust 0.9 0.1 0.1 1', 100);\n" +
" game_tick(50)\n" +
" );\n" +
" 'Done!'\n" +
");\n" +
"\n" +
" __play(fps) -> \n" +
"(\n" +
" p = player();\n" +
" __assert_valid_for_motion();\n" +
" __prepare_path_if_needed();\n" +
" loop( length(global_points)-1,\n" +
" segment = _;\n" +
" start = element(element(global_points, segment),1);\n" +
" end = element(element(global_points, segment+1),1);\n" +
" loop(end-start,\n" +
" v = __get_path_at(segment, start, _);\n" +
" modify(p, 'location', v);\n" +
" game_tick(1000/fps)\n" +
" )\n" +
" );\n" +
" game_tick(1000);\n" +
" 'Done!'\n" +
");\n" +
"\n" +
" play(fps) -> \n" +
"(\n" +
" p = player();\n" +
" __assert_valid_for_motion();\n" +
" __prepare_path_if_needed();\n" +
" if ((fps % 20 != 0) || fps < 20, exit('FPS needs to be multiples of 20') );\n" +
"\ttpt = round(fps / 20);\n" +
" mspt = 50 / tpt; \n" +
" start_time = time();\n" +
" point = 0;\n" +
" loop( length(global_points)-1,\n" +
" segment = _;\n" +
" start = element(element(global_points, segment),1);\n" +
" end = element(element(global_points, segment+1),1);\n" +
" loop(end-start,\n" +
" v = __get_path_at(segment, start, _);\n" +
" modify(p, 'location', v);\n" +
" point += 1;\n" +
" if ((point % tpt == 0), game_tick());\n" +
" end_time = time();\n" +
" took = end_time - start_time;\n" +
" if (took < mspt, sleep(mspt-took));\n" +
" start_time = time()\n" +
" )\n" +
" );\n" +
" game_tick(1000);\n" +
" 'Done!'\n" +
");\n" +
"\n" +
" _show_path_tick(particle_type, total) -> (\n" +
" __assert_valid_for_motion();\n" +
" __prepare_path_if_needed();\n" +
" loop(total,\n" +
" segment = floor(rand(length(global_points)-1));\n" +
" start = element(element(global_points, segment),1);\n" +
" end = element(element(global_points, segment+1),1);\n" +
" index = floor(rand(end-start));\n" +
" l(x, y, z) = slice(__get_path_at(segment, start, index), 0, 3);\n" +
" particle(particle_type, x, y, z, 1, 0, 0)\n" +
" );\n" +
" null\n" +
");\n" +
"\n" +
" __prepare_path_if_needed_generic() ->\n" +
"(\n" +
" if(!global_path_precalculated, __invalidate_points_cache())\n" +
");\n" +
"\n" +
"__find_position_for_linear(segment, point) ->\n" +
"(\n" +
" l(va, start, mode_a) = element(global_points,segment);\n" +
" l(vb, end, mode_b) = element(global_points,segment+1);\n" +
" section = end-start;\n" +
" dt = point/section;\n" +
" dt*vb+(1-dt)*va\n" +
");\n" +
"\n" +
"\n" +
"'(1/sqrt(2*pi*d*d))*euler^(-((x-miu)^2)/(2*d*d)) ';\n" +
" 'but we will be normalizing anyways, so who cares';\n" +
" __norm_prob(x, miu, d) -> euler^(-((x-miu)^2)/(2*d*d));\n" +
"\n" +
" __find_position_for_gauss(from_index, point) -> \n" +
"(\n" +
" dev = global_interpol_option;\n" +
" components = l();\n" +
" path_point = element(element(global_points, from_index),1);\n" +
" \n" +
" try(\n" +
" for(range(from_index+1, length(global_points)),\n" +
" l(v,ptime,mode) = element(global_points, _);\n" +
" dev = if (global_interpol_option > 0, global_interpol_option, \n" +
" devs = l();\n" +
" if (_+1 < length(global_points), devs += element(element(global_points, _+1),1)-ptime);\n" +
" if (_-1 >= 0, devs += ptime-element(element(global_points, _-1),1));\n" +
" 0.6*reduce(devs, _a+_, 0)/length(devs)\n" +
" );\n" +
" impact = __norm_prob(path_point+point, ptime, dev);\n" +
" if(rtotal && impact < 0.000001*rtotal, throw(null));\n" +
" components += l(v, impact);\n" +
" rtotal += impact\n" +
" )\n" +
" ,null\n" +
" );\n" +
" try(\n" +
" for(range(from_index, -1, -1),\n" +
" l(v,ptime,mode) = element(global_points, _);\n" +
" dev = if (global_interpol_option > 0, global_interpol_option, \n" +
" devs = l();\n" +
" if (_+1 < length(global_points), devs += element(element(global_points, _+1),1)-ptime);\n" +
" if (_-1 >= 0, devs += ptime-element(element(global_points, _-1),1));\n" +
" 0.6*reduce(devs, _a+_, 0)/length(devs)\n" +
" );\n" +
" impact = __norm_prob(path_point+point, ptime, dev);\n" +
" if(ltotal && impact < 0.000001*ltotal, throw(null));\n" +
" components += l(v, impact);\n" +
" ltotal += impact\n" +
" )\n" +
" ,null\n" +
" );\n" +
" total = rtotal+ltotal;\n" +
" reduce(components, _a+element(_,0)*(element(_,1)/total), l(0,0,0,0,0))\n" +
");\n" +
" __prepare_path_if_needed_bungee(fps) ->\n" +
"(\n" +
" exit('not ready!');\n" +
" if(!global_points, exit('Cannot show path that doesn\\'t exist'));\n" +
" if(length(global_points)<2, exit('Path not complete - add more points'));\n" +
" v = element(element(global_points, 0),0);\n" +
" modify(p, 'pos', slice(v,0,3));\n" +
" modify(p, 'yaw', element(v,3));\n" +
" modify(p, 'pitch', element(v,4));\n" +
" current_target = element(element(global_points, 1),0);\n" +
" current_hook = 1;\n" +
" loop(length(global_points)-1, \n" +
" current_base = _;\n" +
" l(va, start, mode_a) = element(global_points,_);\n" +
" l(vb, end, mode_b) = element(global_points,_+1);\n" +
" section = end-start;\n" +
" loop(section,\n" +
" dt = _/section;\n" +
"\n" +
" v = dt*vb+(1-dt)*va;\n" +
" modify(p, 'pos', slice(v,0,3));\n" +
" modify(p, 'yaw', element(v,3));\n" +
" modify(p, 'pitch', element(v,4));\n" +
" game_tick(1000/fps)\n" +
" )\n" +
" );\n" +
" game_tick(1000);\n" +
" 'Done!'\n" +
")\n";
}
}
@@ -0,0 +1,248 @@
__command() ->
(
print('camera_path module.');
print('-------------------');
print(' "/camera_path start" - set the starting point');
print('');
print(' "/camera_path add <N>" - add another point <N> frames later');
print('');
print(' "/camera_path select_interpolation < linear | gauss_? >"');
print(' Select interpolation between points:');
print(' - linear: straight paths between points.');
print(' - gauss_auto: automatic smooth transitions.');
print(' - gauss_<number>: custom fixed variance ');
print(' (in points) for special effects.');
print('');
print(' "/camera_path repeat <N> <last_delay>" - ');
print(' Repeat existing points configuration n-times');
print(' using <last_delay> points to link path ends');
print('');
print(' "/camera_path speed <factor> - ');
print(' Change number of frames between points');
print(' from 25 -> 4 times faster (less points),');
print(' to 400 -> 4 times slower (more points)');
print('');
print(' "/camera_path play <fps>: run a path with a player');
print(' <fps> needs to be multiples of 20, (20 tps)');
print('');
print(' "/camera_path show": shows current path for a moment');
print('');
print(' "/script in camera_path invoke _show_path_tick <particle> <ppt>":');
print(' place this in a repeating commandblock');
print(' to display path continuously');
print(' with set particle and number of particles per tick');
print(' example: \'dust 0.9 0.1 0.1 1\' 100 ');
''
);
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();
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) ->
(
undef('global_path_precalculated');
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) ->
(
while( abs(previous_rot-current_rot) > 180, 1000,
current_rot += if(previous_rot < current_rot, -360, 360)
);
current_rot
);
repeat(times, last_section_duration) ->
(
undef('global_path_precalculated');
positions = map(global_points, k = get(_, 0));
modes = map(global_points, get(_, -1));
durations = map(global_points, get(get(global_points, _i+1), 1)-get(_, 1));
put(durations, -1, last_section_duration);
loop(times,
loop( length(positions),
__add_path_segment(get(positions, _), get(durations, _), get(modes, _))
)
);
str('Add %d points %d times', length(positions), times)
);
speed(percentage) ->
(
undef('global_path_precalculated');
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;
previous_path_length = get(get(global_points, -1),1);
for(global_points, put(_, 1, get(_, 1)*ratio ) );
undef('global_path_precalculated');
str('path %s from %d to %d ticks',
if(ratio<1,'shortened','extended'),
previous_path_length,
get(get(global_points, -1),1)
)
);
select_interpolation(method) ->
(
undef('global_path_precalculated');
__prepare_path_if_needed() -> __prepare_path_if_needed_generic();
// each supported method needs to specify its __find_position_for_point to trace the path
// accepting segment number, and position in the segment
// or optionally __prepare_path_if_needed, if path is inefficient to compute point by point
if (
method == 'linear',
(
__find_position_for_point(s, p) -> __find_position_for_linear(s, p)
),
method ~ '^gauss_',
(
type = method - 'gauss_';
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
);
__get_path_at(segment, start, index) ->
(
v = get(global_path_precalculated, start+index);
if(v == null,
v = __find_position_for_point(segment, index);
put(global_path_precalculated, start+index, v)
);
v
);
__invalidate_points_cache() -> global_path_precalculated = map(range(get(get(global_points, -1),1)), null);
show() ->
(
loop(100,
_show_path_tick('dust 0.9 0.1 0.1 1', 100);
game_tick(50)
);
'Done!'
);
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;
start_time = time();
point = 0;
loop( length(global_points)-1,
segment = _;
start = get(get(global_points, segment),1);
end = get(get(global_points, segment+1),1);
loop(end-start,
v = __get_path_at(segment, start, _);
modify(p, 'location', v);
point += 1;
if ((point % tpt == 0), game_tick());
end_time = time();
took = end_time - start_time;
if (took < mspt, sleep(mspt-took));
start_time = time()
)
);
game_tick(1000);
'Done!'
);
_show_path_tick(particle_type, total) ->
(
__assert_valid_for_motion();
__prepare_path_if_needed();
loop(total,
segment = floor(rand(length(global_points)-1));
start = get(get(global_points, segment),1);
end = get(get(global_points, segment+1),1);
index = floor(rand(end-start));
l(x, y, z) = slice(__get_path_at(segment, start, index), 0, 3);
particle(particle_type, x, y, z, 1, 0, 0)
);
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);
l(vb, end, mode_b) = get(global_points,segment+1);
section = end-start;
dt = point/section;
dt*vb+(1-dt)*va
);
//(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) ->
(
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,
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));
0.6*reduce(devs, _a+_, 0)/length(devs)
);
impact = __norm_prob(path_point+point, ptime, dev);
if(rtotal && impact < 0.000001*rtotal, throw(null));
components += l(v, impact);
rtotal += impact
)
,null
);
try(
for(range(from_index, -1, -1),
l(v,ptime,mode) = get(global_points, _);
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));
0.6*reduce(devs, _a+_, 0)/length(devs)
);
impact = __norm_prob(path_point+point, ptime, dev);
if(ltotal && impact < 0.000001*ltotal, throw(null));
components += l(v, impact);
ltotal += impact
)
,null
);
total = rtotal+ltotal;
reduce(components, _a+get(_,0)*(get(_,1)/total), l(0,0,0,0,0))
)
@@ -0,0 +1,116 @@
__on_player_jumps(player) -> print('Player '+player+' jumps.');
__on_player_deploys_elytra(player) -> print('Player '+player+' deploys elytra.');
__on_player_wakes_up(player) -> print('Player '+player+' wakes up. Lemme know when this starts working');
__on_player_rides(player, forward, strafe, jumping, sneaking) ->
(
print('');
print('player rides a vehicle:');
print(' - player: '+player);
print(' - forward/backward: '+forward);
print(' - strafing: '+strafe);
print(' - jumping: '+jumping);
print(' - sneaking: '+sneaking)
);
__on_player_uses_item(player, item_tuple, hand) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
print('player uses an item:');
print(' - player: '+player);
print(' - item:');
print(' > name: '+item);
print(' > count: '+count);
print(' > nbt: '+nbt);
print(' - hand: '+hand)
);
__on_player_clicks_block(player, block, face) ->
(
print('');
print('player clicks an item:');
print(' - player: '+player);
print(' - block: '+block+' at '+map(pos(block), str('%.2f',_)));
print(' - face: '+face)
);
__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
print('block right clicked by player:');
print(' - player: '+player);
print(' - item: '+item);
print(' - hand: '+hand);
print(' - block: '+block+' at '+map(pos(block), str('%.2f',_)));
print(' - face: '+face);
print(' - hitvec: '+map(hitvec, str('%.2f',_)))
);
__on_player_breaks_block(player, block) ->
(
print('');
print('player breaks block:');
print(' - player: '+player);
print(' - block: '+block+' at '+map(pos(block), str('%.2f',_)))
);
__on_player_interacts_with_entity(player, entity, hand) ->
(
print('');
print('player interacts with entity:');
print(' - player: '+player);
print(' - entity: '+entity+' at '+map(pos(entity), str('%.2f',_)));
print(' - hand: '+hand)
);
__on_player_attacks_entity(player, entity) ->
(
print('');
print('player attacks entity:');
print(' - player: '+player);
print(' - entity: '+entity+' at '+map(pos(entity), str('%.2f',_)))
);
__on_player_starts_sneaking(player) -> print('Player '+player+' starts sneaking.');
__on_player_stops_sneaking(player) -> print('Player '+player+' stops sneaking.');
__on_player_starts_sprinting(player) -> print('Player '+player+' starts sprinting.');
__on_player_stops_sprinting(player) -> print('Player '+player+' stops sprinting.');
__on_player_releases_item(player, item_tuple, hand) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
print('player releases an item:');
print(' - player: '+player);
print(' - item:');
print(' > name: '+item);
print(' > count: '+count);
print(' > nbt: '+nbt);
print(' - hand: '+hand)
);
__on_player_finishes_using_item(player, item_tuple, hand) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
print('player finishes using an item:');
print(' - player: '+player);
print(' - item:');
print(' > name: '+item);
print(' > count: '+count);
print(' > nbt: '+nbt);
print(' - hand: '+hand)
);
__on_player_drops_item(player) -> print('Player '+player+' drops current item.');
__on_player_drops_stack(player) -> print('Player '+player+' drops current stack.');