343 lines
18 KiB
Markdown
343 lines
18 KiB
Markdown
# Scarpet events system
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Scarpet provides the ability to execute specific function whenever an event occurs. The functions to be subscribed for an event
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need to conform with the arguments to the event specification. There are several built-in events triggered when certain in-game
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events occur, but app designers can create their own events and trigger them across all loaded apps.
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When loading the app, each function that starts
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with `__on_<event>` and has the required arguments, will be bound automatically to a corresponding built-in event. '`undef`'ying
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of such function would result in unbinding the app from this event.
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In case of `player` scoped apps,
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all player action events will be directed to the appropriate player hosts. Global events, like `'tick'`, that don't have a specific
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player target will be executed multiple times, once for each player, and once in `'global'` scoped apps.
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Most built-in events strive to report right before they take an effect in the game. The purpose of that is that this give a choice
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for the programmer to handle them right away (as it happens, potentially affect the course of action by changing the
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environment right before it), or decide to handle it after by scheduling another call for the end of the tick. Or both -
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partially handle the event before it happens and handle the rest after. While in some cases this may lead to programmers
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confusion (like handling the respawn event still referring to player's original position and dimension), but gives much
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more control over these events.
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Programmers can also define their own events and signal other events, including built-in events, and across all loaded apps.
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## Event list
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Here is a list of events that are handled by default in scarpet. This list includes prefixes for function names, allowing apps
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to autoload them, but you can always add any function to any event (using `/script event` command)
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if it accepts required number of parameters.
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## Built-in global events
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Global events will be handled once per app that is with `'global'` scope. With `player` scoped apps, each player instance
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is responsible independently from handling their events, so a global event may be executed multiple times for each player.
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### `__on_server_starts()`
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Event triggers after world is loaded and after all startup apps have started. It won't be triggered with `/reload`.
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### `__on_server_shuts_down()`
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Event triggers when the server started the shutdown process, before `__on_close()` is executed. Unlike `__on_close()`, it doesn't
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trigger with `/reload`.
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### `__on_tick()`
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Event triggers at the beginning of each tick, located in the overworld. You can use `in_dimension()`
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to access other dimensions from there.
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### `__on_tick_nether()` (Deprecated)
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Duplicate of `tick`, just automatically located in the nether. Use `__on_tick() -> in_dimension('nether', ... ` instead.
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### `__on_tick_ender()` (Deprecated)
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Duplicate of `tick`, just automatically located in the end. Use `__on_tick() -> in_dimension('end', ... ` instead.
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### `__on_chunk_generated(x,z)`
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Called right after a chunk at a given coordinate is full generated. `x` and `z` correspond
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to the lowest x and z coords in the chunk. Event may (or may not) work with Optifine installed
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at the same time.
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### `__on_lightning(block, mode)`
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Triggered right after a lightning strikes. Lightning entity as well as potential horseman trap would
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already be spawned at that point. `mode` is `true` if the lightning did cause a trap to spawn.
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### `__on_carpet_rule_changes(rule, new_value)`
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Triggered when a carpet mod rule is changed. It includes extension rules, not using default `/carpet` command,
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which will then be namespaced as `namespace:rule`.
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### entity load event -> check `entity_load_handler()`
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These will trigger every time an entity of a given type is loaded into the game: spawned, added with a chunks,
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spawned from commands, anything really. Check `entity_load_handler()` in the entity section for details.
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## Built-in player events
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These are triggered with a player context. For apps with a `'player'` scope, they trigger once for the appropriate
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player. In apps with `global` scope they trigger once as well as a global event.
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### `__on_player_uses_item(player, item_tuple, hand)`
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Triggers with a right click action. Event is triggered right after a server receives the packet, before the
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game manages to do anything about it. Event triggers when player starts eating food, or starts drawing a bow.
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Use `player_finishes_using_item`, or `player_releases_item` to capture the end of these events.
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Event is not triggered when a player places a block, for that use
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`player_right_clicks_block` or `player_places_block` event.
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### `__on_player_releases_item(player, item_tuple, hand)`
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Player stops right-click-holding on an item that can be held. This event is a result of a client request.
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Example events that may cause it to happen is releasing a bow. The event is triggered after the game processes
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the request, however the `item_tuple` is provided representing the item that the player started with. You can use that and
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compare with the currently held item for a delta.
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### `__on_player_finishes_using_item(player, item_tuple, hand))`
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Player using of an item is done. This is controlled server side and is responsible for such events as finishing
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eating. The event is triggered after confirming that the action is valid, and sending the feedback back
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to the client, but before triggering it and its effects in game.
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### `__on_player_clicks_block(player, block, face)`
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Representing left-click attack on a block, usually signifying start of breaking of a block. Triggers right after the server
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receives a client packet, before anything happens on the server side.
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### `__on_player_breaks_block(player, block)`
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Called when player breaks a block, right before any changes to the world are done, but the decision is made to remove the block.
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### `__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)`
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Called when player right clicks on a block with anything, or interacts with a block. This event is triggered right
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before other interaction events, like `'player_interacts_with_block'` or `'player_places_block'`.
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### `__on_player_interacts_with_block(player, hand, block, face, hitvec)`
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Called when player successfully interacted with a block, which resulted in activation of said block,
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right after this happened.
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### `__on_player_places_block(player, item_tuple, hand, block)`
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Triggered when player places a block, after block is placed in the world, but before scoreboard is triggered or player inventory
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adjusted.
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### `__on_player_interacts_with_entity(player, entity, hand)`
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Triggered when player right clicks (interacts) with an entity, even if the entity has no vanilla interaction with the player or
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the item they are holding. The event is invoked after receiving a packet from the client, before anything happens server side
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with that interaction.
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### `__on_player_trades(player, entity, buy_left, buy_right, sell)`
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Triggered when player trades with a merchant. The event is invoked after the server allow the trade, but before the inventory
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changes and merchant updates its trade-uses counter.
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The parameter `entity` can be `null` if the merchant is not an entity.
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### `__on_player_collides_with_entity(player, entity)`
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Triggered every time a player - entity collisions are calculated, before effects of collisions are applied in the game.
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Useful not only when colliding with living entities, but also to intercept items or XP orbs before they have an effect
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on the player.
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### `__on_player_chooses_recipe(player, recipe, full_stack)`
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Triggered when a player clicks a recipe in the crafting window from the crafting book, after server received
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a client request, but before any items are moved from its inventory to the crafting menu.
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### `__on_player_switches_slot(player, from, to)`
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Triggered when a player changes their selected hotbar slot. Applied right after the server receives the message to switch
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the slot.
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### `__on_player_swaps_hands(player)`
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Triggered when a player sends a command to swap their offhand item. Executed before the effect is applied on the server.
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### `__on_player_swings_hand(player, hand)`
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Triggered when a player starts swinging their hand. The event typically triggers after a corresponding event that caused it
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(`player_uses_item`, `player_breaks_block`, etc.), but it triggers also after some failed events, like attacking the air. When
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swinging continues as an effect of an action, no new swinging events will be issued until the swinging is stopped.
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### `__on_player_attacks_entity(player, entity)`
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Triggered when a player attacks entity, right before it happens server side.
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### `__on_player_takes_damage(player, amount, source, source_entity)`
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Triggered when a player is taking damage. Event is executed right after potential absorbtion was applied and before
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the actual damage is applied to the player.
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### `__on_player_deals_damage(player, amount, entity)`
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Triggered when a player deals damage to another entity. Its applied in the same moment as `player_takes_damage` if both
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sides of the event are players, and similar for all other entities, just their absorbtion is taken twice, just noone ever
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notices that ¯\_(ツ)_/¯
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### `__on_player_dies(player)`
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Triggered when a player dies. Player is already dead, so don't revive them then. Event applied before broadcasting messages
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about players death and applying external effects (like mob anger etc).
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### `__on_player_respawns(player)`
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Triggered when a player respawns. This includes spawning after death, or landing in the overworld after leaving the end.
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When the event is handled, a player is still in its previous location and dimension - will be repositioned right after. In
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case player died, its previous inventory as already been scattered, and its current inventory will not be copied to the respawned
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entity, so any manipulation to player data is
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best to be scheduled at the end of the tick, but you can still use its current reference to query its status as of the respawn event.
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### `__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)`
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Called when a player moves from one dimension to another. Event is handled still when the player is in its previous
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dimension and position.
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`player_changes_dimension` returns `null` as `to_pos` when player goes back to the overworld from the end
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, since the respawn location of the player is not controlled by the teleport, or a player can still see the end credits. After
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the player is eligible to respawn in the overworld, `player_respawns` will be triggered.
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### `__on_player_rides(player, forward, strafe, jumping, sneaking)`
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Triggers when a server receives movement controls when riding vehicles. Its handled before the effects are applied
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server side.
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### `__on_player_jumps(player)`
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Triggered when a game receives a jump input from the client, and the player is considered standing on the ground.
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### `__on_player_deploys_elytra(player)`
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Triggered when a server receives a request to deploy elytra, regardless if the flight was agreed upon server side..
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### `__on_player_wakes_up(player)`
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Player wakes up from the bed mid sleep, but not when it is kicked out of bed because it finished sleeping.
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### `__on_player_escapes_sleep(player)`
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Same as `player_wakes_up` but only triggered when pressing the ESC button. Not sure why Mojang decided to send that event
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twice when pressing escape, but might be interesting to be able to detect that.
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### `__on_player_starts_sneaking(player)`
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### `__on_player_stops_sneaking(player)`
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### `__on_player_starts_sprinting(player)`
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### `__on_player_stops_sprinting(player)`
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Four events triggered when player controls for sneaking and sprinting toggle.
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### `__on_player_drops_item(player)`
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### `__on_player_drops_stack(player)`
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Triggered when the game receives the request from a player to drop one item or full stack from its inventory.
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Event happens before anything is changed server side.
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### `__on_player_picks_up_item(player, item)`
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Triggered AFTER a player successfully ingested an item in its inventory. Item represents the total stack of items
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ingested by the player. The exact position of these items is unknown as technically these
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items could be spread all across the inventory.
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### `__on_player_connects(player)`
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Triggered when the player has successfully logged in and was placed in the gaem.
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### `__on_player_disconnects(player, reason)`
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Triggered when a player sends a disconnect package or is forcefully disconnected from the server.
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### `__on_statistic(player, category, event, value)`
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Triggered when a player statistic changes. Doesn't notify on periodic an rhythmic events, i.e.
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`time_since_death`, `time_since_rest`, and `played_one_minute` since these are triggered every tick. Event
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is handled before scoreboard values for these statistics are changed.
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## Custom events and hacking into scarpet event system
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App programmers can define and trigger their own custom events. Unlike built-in events, all custom events pass a single value
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as an argument, but this doesn't mean that they cannot pass a complex list, map, or nbt tag as a message. Each event signal is
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either targetting all apps instances for all players, including global apps, if no target player has been identified,
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or only player scoped apps, if the target player
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is specified, running once for that player app. You cannot target global apps with player-targeted signals. Built-in events
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do target global apps, since their first argument is clearly defined and passed. That may change in the future in case there is
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a compelling argument to be able to target global apps with player scopes.
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Programmers can also handle built-in events the same way as custom events, as well as triggering built-in events, which I have
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have no idea why you would need that. The following snippets have the same effect:
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```
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__on_player_breaks_block(player, block) -> print(player+' broke '+block);
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```
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and
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```
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handle_event('player_breaks_block', _(player, block) -> print(player+' broke '+block));
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```
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as well as
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```
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undef('__on_player_breaks_block');
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```
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and
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```
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handle_event('player_breaks_block', null);
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```
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And `signal_event` can be used as a trigger, called twice for player based built-in events
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```
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signal_event('player_breaks_block', player, player, block); // to target all player scoped apps
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signal_event('player_breaks_block', null , player, block); // to target all global scoped apps and all player instances
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```
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or (for global events)
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```
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signal_event('tick') // trigger all apps with a tick event
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```
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### `handle_event(event, callback ...)`
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Provides a handler for an event identified by the '`event`' argument. If the event doesn't exist yet, it will be created.
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All loaded apps globally can trigger that event, when they call corresponding `signal_event(event, ...)`. Callback can be
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defined as a function name, function value (or a lambda function), along with optional extra arguments that will be passed
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to it when the event is triggered. All custom events expect a function that takes one free argument, passed by the event trigger.
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If extra arguments are provided, they will be appended to the argument list of the callback function.
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Returns `true` if subscription to the event was successful, or `false` if it failed (for instance wrong scope for built-in event,
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or incorect number of parameters for the event).
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If a callback is specified as `null`, the given app (or player app instance )stops handling that event.
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<pre>
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foo(a) -> print(a);
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handle_event('boohoo', 'foo');
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bar(a, b, c) -> print([a, b, c]);
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handle_event('boohoo', 'bar', 2, 3) // using b = 2, c = 3, a - passed by the caller
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handle_event('tick', _() -> foo('tick happened')); // built-in event
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handle_event('tick', null) // nah, ima good, kthxbai
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</pre>
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In case you want to pass an event handler that is not defined in your module, please read the tips on
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"Passing function references to other modules of your application" section in the `call(...)` section.
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### `signal_event(event, target_player?, ... args?)`
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Fires a specific event. If the event does not exist (only `handle_event` creates missing new events), or provided argument list
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was not matching the callee expected arguments, returns `null`,
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otherwise returns number of apps notified. If `target_player` is specified and not `null` triggers a player specific event, targetting
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only `player` scoped apps for that player. Apps with globals scope will not be notified even if they handle this event.
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If the `target_player` is omitted or `null`, it will target `global` scoped apps and all instances of `player` scoped apps.
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Note that all built-in player events have a player as a first argument, so to trigger these events, you need to
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provide them twice - once to specify the target player scope and second - to provide as an argument to the handler function.
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<pre>
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signal_event('player_breaks_block', player, player, block); // to target all player scoped apps
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signal_event('player_breaks_block', null , player, block); // to target all global scoped apps and all player instances
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signal_event('tick') // trigger all apps with a tick event
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</pre>
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## Custom events example
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The following example shows how you can communicate between different instances of the same player scoped app. It important to note
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that signals can trigger other apps as well, assuming the name of the event matches. In this case the request name is called
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`tp_request` and is triggered with a command.
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```
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// tpa.sc
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global_requester = null;
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__config() -> {
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'commands' -> {
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'<player>' -> _(to) -> signal_event('tp_request', to, player()),
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'accept' -> _() -> if(global_requester,
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run('tp '+global_requester~'command_name');
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global_requester = null
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)
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},
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'arguments' -> {
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'player' -> {'type' -> 'players', 'single' -> true}
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}
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};
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handle_event('tp_request', _(req) -> (
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global_requester = req;
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print(player(), format(
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'w '+req+' requested to teleport to you. Click ',
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'yb here', '^yb here', '!/tpa accept',
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'w to accept it.'
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));
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));
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```
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## `/script event` command
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used to display current events and bounded functions. use `add_to` to register a new event, or `remove_from` to
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unbind a specific function from an event. Function to be bounded to an event needs to have the same number of
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parameters as the action is attempting to bind to (see list above). All calls in modules loaded via `/script load`
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that handle specific built-in events will be automatically bounded, and unbounded when script is unloaded.
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