Files
fabric-carpet/src/main/resources/assets/carpet/scripts/event_test.sc
T

295 lines
8.2 KiB
Python

__on_player_jumps(player) -> (
print('');
print('__on_player_jumps(player)');
print('Player '+player+' jumps.')
);
__on_player_deploys_elytra(player) -> (
print('');
print('__on_player_deploys_elytra(player)');
print('Player '+player+' deploys elytra.')
);
__on_player_wakes_up(player) -> (
print('');
print('__on_player_wakes_up(player)');
print('Player '+player+' wakes up')
);
__on_player_escapes_sleep(player) -> (
print('');
print('__on_player_escapes_sleep(player)');
print('Player '+player+' wakes up using ESC key')
);
__on_player_rides(player, forward, strafe, jumping, sneaking) ->
(
print('');
print('__on_player_rides(player, forward, strafe, jumping, sneaking)');
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('__on_player_uses_item(player, item_tuple, hand)');
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('__on_player_clicks_block(player, block, face)');
print('player clicks a block:');
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('__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) ');
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('__on_player_breaks_block(player, block)');
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('__on_player_interacts_with_entity(player, entity, hand)');
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('__on_player_attacks_entity(player, entity)');
print('player attacks entity:');
print(' - player: '+player);
print(' - entity: '+entity+' at '+map(pos(entity), str('%.2f',_)))
);
__on_player_starts_sneaking(player) -> (
print('');
print('__on_player_starts_sneaking(player)');
print('Player '+player+' starts sneaking.')
);
__on_player_stops_sneaking(player) -> (
print('');
print('__on_player_stops_sneaking(player)');
print(' Player '+player+' stops sneaking.')
);
__on_player_starts_sprinting(player) -> (
print('');
print('__on_player_starts_sprinting(player)');
print(' Player '+player+' starts sprinting.')
);
__on_player_stops_sprinting(player) -> (
print('');
print('__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('__on_player_releases_item(player, item_tuple, hand)');
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('__on_player_finishes_using_item(player, item_tuple, hand)');
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('');
print('__on_player_drops_item(player)');
print('Player '+player+' drops current item.')
);
__on_player_drops_stack(player) -> (
print('');
print('__on_player_drops_stack(player)');
print('Player '+player+' drops current stack.')
);
__on_player_interacts_with_block(player, hand, block, face, hitvec) ->
(
print('');
print('__on_player_interacts_with_block(player, hand, block, face, hitvec) ');
print('block right clicked by player:');
print(' - player: '+player);
print(' - hand: '+hand);
print(' - block: '+block+' at '+map(pos(block), str('%.2f',_)));
print(' - face: '+face);
print(' - hitvec: '+map(hitvec, str('%.2f',_)))
);
__on_player_places_block(player, item_tuple, hand, block) ->
(
l(item, count, nbt) = item_tuple || l('None', 0, null);
print('');
print('__on_player_places_block(player, item_tuple, hand, block)');
print('player places a block:');
print(' - player: '+player);
print(' - block: '+block+' at '+map(pos(block), str('%.2f',_)));
print(' - hand: '+hand);
print(' - item:');
print(' > name: '+item);
print(' > count: '+count);
print(' > nbt: '+nbt);
);
__on_player_takes_damage(player, amount, source, entity) ->
(
print('');
print('__on_player_takes_damage(player, amount, source, source_entity)');
print('player takes damage:');
print(' - player: '+player);
print(' - amount: '+str('%.2f',amount));
print(' - source: '+source);
print(' - source_entity: '+entity);
);
__on_player_deals_damage(player, amount, entity) ->
(
print('');
print('__on_player_deals_damage(player, amount, target)');
print('player deals damage:');
print(' - player: '+player);
print(' - amount: '+str('%.2f',amount));
print(' - target: '+entity);
);
__on_player_dies(player) ->
(
print('');
print('__on_player_dies(player)');
print('Player '+player+' dies.')
);
__on_player_respawns(player) ->
(
print('');
print('__on_player_respawns(player)');
print('Player '+player+' respawns.')
);
__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension) ->
(
print('');
print('__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)');
print('player changes dimensions:');
print(' - player: '+player);
print(' - from '+from_dimension+' at '+map(from_pos, str('%.2f',_)));
print(' - to '+to_dimension+if(to_pos == null, '', ' at '+map(to_pos, str('%.2f',_))));
);
__on_player_connects(player) ->
( // you will never sees it
print('');
print('__on_player_connects(player)');
print('Player '+player+' connects.')
);
__on_player_disconnects(player, reason) ->
( // you will never sees it either
print('');
print('__on_player_disconnects(player)');
print('Player '+player+' disconnects because: '+reason)
);
__on_player_chooses_recipe(player, recipe, full_stack) ->
(
print('');
print('__on_player_chooses_recipe(player, recipe, full_stack)');
print('player chooses recipe:');
print(' - player: '+player);
print(' - recipe: '+recipe);
print(' - full stack: '+ full_stack);
);
__on_player_switches_slot(player, from, to) ->
(
print('');
print('__on_player_switches_slot(player, from, to)');
print('player switches inventory slot:');
print(' - player: '+player);
print(' - from: '+ from);
print(' - to: '+ to);
);
__on_player_swaps_hands(player) -> (
print('');
print('__on_player_swaps_hands(player)');
print(' Player '+player+' swaps hands.')
);
// too much spam
//__on_player_collides_with_entity(player, entity) ->
//(
// print('');
// print('__on_player_collides_with_entity(player, entity)');
// print(' Player '+player+' collides with '+entity);
//);
__on_player_picks_up_item(player, item) ->
(
print('');
print('__on_player_picks_up_item(player, item)');
print(' Player '+player+' injects '+item);
);