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fabric-carpet/docs/scarpet/api/Auxiliary.md
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2020-04-29 00:48:02 -03:00

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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?, mixer?)

Plays a specific sound name, at block or position pos, with optional volume and modified pitch, and under optional mixer. Default values for volume, pitch and mixer are 1.0, 1.0, and master. Valid mixer options are master, music, record, weather, block, hostile,neutral, player, ambient and voice. 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.

format(components, ...), format(l(components, ...))

Creates a line of formatted text. Each component is either a string indicating formatting and text it corresponds to or a decorator affecting the component preceding it.

Regular formatting components is a string that have the structure of: '<format> <text>', like 'gi Hi', which in this case indicates a grey, italicised word 'Hi'. The space to separate the format and the text is mandatory. The format can be empty, but the space still needs to be there otherwise the first word of the text will be used as format, which nobody wants.

Format is a list of formatting symbols indicating the format. They can be mixed and matched although color will only be applied once. Available symbols include:

  • i - italic
  • b - bold
  • s - strikethrough
  • u - underline
  • o - obfuscated

And colors:

  • w - White (default)
  • y - Yellow
  • m - Magenta (light purple)
  • r - Red
  • c - Cyan (aqua)
  • l - Lime
  • t - lighT blue
  • f - dark grayF (weird Flex, but ok)
  • g - Gray
  • d - golD
  • p - PurPle
  • n - browN (dark red)
  • q - turQuoise (dark aqua)
  • e - grEEn
  • v - naVy blue
  • k - blaK
  • #FFAACC - arbitrary RGB color (1.16+), hex notation

Decorators (listed as extra argument after the component they would affect):

  • '^<format> <text>' - hover over tooltip text, appearing when hovering with your mouse over the text below.
  • '?<suggestion> - command suggestion - a message that will be pasted to chat when text below it is clicked.
  • '!<message>' - a chat message that will be executed when the text below it is clicked.

Both suggestions and messages can contain a command, which will be executed as a player that clicks it.

So far the only usecase for formatted texts is with a print command. Otherwise it functions like a normal string value representing what is actually displayed on screen.

Example usages:

 print(format('rbu Error: ', 'r Stuff happened!'))
 print(format('w Click ','tb [HERE]', '^di Awesome!', '!/kill', 'w \ button to win $1000'))
  // the reason why I backslash the second space is that otherwise command parser may contract consecutive spaces
  // not a problem in apps

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

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

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), load_app_data(file, shared?)

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 that belongs exclusively to the app. if shared is true, the file location is not exclusive to the app anymore, but located in a shared app space.

File descriptor can contain letters, numbers and folder separator: '/'. Any other characters are stripped from the name before saving/loading. Empty descriptors are invalid.

Function returns nbt value with the file content, or null if the file is missing or there were problems with retrieving the data.

The default no-name app, via /script run command can only save/load file from the shared data location.

If the app's name is 'foo', the script location would be world/scripts/foo.sc, system-managed default app data storage is in world/scripts/foo.data.nbt, app specific data directory is under world/scripts/foo.data/bar/../baz.nbt, and shared data space is under world/scripts/shared/bar/../baz.nbt.

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), store_app_data(tag, file, shared?)

Stores the app data associated with the app from the world /scripts folder. With the file parameter saves immediately and with every call to a specific file defined by the file, either in app space, or in the scripts shared space if shared is true. 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.

Returns true if the file was saved successfully, false otherwise.

Uses the same file structure for exclusive app data, and shared data folder as load_app_data.

tick_time()

Returns server tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time.

world_time()

Returns dimension-specific tick counter.

day_time(new_time?)

Returns current daytime clock value. If new_time is specified, sets a new clock to that value. Daytime clocks are shared between all dimensions.

last_tick_times()

Returns a 100-long array of recent tick times, in milliseconds. First item on the list is the most recent tick If called outside of the main tick (either throgh scheduled tasks, or async execution), then the first item on the list may refer to the previous tick performance. In this case the last entry (tick 100) would refer to the most current tick. For all intent and purpose, last_tick_times():0 should be used as last tick execution time, but individual tick times may vary greatly, and these need to be taken with the little grain of averaging.

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

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

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.