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fabric-carpet/docs/scarpet/api/Events.md
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# Scarpet events system
Scarpet provides the ability to execute specific function whenever an event occurs. The functions to be subscribed for an event
need to conform with the arguments to the event specification. There are several built-in events triggered when certain in-game
events occur, but app designers can create their own events and trigger them across all loaded apps.
When loading the app, each function that starts
with `__on_<event>` and has the required arguments, will be bound automatically to a corresponding built-in event. '`undef`'ying
of such function would result in unbinding the app from this event.
In case of `player` scoped apps,
all player action events will be directed to the appropriate player hosts. Global events, like `'tick'`, cannot be handled
in `'player'` scoped app.
`'global'` scoped apps will receive both global and player built-in events.
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
for the programmer to handle them right away (as it happens, potentially affect the course of action by changing the
environment right before it), or decide to handle it after by scheduling another call for the end of the tick. Or both -
partially handle the event before it happens and handle the rest after. While in some cases this may lead to programmers
confusion (like handling the respawn event still referring to player's original position and dimension), but gives much
more control over these events.
Programmers can also define their own events and signal other events, including built-in events, and across all loaded apps.
## Event list
Here is a list of events that are handled by default in scarpet. This list includes prefixes for function names, allowing apps
to autoload them, but you can always add any function to any event (using `/script event` command)
if it accepts required number of parameters.
## Built-in global events
Handling global events is only allowed in apps with `'global'` scope. With the default scope (`'player'`) you
simply wouldn't know which player to hook up this event to.
### `__on_tick()`
Event triggers at the beginning of each tick, located in the overworld. You can use `in_dimension()`
to access other dimensions from there.
### `__on_tick_nether()` (Deprecated)
Duplicate of `tick`, just automatically located in the nether. Use `__on_tick() -> in_dimension('nether', ... ` instead.
### `__on_tick_ender()` (Deprecated)
Duplicate of `tick`, just automatically located in the end. Use `__on_tick() -> in_dimension('end', ... ` instead.
### `__on_chunk_generated(x,z)`
Called right after a chunk at a given coordinate is full generated. `x` and `z` correspond
to the lowest x and z coords in the chunk. Event may (or may not) work with Optifine installed
at the same time.
### `__on_lightning(block, mode)`
Triggered right after a lightning strikes. Lightning entity as well as potential horseman trap would
already be spawned at that point. `mode` is `true` if the lightning did cause a trap to spawn.
### `__on_carpet_rule_changes(rule, new_value)`
Triggered when a carpet mod rule is changed. It includes extension rules, not using default `/carpet` command,
which will then be namespaced as `namespace:rule`.
### entity load event -> check `entity_load_handler()`
These will trigger every time an entity of a given type is loaded into the game: spawned, added with a chunks,
spawned from commands, anything really. Check `entity_load_handler()` in the entity section for details.
## Built-in player events
These are triggered with a player context. For apps with a `'player'` scope, they trigger once for the appropriate
player. In apps with `global` scope they trigger once as well as a global event.
### `__on_player_uses_item(player, item_tuple, hand)`
Triggers with a right click action. Event is triggered right after a server receives the packet, before the
game manages to do anything about it. Event triggers when player starts eating food, or starts drawing a bow.
Use `player_finishes_using_item`, or `player_releases_item` to capture the end of these events.
Event is not triggered when a player places a block, for that use
`player_right_clicks_block` or `player_places_block` event.
### `__on_player_releases_item(player, item_tuple, hand)`
Player stops right-click-holding on an item that can be held. This event is a result of a client request.
Example events that may cause it to happen is releasing a bow. The event is triggered after the game processes
the request, however the `item_tuple` is provided representing the item that the player started with. You can use that and
compare with the currently held item for a delta.
### `__on_player_finishes_using_item(player, item_tuple, hand))`
Player using of an item is done. This is controlled server side and is responsible for such events as finishing
eating. The event is triggered after confirming that the action is valid, and sending the feedback back
to the client, but before triggering it and its effects in game.
### `__on_player_clicks_block(player, block, face)`
Representing left-click attack on a block, usually signifying start of breaking of a block. Triggers right after the server
receives a client packet, before anything happens on the server side.
### `__on_player_breaks_block(player, block)`
Called when player breaks a block, right before any changes to the world are done, but the decision is made to remove the block.
### `__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)`
Called when player right clicks on a block with anything, or interacts with a block. This event is triggered right
before other interaction events, like `'player_interacts_with_block'` or `'player_places_block'`.
### `__on_player_interacts_with_block(player, hand, block, face, hitvec)`
Called when player successfully interacted with a block, which resulted in activation of said block,
right after this happened.
### `__on_player_places_block(player, item_tuple, hand, block)`
Triggered when player places a block, after block is placed in the world, but before scoreboard is triggered or player inventory
adjusted.
### `__on_player_interacts_with_entity(player, entity, hand)`
Triggered when player right clicks (interacts) with an entity, even if the entity has no vanilla interaction with the player or
the item they are holding. The event is invoked after receiving a packet from the client, before anything happens server side
with that interaction
### `__on_player_collides_with_entity(player, entity)`
Triggered every time a player - entity collisions are calculated, before effects of collisions are applied in the game.
Useful not only when colliding with living entities, but also to intercept items or XP orbs before they have an effect
on the player.
### `__on_player_chooses_recipe(player, recipe, full_stack)`
Triggered when a player clicks a recipe in the crafting window from the crafting book, after server received
a client request, but before any items are moved from its inventory to the crafting menu.
### `__on_player_switches_slot(player, from, to)`
Triggered when a player changes their selected hotbar slot. Applied right after the server receives the message to switch
the slot.
### `__on_player_swaps_hands(player)`
Triggered when a player sends a command to swap their offhand item. Executed before the effect is applied on the server.
### `__on_player_attacks_entity(player, entity)`
Triggered when a player attacks entity, right before it happens server side.
### `__on_player_takes_damage(player, amount, source, source_entity)`
Triggered when a player is taking damage. Event is executed right after potential absorbtion was applied and before
the actual damage is applied to the player.
### `__on_player_deals_damage(player, amount, entity)`
Triggered when a player deals damage to another entity. Its applied in the same moment as `player_takes_damage` if both
sides of the event are players, and similar for all other entities, just their absorbtion is taken twice, just noone ever
notices that ¯\_(ツ)_/¯
### `__on_player_dies(player)`
Triggered when a player dies. Player is already dead, so don't revive them then. Event applied before broadcasting messages
about players death and applying external effects (like mob anger etc).
### `__on_player_respawns(player)`
Triggered when a player respawns. This includes spawning after death, or landing in the overworld after leaving the end.
When the event is handled, a player is still in its previous location and dimension - will be repositioned right after.
### `__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)`
Called when a player moves from one dimension to another. Event is handled still when the player is in its previous
dimension and position.
`player_changes_dimension` returns `null` as `to_pos` when player goes back to the overworld from the end
, since the respawn location of the player is not controlled by the teleport, or a player can still see the end credits. After
the player is eligible to respawn in the overworld, `player_respawns` will be triggered.
### `__on_player_rides(player, forward, strafe, jumping, sneaking)`
Triggers when a server receives movement controls when riding vehicles. Its handled before the effects are applied
server side.
### `__on_player_jumps(player)`
Triggered when a game receives a jump input from the client, and the player is considered standing on the ground.
### `__on_player_deploys_elytra(player)`
Triggered when a server receives a request to deploy elytra, regardless if the flight was agreed upon server side..
### `__on_player_wakes_up(player)`
Player wakes up from the bed mid sleep, but not when it is kicked out of bed because it finished sleeping.
### `__on_player_starts_sneaking(player)`
### `__on_player_stops_sneaking(player)`
### `__on_player_starts_sprinting(player)`
### `__on_player_stops_sprinting(player)`
Four events triggered when player controls for sneaking and sprinting toggle.
### `__on_player_drops_item(player)`
### `__on_player_drops_stack(player)`
Triggered when the game receives the request from a player to drop one item or full stack from its inventory.
Event happens before anything is changed server side.
### `__on_player_picks_up_item(player, item)`
Triggered AFTER a player successfully ingested an item in its inventory. Item represents the total stack of items
ingested by the player. The exact position of these items is unknown as technically these
items could be spread all across the inventory.
### `__on_player_connects(player)`
Triggered when the player has successfully logged in and was placed in the gaem.
### `__on_player_disconnects(player, reason)`
Triggered when a player sends a disconnect package or is forcefully disconnected from the server.
### `__on_statistic(player, category, event, value)`
Triggered when a player statistic changes. Doesn't notify on periodic an rhythmic events, i.e.
`time_since_death`, `time_since_rest`, and `played_one_minute` since these are triggered every tick. Event
is handled before scoreboard values for these statistics are changed.
## Custom events and hacking into scarpet event system
App programmers can define and trigger their own custom events. Unlike built-in events, all custom events pass a single value
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
either targetting all global context apps, if no target player has been identified, or only player scoped apps, if the target player
is specified.
Programmers can also handle built-in events the same way as custom events, as well as triggering built-in events, which I have
have no idea why you would need that. The following snippets have the same effect:
```
__on_player_breaks_block(player, block) -> print(player+' broke '+block);
```
and
```
handle_event('player_breaks_block', _(player, block) -> print(player+' broke '+block));
```
as well as
```
undef('__on_player_breaks_block');
```
and
```
handle_event('player_breaks_block', null);
```
And `signal_event` can be used as a trigger, called twice for player based built-in events
```
signal_event('player_breaks_block', player, player, block); // to target all player scoped apps
signal_event('player_breaks_block', null , player, block); // to target all global scoped apps
```
or (for global only events)
```
signal_event('tick') // trigger only global scoped apps with no extra arguments
```
### `handle_event(event, callback ...)`
Provides a handler for an event identified by the '`event`' argument. If the event doesn't exist yet, it will be created.
All loaded apps globally can trigger that event, when they call corresponding `signal_event(event, ...)`. Callback can be
defined as a function name, function value (or a lambda function), along with optional extra arguments that will be passed
to it when the event is triggered. All custom events expect a function that takes one free argument, passed by the event trigger.
If extra arguments are provided, they will be appended to the argument list of the callback function.
Returns `true` if subscription to the event was successful, or `false` if it failed (for instance wrong scope for built-in event,
or incorect number of parameters for the event).
<pre>
foo(a) -> print(a);
handle_event('boohoo', 'foo');
bar(a, b, c) -> print([a, b, c]);
handle_event('boohoo', 'bar', 2, 3) // using b = 2, c = 3, a - passed by the caller
handle_event('tick', _() -> foo('tick happened')); // built-in event
handle_event('tick', null) // nah, ima good, kthxbai
</pre>
### `signal_event(event, target_player?, ... args?)`
Fires a specific event. If the event does not exist (only `handle_event` creates missing mising new events), or provided argument list
was not matching the callee expected arguments, returns `null`,
otherwise returns number of apps notified. If `target_player` is specified and not `null` triggers a player specific event, targetting
only `player` scoped apps for that player. Apps with globals scope will not be notified even if they handle this event.
If the `target_player` is omitted or `null`, it will instead only target `global` scoped apps and skip `player` scoped.
Therefore each custom event trigger can trigger each app once, but calls to '`signal_event`' can be repeated to cover
all app scopes. Note that all built-in player events have a player as a first argument, so to trigger these events, you need to
provide them twice - once to specify the target player scope and second - to provide as an argument to the handler function.
<pre>
signal_event('player_breaks_block', player, player, block); // to target all player scoped apps
signal_event('player_breaks_block', null , player, block); // to target all global scoped apps
signal_event('tick') // triggering tick event in all loaded apps
</pre>
## Custom events example
The following example contains 4 apps, 2 of them defining a new event, `"player_farts"` triggered after 40 ticks of continuous
squatting. Note that this could call the recipient event handlers twice, since `signal_event` will be called twice, but
in this case the event is once called as a global event, and once as a player event, targeting each app once. Custom events is
a good idea to share common event detection code with one app, and using the outcome of these events in multiple places.
Obviously you would define each event handler once not twice in your app system.
In this
case here we have two ways of detecting all players squatting for more than 40 ticks - one of those apps will produce cloud particles
in an apprpriate location, and the other will produce a sound when it happens, and they both will proceed to signal the same event,
thankfully for different scopes, otherwise other apps would trigger twice.
```
// detector1.sc
// detecting event in a tick loop
__config() -> {'scope' -> 'global'};
global_sneaks = {};
__on_tick() -> for(player('all'),
if (_~'sneaking',
sneak_time = if (has(global_sneaks:_), tick_time()-global_sneaks:_ , global_sneaks:_=tick_time(); 0);
if (sneak_time > 20 && sneak_time < 40,
particle('cloud', pos(_) + [0, _~'height'/2, 0] - _~'look', 1, 0.1)
);
if (sneak_time == 40,
signal_event('player_farts', _, _) // triggering all player scoped apps from a global app
)
, // else
delete(global_sneaks:_)
)
)
```
```
// detector2.sc
// detecting events in a more appropriate way - player based and event based app
__on_player_starts_sneaking(p) ->
(
global_sneaking = tick_time();
schedule(40, 'check', p);
);
check(p) ->
if( global_sneaking && tick_time() - global_sneaking == 40,
sound('entity.shulker.shoot', pos(p), 1, 0.6, 'player');
signal_event('player_farts', null, p) // trigerring all global apps from a player scoped app
);
__on_player_stops_sneaking(p) -> (global_sneaking = false);
```
And then two other apps that meant to do something with this event. One mimics an explosion, and the other - grows crops around
the player.
```
client1.sc
__config() -> {'scope' -> 'global'};
on_fart(p, msg) ->
(
print(p+msg);
particle('explosion', pos(p));
sound('entity.generic.explode', pos(p), 1, 0.5);
);
handle_event('player_farts', 'on_fart', ' goes kaboom');
```
```
client2.sc
longsneak(p) ->
(
ppos = pos(p);
loop ( 500,
target = ppos+[rand(12),rand(8),rand(12)]-[rand(12),rand(8),rand(12)];
if (material(target) == 'plant' && ticks_randomly(target),
particle('happy_villager', target, 2, 0.4)
);
random_tick(target)
)
);
handle_event('player_farts', 'longsneak');
```
## `/script event` command
used to display current events and bounded functions. use `add_to` ro register new event, or `remove_from` to
unbind a specific function from an event. Function to be bounded to an event needs to have the same number of
parameters as the action is attempting to bind to (see list above). All calls in modules loaded via `/script load`
that have functions listed above will be automatically bounded and unbounded when script is unloaded.