@kradle/cli 0.2.3 → 0.2.4

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@@ -800,5 +800,5 @@
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  ]
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  }
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  },
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- "version": "0.2.3"
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+ "version": "0.2.4"
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@kradle/cli",
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- "version": "0.2.3",
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+ "version": "0.2.4",
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  "description": "Kradle's CLI. Manage challenges, experiments, agents and more!",
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  "keywords": [
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  "cli"
@@ -261,7 +261,7 @@ current_y_position: {
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  type: "individual",
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  objective_type: "dummy",
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  updater: (value) => {
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- execute.as("@s").store.result.score(value).run.data.get.entity("@s", "Pos[1]");
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+ value.set(Actions.getCurrentPlayerPosition().y)
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  },
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  }
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  ```
@@ -323,6 +323,8 @@ score.lowerOrEqualThan(number | Score);
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  ### Lifecycle Events
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+ All lifecycle events run globally (not per-player).
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+
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  #### `start_challenge`
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  Runs once when the challenge starts. Use for global setup.
@@ -337,19 +339,19 @@ start_challenge: () => {
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  #### `init_participants`
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- Runs once per player after start (delayed 1 second). Use for player setup.
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+ Runs 1 second after start_challenge. Use for player setup. It still runs globally.
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  ```typescript
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  init_participants: () => {
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- Actions.give({ target: "self", item: "minecraft:diamond_sword", count: 1 });
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- Actions.setAttribute({ target: "self", attribute_: "generic.max_health", value: 40 });
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- Actions.teleport({ target: "self", x: 0, y: 100, z: 0, absolute: true });
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+ Actions.give({ target: "all", item: "minecraft:diamond_sword", count: 1 });
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+ Actions.setAttribute({ target: "all", attribute_: "generic.max_health", value: 40 });
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+ Actions.teleport({ target: "all", x: 0, y: 100, z: 0, absolute: true });
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  }
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  ```
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  #### `on_tick`
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- Runs every tick for each player. Use sparingly for performance.
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+ Runs every tick. Use sparingly for performance.
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  ```typescript
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  on_tick: () => {
@@ -402,7 +404,7 @@ Score events watch a variable and trigger when it reaches a specified target val
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  ```typescript
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  {
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  score: variables.death_count,
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- mode: "fire_once", // Triggers once when death_count changes from 0
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+ mode: "fire_once", // Triggers once when death_count changes away from initial value
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  actions: () => {
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  Actions.announce({ message: "First death!" });
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  },
@@ -417,6 +419,8 @@ Score events watch a variable and trigger when it reaches a specified target val
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  Advancement events trigger when a Minecraft advancement criterion is met. Internally, an advancement is created that grants when the criterion triggers, which then fires the event. The `criteria` array follows the [Minecraft Advancement JSON format](https://minecraft.fandom.com/wiki/Advancement/JSON_format).
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+ Advancement-based events always fire per-player.
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+
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  **Parameters:**
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  - `criteria` (required): Array of advancement trigger objects with optional conditions
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  - `mode` (required): `"fire_once"` or `"repeatable"`
@@ -476,6 +480,13 @@ See the [Minecraft Wiki](https://minecraft.fandom.com/wiki/Advancement/JSON_form
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  ## Actions
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+ Actions are higher-level functions that wrap common Minecraft operations. They provide:
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+ - Automatic target mapping (`"all"`, `"self"`, team names → proper selectors)
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+ - Integration with Kradle's interface (e.g., `Actions.announce` messages appear in Kradle)
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+ - Consistent API for common operations
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+
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+ For advanced use cases not covered by Actions, you can fall back to Sandstone's lower-level functions directly (`give`, `tellraw`, `effect`, `kill`, `execute`, etc.). See [Sandstone Integration](#sandstone-integration).
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+
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  All actions are called via the `Actions` object:
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  ```typescript
@@ -497,28 +508,44 @@ Broadcast message to all players with KRADLE tag.
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  ```typescript
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  Actions.announce({
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- message: string; // Message text
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+ message: JSONTextComponent; // Message (string or formatted object)
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+ });
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+
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+ // Simple string:
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+ Actions.announce({ message: "Game starting!" });
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+
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+ // Formatted JSONTextComponent:
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+ Actions.announce({
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+ message: [
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+ { text: "Player ", color: "white" },
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+ { selector: "@s", color: "gold", bold: true },
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+ { text: " won the game!", color: "green" }
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+ ]
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  });
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  ```
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  #### `Actions.tellraw(params)`
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- Send formatted message to specific target.
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+ Send formatted message to specific target. **Note:** These messages are only visible to players in-game and will not appear in Kradle's interface. Use `Actions.announce` for messages that should be visible in Kradle.
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  ```typescript
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  Actions.tellraw({
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- target: TargetNames; // "all", "self", or any selector
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- message: string[]; // Message array
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+ target: TargetNames; // "all", "self", or any selector
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+ message: JSONTextComponent; // Message (string or formatted object)
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  });
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- // Example:
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+ // Examples:
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  Actions.tellraw({
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  target: "all",
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  message: ["Hello, ", { text: "world!", color: "gold", bold: true }]
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  });
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  Actions.tellraw({
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  target: "self",
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- message: ["You won!"]
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+ message: "You won!"
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+ });
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+ Actions.tellraw({
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+ target: "self",
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+ message: { text: "Critical hit!", color: "red", bold: true }
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  });
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  ```
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@@ -611,6 +638,39 @@ variables.my_diamond_count.set(count);
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  **Note:** This action creates a temporary variable internally using `Variable()` and uses `execute.store.result.score` with `clear` command (count 0) to count items without removing them from the inventory.
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+ #### `Actions.getCurrentPlayerPosition()`
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+
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+ Get the current player's position as x, y, z Score variables. Must be called in a player context (e.g., inside `forEveryPlayer`, individual variables updaters, or when `@s` is a player). This is the prefered way of checking a player's position.
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+
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+ ```typescript
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+ Actions.getCurrentPlayerPosition(): { x: Score; y: Score; z: Score }
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+
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+ // Example - Check if player is above Y=100:
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+ const pos = Actions.getCurrentPlayerPosition();
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+ _.if(pos.y.greaterThan(100), () => {
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+ Actions.announce({ message: "You reached the sky!" });
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+ });
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+
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+ // Example - Store position in custom variables:
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+ const { x, y, z } = Actions.getCurrentPlayerPosition();
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+ variables.player_x.set(x);
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+ variables.player_y.set(y);
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+ variables.player_z.set(z);
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+
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+ // Example - Check if player is in a specific area:
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+ const pos = Actions.getCurrentPlayerPosition();
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+ _.if(_.and(
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+ pos.x.greaterThan(0),
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+ pos.x.lowerThan(100),
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+ pos.z.greaterThan(0),
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+ pos.z.lowerThan(100)
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+ ), () => {
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+ Actions.announce({ message: "You're in the zone!" });
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+ });
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+ ```
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+ **Note:** This returns integer coordinates (block position). The values are truncated from the player's exact floating-point position.
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+
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  ### Entities
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  #### `Actions.summonMultiple(params)`
@@ -1045,7 +1105,7 @@ createChallenge({
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  Actions.announce({ message: "First to kill 2 pigs wins!" });
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  },
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  init_participants: () => {
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- Actions.give({ target: "self", item: "minecraft:iron_sword", count: 1 });
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+ Actions.give({ target: "all", item: "minecraft:iron_sword", count: 1 });
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  },
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  }))
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  .custom_events(({ pigs_farmed }) => [
@@ -1080,7 +1140,7 @@ createChallenge({
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  type: "individual",
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  objective_type: "dummy",
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  updater: (value) => {
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- execute.as("@s").store.result.score(value).run.data.get.entity("@s", "Pos[1]");
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+ value.set(Actions.getCurrentPlayerPosition().y)
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  },
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  },
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  max_height: {
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  Actions.announce({ message: "Climb as high as you can!" });
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  },
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  init_participants: () => {
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- Actions.give({ target: "self", item: "minecraft:cobblestone", count: 64 });
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- Actions.give({ target: "self", item: "minecraft:cobblestone", count: 64 });
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+ Actions.give({ target: "all", item: "minecraft:cobblestone", count: 64 });
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+ Actions.give({ target: "all", item: "minecraft:cobblestone", count: 64 });
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  },
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  }))
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  .custom_events(() => [])
@@ -1176,9 +1236,9 @@ createChallenge({
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  Actions.announce({ message: "Last player standing wins!" });
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  },
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  init_participants: () => {
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- Actions.give({ target: "self", item: "minecraft:stone_sword", count: 1 });
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- Actions.give({ target: "self", item: "minecraft:leather_chestplate", count: 1 });
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- Actions.give({ target: "self", item: "minecraft:cooked_beef", count: 10 });
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+ Actions.give({ target: "all", item: "minecraft:stone_sword", count: 1 });
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+ Actions.give({ target: "all", item: "minecraft:leather_chestplate", count: 1 });
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+ Actions.give({ target: "all", item: "minecraft:cooked_beef", count: 10 });
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  },
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  }))
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  .custom_events(({ kills }) => [
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  },
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  init_participants: () => {
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  // Different items based on role would be set via role-specific logic
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- Actions.give({ target: "self", item: "minecraft:wooden_sword", count: 1 });
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+ Actions.give({ target: "all", item: "minecraft:wooden_sword", count: 1 });
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  },
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  }))
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  .custom_events(() => [])
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  Actions.announce({ message: "Capture the enemy flag and return to base!" });
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  },
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  init_participants: () => {
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- Actions.give({ target: "self", item: "minecraft:iron_sword", count: 1 });
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+ Actions.give({ target: "all", item: "minecraft:iron_sword", count: 1 });
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  },
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  }))
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  .custom_events(({ captured_flag }) => [
@@ -1378,6 +1438,10 @@ current_y: {
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  type: "individual",
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  objective_type: "dummy",
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  updater: (value) => {
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+ // Prefered way: using the dedicated Action
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+ value.set(Actions.getCurrentPlayerPosition().y)
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+
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+ // Alternative way: using execute.store + data.get
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  execute.as("@s").store.result.score(value).run.data.get.entity("@s", "Pos[1]");
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  },
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  }