@starktma/minecraft-utils 1.3.21 → 1.3.22

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -28,7 +28,7 @@ declare class SimpleDatabase<T extends SimpleObject> {
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  * @param databaseName The name of the database.
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  * @param target The target entity to store the database in. If undefined, the database is stored in the world.
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  */
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- protected constructor(databaseName: string, target?: Entity | undefined, namespace?: string);
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+ protected constructor(databaseName: string, target?: Entity | undefined);
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  /**
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  * Updates the main database with the local database.
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  * This method is called automatically when an object is added, updated or removed.
@@ -1 +1 @@
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- {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/database/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAgB,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AA2I5C;;;;;;;;;;;;;;;;;;GAkBG;AACH,cAAM,cAAc,CAAC,CAAC,SAAS,YAAY;IAC1C,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAM;IAErB,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC;IAE/B;;;;OAIG;IACH,SAAS,aAAa,YAAY,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,SAAS,EAAE,SAAS,CAAC,EAAE,MAAM;IAY3F;;;;OAIG;IACH,OAAO,CAAC,YAAY;IAIpB;;;;OAIG;IACH,OAAO,CAAC,SAAS;IAIjB;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAK1B;;;;OAIG;IACH,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAO7B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IAI9B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG,SAAS;IAIpC;;;OAGG;IACH,YAAY,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IAK9B;;;OAGG;IACH,aAAa,IAAI,CAAC,EAAE;IAIpB;;OAEG;IACH,eAAe,IAAI,IAAI;IAKvB;;;OAGG;IACH,OAAO,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,GAAG,IAAI;CAGtE;AAED,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,CAAC"}
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+ {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/database/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAgB,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAwI5C;;;;;;;;;;;;;;;;;;GAkBG;AACH,cAAM,cAAc,CAAC,CAAC,SAAS,YAAY;IAC1C,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAM;IAErB,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC;IAE/B;;;;OAIG;IACH,SAAS,aAAa,YAAY,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,SAAS;IAYvE;;;;OAIG;IACH,OAAO,CAAC,YAAY;IAIpB;;;;OAIG;IACH,OAAO,CAAC,SAAS;IAIjB;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAK1B;;;;OAIG;IACH,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI;IAO7B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IAI9B;;;;OAIG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG,SAAS;IAIpC;;;OAGG;IACH,YAAY,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IAK9B;;;OAGG;IACH,aAAa,IAAI,CAAC,EAAE;IAIpB;;OAEG;IACH,eAAe,IAAI,IAAI;IAKvB;;;OAGG;IACH,OAAO,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,GAAG,IAAI;CAGtE;AAED,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,CAAC"}
@@ -22,9 +22,7 @@ class DatabaseManager {
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  * @returns True if the database exists, false otherwise.
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  */
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  hasJSONDatabase(databaseName) {
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- if (!this.target)
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- return false;
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- return this.target.getDynamicProperty(getNamespace() + ":" + databaseName) !== undefined;
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+ return this.target.getDynamicProperty(`${getNamespace()}:${databaseName}`) !== undefined;
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  }
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  /**
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  * Adds a new JSON database with the given name and data.
@@ -79,8 +77,6 @@ class DatabaseManager {
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  * @param databaseName The name of the database.
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  */
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  removeJSONDatabase(databaseName) {
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- if (!this.target)
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- return;
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  const propertyName = `${getNamespace()}:${databaseName}`;
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  const propString = this.target.getDynamicProperty(propertyName);
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  if (propString !== undefined) {
@@ -105,8 +101,6 @@ class DatabaseManager {
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  * @throws An error if the database does not exist.
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  */
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  getJSONDatabase(databaseName) {
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- if (!this.target)
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- return;
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  const propertyName = `${getNamespace()}:${databaseName}`;
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  const propString = this.target.getDynamicProperty(propertyName);
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  if (propString === undefined) {
@@ -166,7 +160,7 @@ class SimpleDatabase {
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  * @param databaseName The name of the database.
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  * @param target The target entity to store the database in. If undefined, the database is stored in the world.
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  */
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- constructor(databaseName, target, namespace) {
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+ constructor(databaseName, target) {
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  this.mainDB = new DatabaseManager(target);
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  this.databaseName = databaseName;
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  if (this.mainDB.hasJSONDatabase(this.databaseName)) {
@@ -1 +1 @@
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- 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1
+ 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@@ -1,3 +1,2 @@
1
- import { SimpleDatabase, SimpleObject } from "./database";
2
- export { SimpleDatabase, SimpleObject };
1
+ export { SimpleDatabase, SimpleObject } from "./database";
3
2
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAE1D,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC"}
@@ -1,3 +1,2 @@
1
- import { SimpleDatabase } from "./database";
2
- export { SimpleDatabase };
1
+ export { SimpleDatabase } from "./database";
3
2
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAgB,MAAM,YAAY,CAAC;AAE1D,OAAO,EAAE,cAAc,EAAgB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/database/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAgB,MAAM,YAAY,CAAC"}
@@ -1,5 +1,5 @@
1
1
  import { PlayerObject, BranchObject } from "./interfaces";
2
- import { SimpleDatabase } from "../database";
2
+ import { SimpleDatabase } from "@starktma/minecraft-utils/database";
3
3
  export declare class BranchDatabase extends SimpleDatabase<BranchObject> {
4
4
  protected static instance: BranchDatabase;
5
5
  private constructor();
@@ -1 +1 @@
1
- {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAC1D,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAC;AAE7C,qBAAa,cAAe,SAAQ,cAAc,CAAC,YAAY,CAAC;IAC/D,SAAS,CAAC,MAAM,CAAC,QAAQ,EAAE,cAAc,CAAC;IAC1C,OAAO;IAIP,MAAM,CAAC,WAAW,IAAI,cAAc;CAMpC;AAED,qBAAa,cAAe,SAAQ,cAAc,CAAC,YAAY,CAAC;IAC/D,SAAS,CAAC,MAAM,CAAC,QAAQ,EAAE,cAAc,CAAC;IAC1C,OAAO;IAIP,MAAM,CAAC,WAAW,IAAI,cAAc;CAMpC"}
1
+ {"version":3,"file":"database.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAC1D,OAAO,EAAE,cAAc,EAAE,MAAM,oCAAoC,CAAC;AAEpE,qBAAa,cAAe,SAAQ,cAAc,CAAC,YAAY,CAAC;IAC/D,SAAS,CAAC,MAAM,CAAC,QAAQ,EAAE,cAAc,CAAC;IAC1C,OAAO;IAIP,MAAM,CAAC,WAAW,IAAI,cAAc;CAMpC;AAED,qBAAa,cAAe,SAAQ,cAAc,CAAC,YAAY,CAAC;IAC/D,SAAS,CAAC,MAAM,CAAC,QAAQ,EAAE,cAAc,CAAC;IAC1C,OAAO;IAIP,MAAM,CAAC,WAAW,IAAI,cAAc;CAMpC"}
@@ -1,4 +1,4 @@
1
- import { SimpleDatabase } from "../database";
1
+ import { SimpleDatabase } from "@starktma/minecraft-utils/database";
2
2
  export class BranchDatabase extends SimpleDatabase {
3
3
  static instance;
4
4
  constructor() {
@@ -1 +1 @@
1
- {"version":3,"file":"database.js","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAC;AAE7C,MAAM,OAAO,cAAe,SAAQ,cAA4B;IACrD,MAAM,CAAC,QAAQ,CAAiB;IAC1C;QACC,KAAK,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;IACpC,CAAC;IAED,MAAM,CAAC,WAAW;QACjB,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YAC9B,cAAc,CAAC,QAAQ,GAAG,IAAI,cAAc,EAAE,CAAC;QAChD,CAAC;QACD,OAAO,cAAc,CAAC,QAAQ,CAAC;IAChC,CAAC;CACD;AAED,MAAM,OAAO,cAAe,SAAQ,cAA4B;IACrD,MAAM,CAAC,QAAQ,CAAiB;IAC1C;QACC,KAAK,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;IACpC,CAAC;IAED,MAAM,CAAC,WAAW;QACjB,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YAC9B,cAAc,CAAC,QAAQ,GAAG,IAAI,cAAc,EAAE,CAAC;QAChD,CAAC;QACD,OAAO,cAAc,CAAC,QAAQ,CAAC;IAChC,CAAC;CACD"}
1
+ {"version":3,"file":"database.js","sourceRoot":"","sources":["../../src/game-state-machine/database.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,oCAAoC,CAAC;AAEpE,MAAM,OAAO,cAAe,SAAQ,cAA4B;IACrD,MAAM,CAAC,QAAQ,CAAiB;IAC1C;QACC,KAAK,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;IACpC,CAAC;IAED,MAAM,CAAC,WAAW;QACjB,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YAC9B,cAAc,CAAC,QAAQ,GAAG,IAAI,cAAc,EAAE,CAAC;QAChD,CAAC;QACD,OAAO,cAAc,CAAC,QAAQ,CAAC;IAChC,CAAC;CACD;AAED,MAAM,OAAO,cAAe,SAAQ,cAA4B;IACrD,MAAM,CAAC,QAAQ,CAAiB;IAC1C;QACC,KAAK,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;IACpC,CAAC;IAED,MAAM,CAAC,WAAW;QACjB,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;YAC9B,cAAc,CAAC,QAAQ,GAAG,IAAI,cAAc,EAAE,CAAC;QAChD,CAAC;QACD,OAAO,cAAc,CAAC,QAAQ,CAAC;IAChC,CAAC;CACD"}
@@ -1,52 +1,2 @@
1
- import { Level } from "./level";
2
- import { Branch } from "./branch";
3
- declare class StateMachineEvents {
4
- resetFunctions: (() => void)[];
5
- tickFunctions: (() => void)[];
6
- constructor();
7
- triggerReset(): void;
8
- triggerTick(): void;
9
- }
10
- declare class StateMachineEventRegister {
11
- private events;
12
- constructor(events: StateMachineEvents);
13
- onReset(callback: () => void): void;
14
- onTick(callback: () => void): void;
15
- }
16
- declare class StateMachine {
17
- private static instance;
18
- private eventTrigger;
19
- events: StateMachineEventRegister;
20
- private playersManager;
21
- private branches;
22
- private activeBranches;
23
- private defaultActiveBranches;
24
- /**
25
- * Debug function to display the branches' state in the action bar.
26
- */
27
- private debugBranches;
28
- /**
29
- * Creates a new branch.
30
- * @param name The branch name to create.
31
- * @param activate Whether to activate the branch or not.
32
- * @returns
33
- */
34
- createBranch(name: string, activate?: boolean): Branch;
35
- /**
36
- * Activates a branch.
37
- * @param branch The branch to activate.
38
- */
39
- activateBranch(branch: Branch): void;
40
- /**
41
- * Deactivates a branch.
42
- * @param branch The branch to deactivate.
43
- */
44
- deactivateBranch(branch: Branch): void;
45
- static getInstance(): StateMachine;
46
- private constructor();
47
- }
48
- export declare let stateMachine: StateMachine;
49
- export declare let mainBranch: Branch;
50
- export declare let mainLevel0: Level;
51
- export {};
1
+ export { mainBranch, mainLevel0, stateMachine } from "./stateMachine";
52
2
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAMlC,cAAM,kBAAkB;IAChB,cAAc,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;IAC/B,aAAa,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;;IAOrC,YAAY;IAMZ,WAAW;CAKX;AAED,cAAM,yBAAyB;IAC9B,OAAO,CAAC,MAAM,CAAqB;gBAEvB,MAAM,EAAE,kBAAkB;IAItC,OAAO,CAAC,QAAQ,EAAE,MAAM,IAAI;IAI5B,MAAM,CAAC,QAAQ,EAAE,MAAM,IAAI;CAG3B;AAsLD,cAAM,YAAY;IACjB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAe;IAEtC,OAAO,CAAC,YAAY,CAAgD;IAC7D,MAAM,EAAE,yBAAyB,CAAoD;IAE5F,OAAO,CAAC,cAAc,CAAsC;IAE5D,OAAO,CAAC,QAAQ,CAAkC;IAClD,OAAO,CAAC,cAAc,CAA0B;IAChD,OAAO,CAAC,qBAAqB,CAA0B;IAEvD;;OAEG;IACH,OAAO,CAAC,aAAa;IA2BrB;;;;;OAKG;IACI,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,GAAE,OAAe,GAAG,MAAM;IAepE;;;OAGG;IACI,cAAc,CAAC,MAAM,EAAE,MAAM;IAIpC;;;OAGG;IACI,gBAAgB,CAAC,MAAM,EAAE,MAAM;WAIxB,WAAW,IAAI,YAAY;IAOzC,OAAO;CAgEP;AAQD,eAAO,IAAI,YAAY,EAAE,YAAY,CAAC;AACtC,eAAO,IAAI,UAAU,EAAE,MAAM,CAAC;AAC9B,eAAO,IAAI,UAAU,EAAE,KAAK,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC"}
@@ -1,329 +1,2 @@
1
- import * as mc from "@minecraft/server";
2
- import { PlayerDatabase } from "./database";
3
- import { playerState } from "./interfaces";
4
- import { Branch } from "./branch";
5
- import { getNamespace } from "../constants";
6
- const RESET_EVENT = `${getNamespace()}:reset`;
7
- const JUMP_EVENT = `${getNamespace()}:jump`;
8
- class StateMachineEvents {
9
- resetFunctions; // Functions to call when the state machine is reset
10
- tickFunctions; // Functions to call when the state machine ticks
11
- constructor() {
12
- this.resetFunctions = [];
13
- this.tickFunctions = [];
14
- }
15
- triggerReset() {
16
- this.resetFunctions.forEach((callback) => {
17
- callback();
18
- });
19
- }
20
- triggerTick() {
21
- this.tickFunctions.forEach((callback) => {
22
- callback();
23
- });
24
- }
25
- }
26
- class StateMachineEventRegister {
27
- events;
28
- constructor(events) {
29
- this.events = events;
30
- }
31
- onReset(callback) {
32
- this.events.resetFunctions.push(callback);
33
- }
34
- onTick(callback) {
35
- this.events.tickFunctions.push(callback);
36
- }
37
- }
38
- class PlayerManager {
39
- playerDatabase = PlayerDatabase.getInstance();
40
- players = new Map();
41
- /**
42
- *
43
- * Debug function to display the players' state in the action bar.
44
- */
45
- debugPlayers() {
46
- let data = [];
47
- let longestPlayerName = 0;
48
- let longestBranchName = 0;
49
- let longestLevelName = 0;
50
- const players = mc.world.getAllPlayers();
51
- for (const player of players) {
52
- const playerObject = this.playerDatabase.getObject(player.id);
53
- data.push({
54
- playerName: player.nameTag,
55
- branch: playerObject.branch,
56
- level: playerObject.playerLevel,
57
- state: playerObject.playerState,
58
- });
59
- longestPlayerName = Math.max(longestPlayerName, player.nameTag.length);
60
- longestBranchName = Math.max(longestBranchName, playerObject.branch.length);
61
- longestLevelName = Math.max(longestLevelName, playerObject.playerLevel.length);
62
- }
63
- let formattedData = data.map((player) => {
64
- return `${player.playerName.padEnd(longestPlayerName)} | §a${player.branch.padEnd(longestBranchName)}§r | §6${player.level.padEnd(longestLevelName)}§r | §3${player.state}§r`;
65
- });
66
- return formattedData;
67
- }
68
- registerNewPlayer(player) {
69
- if (!this.playerDatabase.hasObject(player.id)) {
70
- this.playerDatabase.addObject({
71
- id: player.id,
72
- branch: mainBranch.identifier,
73
- playerLevel: mainLevel0.identifier,
74
- playerState: playerState.SETUP_PLAYER,
75
- });
76
- }
77
- }
78
- updatePlayerState(currentLevel, player, playerObject, branch) {
79
- if (playerObject.playerLevel === currentLevel.identifier && playerObject.playerState === playerState.SETUP_PLAYER) {
80
- currentLevel.eventTrigger.triggerPlayerJoinLevel(player);
81
- playerObject.playerState = playerState.EXIT_PLAYER;
82
- }
83
- else if (playerObject.playerLevel !== currentLevel.identifier) {
84
- const levels = Array.from(branch.getLevels());
85
- const currentIndex = currentLevel.levelIndex;
86
- const playerIndex = levels.findIndex((level) => level[0] === playerObject.playerLevel);
87
- if (currentIndex > playerIndex) {
88
- for (let i = playerIndex; i < currentIndex; i++) {
89
- const levelToExit = branch.getLevel(levels[i][0]);
90
- const levelToEnter = branch.getLevel(levels[i + 1][0]);
91
- levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
92
- levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
93
- }
94
- }
95
- else if (currentIndex < playerIndex) {
96
- const levelToExit = branch.getLevel(levels[playerIndex][0]);
97
- const levelToEnter = branch.getLevel(levels[currentIndex][0]);
98
- levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
99
- levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
100
- }
101
- else {
102
- currentLevel.eventTrigger.triggerPlayerLeaveLevel(player);
103
- }
104
- playerObject.playerState = playerState.SETUP_PLAYER;
105
- playerObject.playerLevel = currentLevel.identifier;
106
- }
107
- this.playerDatabase.updateObject(playerObject);
108
- }
109
- /**
110
- * Resets the player database.
111
- */
112
- reset() {
113
- this.playerDatabase.eraseAllObjects();
114
- mc.world.getAllPlayers().forEach((player) => {
115
- this.players.set(player.id, player);
116
- this.registerNewPlayer(player);
117
- });
118
- }
119
- /**
120
- * Called when a player joins the server.
121
- * If a player does not exist on the database, it will be added to the main branch.
122
- * @param player The player that joined the server.
123
- */
124
- onPlayerJoinServer(player, branches) {
125
- this.registerNewPlayer(player);
126
- this.players.set(player.id, player);
127
- const playerObject = this.playerDatabase.getObject(player.id);
128
- const branch = branches.branches.get(playerObject.branch);
129
- const currentLevel = branch.getActiveLevel();
130
- if (!currentLevel || !branches.activeBranches.has(branch)) {
131
- playerObject.branch = mainBranch.identifier;
132
- playerObject.playerLevel = mainLevel0.identifier;
133
- playerObject.playerState = playerState.SETUP_PLAYER;
134
- mainLevel0.eventTrigger.triggerPlayerJoinServer(player);
135
- }
136
- else {
137
- currentLevel.eventTrigger.triggerPlayerJoinServer(player);
138
- this.updatePlayerState(currentLevel, player, playerObject, branch);
139
- }
140
- this.playerDatabase.updateObject(playerObject);
141
- }
142
- /**
143
- * Called when a player respawns.
144
- * @param player The player that respawned.
145
- */
146
- onPlayerRespawn(player, branches) {
147
- const playerObject = this.playerDatabase.getObject(player.id);
148
- const branch = branches.branches.get(playerObject.branch);
149
- const level = branch.getActiveLevel();
150
- if (level) {
151
- level.eventTrigger.triggerPlayerRespawn(player);
152
- }
153
- }
154
- /**
155
- * Called when a player leaves the server.
156
- * @param player The player that left the server.
157
- */
158
- onPlayerLeaveServer(player, branches) {
159
- this.players.delete(player.id);
160
- const playerObject = this.playerDatabase.getObject(player.id);
161
- const branch = branches.branches.get(playerObject.branch);
162
- const level = branch.getActiveLevel();
163
- if (level) {
164
- level.eventTrigger.triggerPlayerLeaveServer(player);
165
- }
166
- }
167
- /**
168
- * Called when a player dies.
169
- * @param player The player that died.
170
- */
171
- onPlayerDeath(player, branches) {
172
- const playerObject = this.playerDatabase.getObject(player.id);
173
- const branch = branches.branches.get(playerObject.branch);
174
- const level = branch.getActiveLevel();
175
- if (level) {
176
- level.eventTrigger.triggerPlayerDeath(player);
177
- }
178
- }
179
- tick(activeBranches) {
180
- activeBranches.forEach((branch) => {
181
- this.playerDatabase
182
- .getAllObjects()
183
- .filter((player) => player.branch === branch.identifier)
184
- .forEach((player) => {
185
- const p = this.players.get(player.id);
186
- if (p) {
187
- this.updatePlayerState(branch.getActiveLevel(), p, player, branch);
188
- }
189
- });
190
- });
191
- }
192
- }
193
- class StateMachine {
194
- static instance;
195
- eventTrigger = new StateMachineEvents();
196
- events = new StateMachineEventRegister(this.eventTrigger);
197
- playersManager = new PlayerManager();
198
- branches = new Map();
199
- activeBranches = new Set();
200
- defaultActiveBranches = new Set();
201
- /**
202
- * Debug function to display the branches' state in the action bar.
203
- */
204
- debugBranches() {
205
- let data = [];
206
- let longestBranchName = 0;
207
- let longestLevelName = 0;
208
- this.branches.forEach((branch) => {
209
- const level = branch.getActiveLevel();
210
- data.push({
211
- branch: branch.identifier,
212
- level: level?.identifier ?? "No active levels",
213
- state: branch.levelState,
214
- isActive: this.activeBranches.has(branch),
215
- });
216
- longestBranchName = Math.max(longestBranchName, branch.identifier.length);
217
- longestLevelName = Math.max(longestLevelName, level?.identifier.length ?? 0);
218
- });
219
- let formattedData = data.map((branch) => {
220
- return `§a${branch.branch.padEnd(longestBranchName)}§r | §6${branch.level.padEnd(longestLevelName)}§r | §3${branch.state}§r | ${branch.isActive}§r`;
221
- });
222
- return formattedData;
223
- }
224
- /**
225
- * Creates a new branch.
226
- * @param name The branch name to create.
227
- * @param activate Whether to activate the branch or not.
228
- * @returns
229
- */
230
- createBranch(name, activate = false) {
231
- const branchIdentifier = `${getNamespace()}:${name}`;
232
- if (this.branches.has(branchIdentifier)) {
233
- throw new Error(`Branch with name ${branchIdentifier} already exists. Error at StateMachine.createBranch`);
234
- }
235
- const branch = new Branch(name);
236
- this.branches.set(branchIdentifier, branch);
237
- if (activate) {
238
- this.activateBranch(branch);
239
- this.defaultActiveBranches.add(branch);
240
- }
241
- return branch;
242
- }
243
- /**
244
- * Activates a branch.
245
- * @param branch The branch to activate.
246
- */
247
- activateBranch(branch) {
248
- this.activeBranches.add(branch);
249
- }
250
- /**
251
- * Deactivates a branch.
252
- * @param branch The branch to deactivate.
253
- */
254
- deactivateBranch(branch) {
255
- this.activeBranches.delete(branch);
256
- }
257
- static getInstance() {
258
- if (!StateMachine.instance) {
259
- StateMachine.instance = new StateMachine();
260
- }
261
- return StateMachine.instance;
262
- }
263
- constructor() {
264
- mc.world.afterEvents.worldLoad.subscribe(() => {
265
- mc.world.afterEvents.playerSpawn.subscribe((event) => {
266
- if (event.initialSpawn) {
267
- this.playersManager.onPlayerJoinServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
268
- }
269
- else {
270
- this.playersManager.onPlayerRespawn(event.player, { branches: this.branches, activeBranches: this.activeBranches });
271
- }
272
- });
273
- mc.world.beforeEvents.playerLeave.subscribe((event) => {
274
- this.playersManager.onPlayerLeaveServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
275
- });
276
- mc.world.afterEvents.entityDie.subscribe((event) => {
277
- this.playersManager.onPlayerDeath(event.deadEntity, {
278
- branches: this.branches,
279
- activeBranches: this.activeBranches,
280
- });
281
- }, { entityTypes: ["minecraft:player"] });
282
- mc.system.afterEvents.scriptEventReceive.subscribe((event) => {
283
- if (event.id === RESET_EVENT) {
284
- this.eventTrigger.triggerReset();
285
- }
286
- else if (event.id === JUMP_EVENT) {
287
- this.activeBranches.forEach((branch) => {
288
- branch.jumpToLevel(event.message);
289
- });
290
- }
291
- });
292
- mc.system.runInterval(() => this.eventTrigger.triggerTick());
293
- });
294
- this.events.onReset(() => {
295
- this.activeBranches.clear();
296
- this.branches.forEach((branch) => {
297
- branch.resetBranch();
298
- });
299
- this.defaultActiveBranches.forEach((branch) => {
300
- this.activateBranch(branch);
301
- });
302
- this.playersManager.reset();
303
- });
304
- this.events.onTick(() => {
305
- this.activeBranches.forEach((branch) => {
306
- if (!branch.getActiveLevel()) {
307
- this.deactivateBranch(branch);
308
- }
309
- else {
310
- branch.tick();
311
- }
312
- });
313
- this.playersManager.tick(this.activeBranches);
314
- //let playerData = this.playersManager.debugPlayers();
315
- //let levelData = this.debugBranches();
316
- //let combinedData = [...playerData, ...levelData];
317
- //mc.world.getDimension(mc.MinecraftDimensionTypes.overworld).runCommand(`title @a actionbar ${combinedData.join("\n")}`);
318
- });
319
- }
320
- }
321
- mc.world.afterEvents.worldLoad.subscribe((eventData) => {
322
- stateMachine = StateMachine.getInstance();
323
- mainBranch = stateMachine.createBranch("mainBranch", true);
324
- mainLevel0 = mainBranch.addLevel("mainLevel0", true);
325
- });
326
- export let stateMachine;
327
- export let mainBranch;
328
- export let mainLevel0;
1
+ export { mainBranch, mainLevel0, stateMachine } from "./stateMachine";
329
2
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
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1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/game-state-machine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC"}
@@ -0,0 +1,52 @@
1
+ import { Level } from "./level";
2
+ import { Branch } from "./branch";
3
+ declare class StateMachineEvents {
4
+ resetFunctions: (() => void)[];
5
+ tickFunctions: (() => void)[];
6
+ constructor();
7
+ triggerReset(): void;
8
+ triggerTick(): void;
9
+ }
10
+ declare class StateMachineEventRegister {
11
+ private events;
12
+ constructor(events: StateMachineEvents);
13
+ onReset(callback: () => void): void;
14
+ onTick(callback: () => void): void;
15
+ }
16
+ declare class StateMachine {
17
+ private static instance;
18
+ private eventTrigger;
19
+ events: StateMachineEventRegister;
20
+ private playersManager;
21
+ private branches;
22
+ private activeBranches;
23
+ private defaultActiveBranches;
24
+ /**
25
+ * Debug function to display the branches' state in the action bar.
26
+ */
27
+ private debugBranches;
28
+ /**
29
+ * Creates a new branch.
30
+ * @param name The branch name to create.
31
+ * @param activate Whether to activate the branch or not.
32
+ * @returns
33
+ */
34
+ createBranch(name: string, activate?: boolean): Branch;
35
+ /**
36
+ * Activates a branch.
37
+ * @param branch The branch to activate.
38
+ */
39
+ activateBranch(branch: Branch): void;
40
+ /**
41
+ * Deactivates a branch.
42
+ * @param branch The branch to deactivate.
43
+ */
44
+ deactivateBranch(branch: Branch): void;
45
+ static getInstance(): StateMachine;
46
+ private constructor();
47
+ }
48
+ export declare let stateMachine: StateMachine;
49
+ export declare let mainBranch: Branch;
50
+ export declare let mainLevel0: Level;
51
+ export {};
52
+ //# sourceMappingURL=stateMachine.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stateMachine.d.ts","sourceRoot":"","sources":["../../src/game-state-machine/stateMachine.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAGlC,cAAM,kBAAkB;IAChB,cAAc,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;IAC/B,aAAa,EAAE,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;;IAOrC,YAAY;IAMZ,WAAW;CAKX;AAED,cAAM,yBAAyB;IAC9B,OAAO,CAAC,MAAM,CAAqB;gBAEvB,MAAM,EAAE,kBAAkB;IAItC,OAAO,CAAC,QAAQ,EAAE,MAAM,IAAI;IAI5B,MAAM,CAAC,QAAQ,EAAE,MAAM,IAAI;CAG3B;AAsLD,cAAM,YAAY;IACjB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAe;IAEtC,OAAO,CAAC,YAAY,CAAgD;IAC7D,MAAM,EAAE,yBAAyB,CAAoD;IAE5F,OAAO,CAAC,cAAc,CAAsC;IAE5D,OAAO,CAAC,QAAQ,CAAkC;IAClD,OAAO,CAAC,cAAc,CAA0B;IAChD,OAAO,CAAC,qBAAqB,CAA0B;IAEvD;;OAEG;IACH,OAAO,CAAC,aAAa;IA2BrB;;;;;OAKG;IACI,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,GAAE,OAAe,GAAG,MAAM;IAepE;;;OAGG;IACI,cAAc,CAAC,MAAM,EAAE,MAAM;IAIpC;;;OAGG;IACI,gBAAgB,CAAC,MAAM,EAAE,MAAM;WAIxB,WAAW,IAAI,YAAY;IAOzC,OAAO;CA6DP;AAQD,eAAO,IAAI,YAAY,EAAE,YAAY,CAAC;AACtC,eAAO,IAAI,UAAU,EAAE,MAAM,CAAC;AAC9B,eAAO,IAAI,UAAU,EAAE,KAAK,CAAC"}
@@ -0,0 +1,324 @@
1
+ import * as mc from "@minecraft/server";
2
+ import { PlayerDatabase } from "./database";
3
+ import { playerState } from "./interfaces";
4
+ import { Branch } from "./branch";
5
+ import { getNamespace } from "../constants";
6
+ class StateMachineEvents {
7
+ resetFunctions; // Functions to call when the state machine is reset
8
+ tickFunctions; // Functions to call when the state machine ticks
9
+ constructor() {
10
+ this.resetFunctions = [];
11
+ this.tickFunctions = [];
12
+ }
13
+ triggerReset() {
14
+ this.resetFunctions.forEach((callback) => {
15
+ callback();
16
+ });
17
+ }
18
+ triggerTick() {
19
+ this.tickFunctions.forEach((callback) => {
20
+ callback();
21
+ });
22
+ }
23
+ }
24
+ class StateMachineEventRegister {
25
+ events;
26
+ constructor(events) {
27
+ this.events = events;
28
+ }
29
+ onReset(callback) {
30
+ this.events.resetFunctions.push(callback);
31
+ }
32
+ onTick(callback) {
33
+ this.events.tickFunctions.push(callback);
34
+ }
35
+ }
36
+ class PlayerManager {
37
+ playerDatabase = PlayerDatabase.getInstance();
38
+ players = new Map();
39
+ /**
40
+ *
41
+ * Debug function to display the players' state in the action bar.
42
+ */
43
+ debugPlayers() {
44
+ let data = [];
45
+ let longestPlayerName = 0;
46
+ let longestBranchName = 0;
47
+ let longestLevelName = 0;
48
+ const players = mc.world.getAllPlayers();
49
+ for (const player of players) {
50
+ const playerObject = this.playerDatabase.getObject(player.id);
51
+ data.push({
52
+ playerName: player.nameTag,
53
+ branch: playerObject.branch,
54
+ level: playerObject.playerLevel,
55
+ state: playerObject.playerState,
56
+ });
57
+ longestPlayerName = Math.max(longestPlayerName, player.nameTag.length);
58
+ longestBranchName = Math.max(longestBranchName, playerObject.branch.length);
59
+ longestLevelName = Math.max(longestLevelName, playerObject.playerLevel.length);
60
+ }
61
+ let formattedData = data.map((player) => {
62
+ return `${player.playerName.padEnd(longestPlayerName)} | §a${player.branch.padEnd(longestBranchName)}§r | §6${player.level.padEnd(longestLevelName)}§r | §3${player.state}§r`;
63
+ });
64
+ return formattedData;
65
+ }
66
+ registerNewPlayer(player) {
67
+ if (!this.playerDatabase.hasObject(player.id)) {
68
+ this.playerDatabase.addObject({
69
+ id: player.id,
70
+ branch: mainBranch.identifier,
71
+ playerLevel: mainLevel0.identifier,
72
+ playerState: playerState.SETUP_PLAYER,
73
+ });
74
+ }
75
+ }
76
+ updatePlayerState(currentLevel, player, playerObject, branch) {
77
+ if (playerObject.playerLevel === currentLevel.identifier && playerObject.playerState === playerState.SETUP_PLAYER) {
78
+ currentLevel.eventTrigger.triggerPlayerJoinLevel(player);
79
+ playerObject.playerState = playerState.EXIT_PLAYER;
80
+ }
81
+ else if (playerObject.playerLevel !== currentLevel.identifier) {
82
+ const levels = Array.from(branch.getLevels());
83
+ const currentIndex = currentLevel.levelIndex;
84
+ const playerIndex = levels.findIndex((level) => level[0] === playerObject.playerLevel);
85
+ if (currentIndex > playerIndex) {
86
+ for (let i = playerIndex; i < currentIndex; i++) {
87
+ const levelToExit = branch.getLevel(levels[i][0]);
88
+ const levelToEnter = branch.getLevel(levels[i + 1][0]);
89
+ levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
90
+ levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
91
+ }
92
+ }
93
+ else if (currentIndex < playerIndex) {
94
+ const levelToExit = branch.getLevel(levels[playerIndex][0]);
95
+ const levelToEnter = branch.getLevel(levels[currentIndex][0]);
96
+ levelToExit?.eventTrigger.triggerPlayerLeaveLevel(player);
97
+ levelToEnter?.eventTrigger.triggerPlayerJoinLevel(player);
98
+ }
99
+ else {
100
+ currentLevel.eventTrigger.triggerPlayerLeaveLevel(player);
101
+ }
102
+ playerObject.playerState = playerState.SETUP_PLAYER;
103
+ playerObject.playerLevel = currentLevel.identifier;
104
+ }
105
+ this.playerDatabase.updateObject(playerObject);
106
+ }
107
+ /**
108
+ * Resets the player database.
109
+ */
110
+ reset() {
111
+ this.playerDatabase.eraseAllObjects();
112
+ mc.world.getAllPlayers().forEach((player) => {
113
+ this.players.set(player.id, player);
114
+ this.registerNewPlayer(player);
115
+ });
116
+ }
117
+ /**
118
+ * Called when a player joins the server.
119
+ * If a player does not exist on the database, it will be added to the main branch.
120
+ * @param player The player that joined the server.
121
+ */
122
+ onPlayerJoinServer(player, branches) {
123
+ this.registerNewPlayer(player);
124
+ this.players.set(player.id, player);
125
+ const playerObject = this.playerDatabase.getObject(player.id);
126
+ const branch = branches.branches.get(playerObject.branch);
127
+ const currentLevel = branch.getActiveLevel();
128
+ if (!currentLevel || !branches.activeBranches.has(branch)) {
129
+ playerObject.branch = mainBranch.identifier;
130
+ playerObject.playerLevel = mainLevel0.identifier;
131
+ playerObject.playerState = playerState.SETUP_PLAYER;
132
+ mainLevel0.eventTrigger.triggerPlayerJoinServer(player);
133
+ }
134
+ else {
135
+ currentLevel.eventTrigger.triggerPlayerJoinServer(player);
136
+ this.updatePlayerState(currentLevel, player, playerObject, branch);
137
+ }
138
+ this.playerDatabase.updateObject(playerObject);
139
+ }
140
+ /**
141
+ * Called when a player respawns.
142
+ * @param player The player that respawned.
143
+ */
144
+ onPlayerRespawn(player, branches) {
145
+ const playerObject = this.playerDatabase.getObject(player.id);
146
+ const branch = branches.branches.get(playerObject.branch);
147
+ const level = branch.getActiveLevel();
148
+ if (level) {
149
+ level.eventTrigger.triggerPlayerRespawn(player);
150
+ }
151
+ }
152
+ /**
153
+ * Called when a player leaves the server.
154
+ * @param player The player that left the server.
155
+ */
156
+ onPlayerLeaveServer(player, branches) {
157
+ this.players.delete(player.id);
158
+ const playerObject = this.playerDatabase.getObject(player.id);
159
+ const branch = branches.branches.get(playerObject.branch);
160
+ const level = branch.getActiveLevel();
161
+ if (level) {
162
+ level.eventTrigger.triggerPlayerLeaveServer(player);
163
+ }
164
+ }
165
+ /**
166
+ * Called when a player dies.
167
+ * @param player The player that died.
168
+ */
169
+ onPlayerDeath(player, branches) {
170
+ const playerObject = this.playerDatabase.getObject(player.id);
171
+ const branch = branches.branches.get(playerObject.branch);
172
+ const level = branch.getActiveLevel();
173
+ if (level) {
174
+ level.eventTrigger.triggerPlayerDeath(player);
175
+ }
176
+ }
177
+ tick(activeBranches) {
178
+ activeBranches.forEach((branch) => {
179
+ this.playerDatabase
180
+ .getAllObjects()
181
+ .filter((player) => player.branch === branch.identifier)
182
+ .forEach((player) => {
183
+ const p = this.players.get(player.id);
184
+ if (p) {
185
+ this.updatePlayerState(branch.getActiveLevel(), p, player, branch);
186
+ }
187
+ });
188
+ });
189
+ }
190
+ }
191
+ class StateMachine {
192
+ static instance;
193
+ eventTrigger = new StateMachineEvents();
194
+ events = new StateMachineEventRegister(this.eventTrigger);
195
+ playersManager = new PlayerManager();
196
+ branches = new Map();
197
+ activeBranches = new Set();
198
+ defaultActiveBranches = new Set();
199
+ /**
200
+ * Debug function to display the branches' state in the action bar.
201
+ */
202
+ debugBranches() {
203
+ let data = [];
204
+ let longestBranchName = 0;
205
+ let longestLevelName = 0;
206
+ this.branches.forEach((branch) => {
207
+ const level = branch.getActiveLevel();
208
+ data.push({
209
+ branch: branch.identifier,
210
+ level: level?.identifier ?? "No active levels",
211
+ state: branch.levelState,
212
+ isActive: this.activeBranches.has(branch),
213
+ });
214
+ longestBranchName = Math.max(longestBranchName, branch.identifier.length);
215
+ longestLevelName = Math.max(longestLevelName, level?.identifier.length ?? 0);
216
+ });
217
+ let formattedData = data.map((branch) => {
218
+ return `§a${branch.branch.padEnd(longestBranchName)}§r | §6${branch.level.padEnd(longestLevelName)}§r | §3${branch.state}§r | ${branch.isActive}§r`;
219
+ });
220
+ return formattedData;
221
+ }
222
+ /**
223
+ * Creates a new branch.
224
+ * @param name The branch name to create.
225
+ * @param activate Whether to activate the branch or not.
226
+ * @returns
227
+ */
228
+ createBranch(name, activate = false) {
229
+ const branchIdentifier = `${getNamespace()}:${name}`;
230
+ if (this.branches.has(branchIdentifier)) {
231
+ throw new Error(`Branch with name ${branchIdentifier} already exists. Error at StateMachine.createBranch`);
232
+ }
233
+ const branch = new Branch(name);
234
+ this.branches.set(branchIdentifier, branch);
235
+ if (activate) {
236
+ this.activateBranch(branch);
237
+ this.defaultActiveBranches.add(branch);
238
+ }
239
+ return branch;
240
+ }
241
+ /**
242
+ * Activates a branch.
243
+ * @param branch The branch to activate.
244
+ */
245
+ activateBranch(branch) {
246
+ this.activeBranches.add(branch);
247
+ }
248
+ /**
249
+ * Deactivates a branch.
250
+ * @param branch The branch to deactivate.
251
+ */
252
+ deactivateBranch(branch) {
253
+ this.activeBranches.delete(branch);
254
+ }
255
+ static getInstance() {
256
+ if (!StateMachine.instance) {
257
+ StateMachine.instance = new StateMachine();
258
+ }
259
+ return StateMachine.instance;
260
+ }
261
+ constructor() {
262
+ mc.world.afterEvents.playerSpawn.subscribe((event) => {
263
+ if (event.initialSpawn) {
264
+ this.playersManager.onPlayerJoinServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
265
+ }
266
+ else {
267
+ this.playersManager.onPlayerRespawn(event.player, { branches: this.branches, activeBranches: this.activeBranches });
268
+ }
269
+ });
270
+ mc.world.beforeEvents.playerLeave.subscribe((event) => {
271
+ this.playersManager.onPlayerLeaveServer(event.player, { branches: this.branches, activeBranches: this.activeBranches });
272
+ });
273
+ mc.world.afterEvents.entityDie.subscribe((event) => {
274
+ this.playersManager.onPlayerDeath(event.deadEntity, { branches: this.branches, activeBranches: this.activeBranches });
275
+ }, { entityTypes: ["minecraft:player"] });
276
+ mc.system.afterEvents.scriptEventReceive.subscribe((event) => {
277
+ const RESET_EVENT = `${getNamespace()}:reset`;
278
+ const JUMP_EVENT = `${getNamespace()}:jump`;
279
+ if (event.id === RESET_EVENT) {
280
+ this.eventTrigger.triggerReset();
281
+ }
282
+ else if (event.id === JUMP_EVENT) {
283
+ this.activeBranches.forEach((branch) => {
284
+ branch.jumpToLevel(event.message);
285
+ });
286
+ }
287
+ });
288
+ mc.system.runInterval(() => this.eventTrigger.triggerTick());
289
+ this.events.onReset(() => {
290
+ this.activeBranches.clear();
291
+ this.branches.forEach((branch) => {
292
+ branch.resetBranch();
293
+ });
294
+ this.defaultActiveBranches.forEach((branch) => {
295
+ this.activateBranch(branch);
296
+ });
297
+ this.playersManager.reset();
298
+ });
299
+ this.events.onTick(() => {
300
+ this.activeBranches.forEach((branch) => {
301
+ if (!branch.getActiveLevel()) {
302
+ this.deactivateBranch(branch);
303
+ }
304
+ else {
305
+ branch.tick();
306
+ }
307
+ });
308
+ this.playersManager.tick(this.activeBranches);
309
+ //let playerData = this.playersManager.debugPlayers();
310
+ //let levelData = this.debugBranches();
311
+ //let combinedData = [...playerData, ...levelData];
312
+ //mc.world.getDimension(mc.MinecraftDimensionTypes.overworld).runCommand(`title @a actionbar ${combinedData.join("\n")}`);
313
+ });
314
+ }
315
+ }
316
+ mc.world.afterEvents.worldLoad.subscribe((eventData) => {
317
+ stateMachine = StateMachine.getInstance();
318
+ mainBranch = stateMachine.createBranch("mainBranch", true);
319
+ mainLevel0 = mainBranch.addLevel("mainLevel0", true);
320
+ });
321
+ export let stateMachine;
322
+ export let mainBranch;
323
+ export let mainLevel0;
324
+ //# sourceMappingURL=stateMachine.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@starktma/minecraft-utils",
3
- "version": "1.3.21",
3
+ "version": "1.3.22",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",
@@ -9,7 +9,7 @@
9
9
  "license": "ISC",
10
10
  "type": "module",
11
11
  "scripts": {
12
- "build": "npx -p typescript tsc --project tsconfig.json",
12
+ "build": "npx tsc -b --pretty --verbose",
13
13
  "prepare": "npm run build"
14
14
  },
15
15
  "exports": {