redscript-mc 2.5.0 → 2.6.2

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.
Files changed (1243) hide show
  1. package/CHANGELOG.md +80 -0
  2. package/README.md +5 -75
  3. package/README.zh.md +165 -147
  4. package/ROADMAP.md +195 -0
  5. package/dist/data/linalg/function/_vec2d_len_sq_fx.mcfunction +17 -0
  6. package/dist/data/linalg/function/_vec3d_len_sq_fx.mcfunction +27 -0
  7. package/dist/data/linalg/function/load.mcfunction +1 -0
  8. package/dist/data/linalg/function/mat2d_det.mcfunction +16 -0
  9. package/dist/data/linalg/function/mat2d_mul_r0c0.mcfunction +16 -0
  10. package/dist/data/linalg/function/mat2d_mul_r0c1.mcfunction +16 -0
  11. package/dist/data/linalg/function/mat2d_mul_r1c0.mcfunction +16 -0
  12. package/dist/data/linalg/function/mat2d_mul_r1c1.mcfunction +16 -0
  13. package/dist/data/linalg/function/mat2d_vecmul_x.mcfunction +16 -0
  14. package/dist/data/linalg/function/mat2d_vecmul_y.mcfunction +16 -0
  15. package/dist/data/linalg/function/solve2d_x.mcfunction +27 -0
  16. package/dist/data/linalg/function/solve2d_y.mcfunction +27 -0
  17. package/dist/data/linalg/function/vec2d_dist.mcfunction +15 -0
  18. package/dist/data/linalg/function/vec2d_dot.mcfunction +16 -0
  19. package/dist/data/linalg/function/vec2d_length.mcfunction +21 -0
  20. package/dist/data/linalg/function/vec2d_normalize_x.mcfunction +8 -0
  21. package/dist/data/linalg/function/vec2d_normalize_x__merge_1.mcfunction +10 -0
  22. package/dist/data/linalg/function/vec2d_normalize_x__then_0.mcfunction +3 -0
  23. package/dist/data/linalg/function/vec2d_normalize_y.mcfunction +8 -0
  24. package/dist/data/linalg/function/vec2d_normalize_y__merge_1.mcfunction +10 -0
  25. package/dist/data/linalg/function/vec2d_normalize_y__then_0.mcfunction +3 -0
  26. package/dist/data/linalg/function/vec3d_cross_x.mcfunction +16 -0
  27. package/dist/data/linalg/function/vec3d_cross_y.mcfunction +16 -0
  28. package/dist/data/linalg/function/vec3d_cross_z.mcfunction +16 -0
  29. package/dist/data/linalg/function/vec3d_dist.mcfunction +21 -0
  30. package/dist/data/linalg/function/vec3d_dot.mcfunction +26 -0
  31. package/dist/data/linalg/function/vec3d_length.mcfunction +31 -0
  32. package/dist/data/linalg/function/vec3d_normalize_x.mcfunction +9 -0
  33. package/dist/data/linalg/function/vec3d_normalize_x__merge_1.mcfunction +11 -0
  34. package/dist/data/linalg/function/vec3d_normalize_x__then_0.mcfunction +3 -0
  35. package/dist/data/linalg/function/vec3d_normalize_y.mcfunction +9 -0
  36. package/dist/data/linalg/function/vec3d_normalize_y__merge_1.mcfunction +11 -0
  37. package/dist/data/linalg/function/vec3d_normalize_y__then_0.mcfunction +3 -0
  38. package/dist/data/linalg/function/vec3d_normalize_z.mcfunction +9 -0
  39. package/dist/data/linalg/function/vec3d_normalize_z__merge_1.mcfunction +11 -0
  40. package/dist/data/linalg/function/vec3d_normalize_z__then_0.mcfunction +3 -0
  41. package/dist/data/math_hp/function/cos_hp.mcfunction +8 -0
  42. package/dist/data/math_hp/function/div3_hp.mcfunction +23 -0
  43. package/dist/data/math_hp/function/div_hp.mcfunction +13 -0
  44. package/dist/data/math_hp/function/init_div.mcfunction +1 -0
  45. package/dist/data/math_hp/function/init_trig.mcfunction +1 -0
  46. package/dist/data/math_hp/function/ln_5term.mcfunction +6 -0
  47. package/dist/data/math_hp/function/ln_5term__loop_body_1.mcfunction +8 -0
  48. package/dist/data/math_hp/function/ln_5term__loop_body_4.mcfunction +8 -0
  49. package/dist/data/math_hp/function/ln_5term__loop_exit_2.mcfunction +1 -0
  50. package/dist/data/math_hp/function/ln_5term__loop_exit_5.mcfunction +61 -0
  51. package/dist/data/math_hp/function/ln_5term__loop_header_0.mcfunction +3 -0
  52. package/dist/data/math_hp/function/ln_5term__loop_header_3.mcfunction +6 -0
  53. package/dist/data/math_hp/function/load.mcfunction +1 -0
  54. package/dist/data/math_hp/function/norm3_hp.mcfunction +43 -0
  55. package/dist/data/math_hp/function/sin_hp.mcfunction +8 -0
  56. package/dist/data/math_hp/function/sqrt_hp.mcfunction +17 -0
  57. package/dist/data/math_hp/function/sqrt_hp__merge_1.mcfunction +21 -0
  58. package/dist/data/math_hp/function/sqrt_hp__then_0.mcfunction +2 -0
  59. package/dist/data/minecraft/tags/function/load.json +1 -2
  60. package/dist/data/minecraft/tags/function/tick.json +1 -1
  61. package/dist/data/readme_demo/function/_draw.mcfunction +1 -0
  62. package/dist/data/readme_demo/function/_init.mcfunction +1 -0
  63. package/dist/data/readme_demo/function/_math_init.mcfunction +4 -0
  64. package/dist/data/readme_demo/function/_wave_tick.mcfunction +1 -0
  65. package/dist/data/readme_demo/function/_wave_tick__foreach_t8.mcfunction +109 -0
  66. package/dist/data/readme_demo/function/acos_approx.mcfunction +7 -0
  67. package/dist/data/readme_demo/function/approx_eq.mcfunction +10 -0
  68. package/dist/data/readme_demo/function/approx_eq__merge_1.mcfunction +3 -0
  69. package/dist/data/readme_demo/function/approx_eq__merge_3.mcfunction +2 -0
  70. package/dist/data/readme_demo/function/approx_eq__then_0.mcfunction +4 -0
  71. package/dist/data/readme_demo/function/approx_eq__then_2.mcfunction +2 -0
  72. package/dist/data/readme_demo/function/asin_approx.mcfunction +5 -0
  73. package/dist/data/readme_demo/function/asin_approx__merge_1.mcfunction +3 -0
  74. package/dist/data/readme_demo/function/asin_approx__merge_10.mcfunction +5 -0
  75. package/dist/data/readme_demo/function/asin_approx__merge_4.mcfunction +12 -0
  76. package/dist/data/readme_demo/function/asin_approx__merge_7.mcfunction +14 -0
  77. package/dist/data/readme_demo/function/asin_approx__then_0.mcfunction +2 -0
  78. package/dist/data/readme_demo/function/asin_approx__then_3.mcfunction +2 -0
  79. package/dist/data/readme_demo/function/asin_approx__then_6.mcfunction +2 -0
  80. package/dist/data/readme_demo/function/asin_approx__then_9.mcfunction +2 -0
  81. package/dist/data/readme_demo/function/cbrt_fx.mcfunction +5 -0
  82. package/dist/data/readme_demo/function/cbrt_fx__loop_body_6.mcfunction +7 -0
  83. package/dist/data/readme_demo/function/cbrt_fx__loop_exit_7.mcfunction +1 -0
  84. package/dist/data/readme_demo/function/cbrt_fx__loop_header_5.mcfunction +4 -0
  85. package/dist/data/readme_demo/function/cbrt_fx__merge_1.mcfunction +8 -0
  86. package/dist/data/readme_demo/function/cbrt_fx__merge_11.mcfunction +5 -0
  87. package/dist/data/readme_demo/function/cbrt_fx__merge_13.mcfunction +4 -0
  88. package/dist/data/readme_demo/function/cbrt_fx__merge_4.mcfunction +2 -0
  89. package/dist/data/readme_demo/function/cbrt_fx__merge_9.mcfunction +13 -0
  90. package/dist/data/readme_demo/function/cbrt_fx__then_0.mcfunction +2 -0
  91. package/dist/data/readme_demo/function/cbrt_fx__then_10.mcfunction +2 -0
  92. package/dist/data/readme_demo/function/cbrt_fx__then_12.mcfunction +2 -0
  93. package/dist/data/readme_demo/function/cbrt_fx__then_3.mcfunction +2 -0
  94. package/dist/data/readme_demo/function/cbrt_fx__then_8.mcfunction +2 -0
  95. package/dist/data/readme_demo/function/cbrt_newton.mcfunction +5 -0
  96. package/dist/data/readme_demo/function/cbrt_newton__else_7.mcfunction +2 -0
  97. package/dist/data/readme_demo/function/cbrt_newton__merge_1.mcfunction +11 -0
  98. package/dist/data/readme_demo/function/cbrt_newton__merge_4.mcfunction +1 -0
  99. package/dist/data/readme_demo/function/cbrt_newton__merge_6.mcfunction +1 -0
  100. package/dist/data/readme_demo/function/cbrt_newton__then_0.mcfunction +2 -0
  101. package/dist/data/readme_demo/function/cbrt_newton__then_3.mcfunction +17 -0
  102. package/dist/data/readme_demo/function/cbrt_newton__then_5.mcfunction +11 -0
  103. package/dist/data/readme_demo/function/ceil_div.mcfunction +9 -0
  104. package/dist/data/readme_demo/function/combinations.mcfunction +6 -0
  105. package/dist/data/readme_demo/function/combinations__loop_body_9.mcfunction +15 -0
  106. package/dist/data/readme_demo/function/combinations__loop_exit_10.mcfunction +1 -0
  107. package/dist/data/readme_demo/function/combinations__loop_header_8.mcfunction +3 -0
  108. package/dist/data/readme_demo/function/combinations__merge_1.mcfunction +3 -0
  109. package/dist/data/readme_demo/function/combinations__merge_4.mcfunction +6 -0
  110. package/dist/data/readme_demo/function/combinations__merge_7.mcfunction +3 -0
  111. package/dist/data/readme_demo/function/combinations__then_0.mcfunction +2 -0
  112. package/dist/data/readme_demo/function/combinations__then_3.mcfunction +2 -0
  113. package/dist/data/readme_demo/function/combinations__then_6.mcfunction +4 -0
  114. package/dist/data/readme_demo/function/cos_fixed.mcfunction +7 -0
  115. package/dist/data/readme_demo/function/cubic_disc_fx.mcfunction +26 -0
  116. package/dist/data/readme_demo/function/cubic_newton.mcfunction +8 -0
  117. package/dist/data/readme_demo/function/cubic_newton__loop_body_1.mcfunction +55 -0
  118. package/dist/data/readme_demo/function/cubic_newton__loop_exit_2.mcfunction +1 -0
  119. package/dist/data/readme_demo/function/cubic_newton__loop_header_0.mcfunction +4 -0
  120. package/dist/data/readme_demo/function/cubic_newton__merge_10.mcfunction +1 -0
  121. package/dist/data/readme_demo/function/cubic_newton__merge_4.mcfunction +4 -0
  122. package/dist/data/readme_demo/function/cubic_newton__merge_6.mcfunction +4 -0
  123. package/dist/data/readme_demo/function/cubic_newton__merge_8.mcfunction +4 -0
  124. package/dist/data/readme_demo/function/cubic_newton__then_3.mcfunction +2 -0
  125. package/dist/data/readme_demo/function/cubic_newton__then_5.mcfunction +13 -0
  126. package/dist/data/readme_demo/function/cubic_newton__then_7.mcfunction +4 -0
  127. package/dist/data/readme_demo/function/cubic_newton__then_9.mcfunction +2 -0
  128. package/dist/data/readme_demo/function/divfix.mcfunction +6 -0
  129. package/dist/data/readme_demo/function/divfix__merge_1.mcfunction +6 -0
  130. package/dist/data/readme_demo/function/divfix__then_0.mcfunction +2 -0
  131. package/dist/data/readme_demo/function/exp_fx.mcfunction +16 -0
  132. package/dist/data/readme_demo/function/exp_fx__loop_body_10.mcfunction +8 -0
  133. package/dist/data/readme_demo/function/exp_fx__loop_body_5.mcfunction +8 -0
  134. package/dist/data/readme_demo/function/exp_fx__loop_exit_11.mcfunction +1 -0
  135. package/dist/data/readme_demo/function/exp_fx__loop_exit_6.mcfunction +1 -0
  136. package/dist/data/readme_demo/function/exp_fx__loop_header_4.mcfunction +3 -0
  137. package/dist/data/readme_demo/function/exp_fx__loop_header_9.mcfunction +3 -0
  138. package/dist/data/readme_demo/function/exp_fx__merge_1.mcfunction +47 -0
  139. package/dist/data/readme_demo/function/exp_fx__merge_3.mcfunction +4 -0
  140. package/dist/data/readme_demo/function/exp_fx__merge_8.mcfunction +1 -0
  141. package/dist/data/readme_demo/function/exp_fx__then_0.mcfunction +7 -0
  142. package/dist/data/readme_demo/function/exp_fx__then_2.mcfunction +2 -0
  143. package/dist/data/readme_demo/function/exp_fx__then_7.mcfunction +5 -0
  144. package/dist/data/readme_demo/function/factorial.mcfunction +5 -0
  145. package/dist/data/readme_demo/function/factorial__loop_body_4.mcfunction +7 -0
  146. package/dist/data/readme_demo/function/factorial__loop_exit_5.mcfunction +1 -0
  147. package/dist/data/readme_demo/function/factorial__loop_header_3.mcfunction +3 -0
  148. package/dist/data/readme_demo/function/factorial__merge_1.mcfunction +3 -0
  149. package/dist/data/readme_demo/function/factorial__then_0.mcfunction +2 -0
  150. package/dist/data/readme_demo/function/gamma_int.mcfunction +5 -0
  151. package/dist/data/readme_demo/function/gamma_int__merge_1.mcfunction +6 -0
  152. package/dist/data/readme_demo/function/gamma_int__then_0.mcfunction +2 -0
  153. package/dist/data/readme_demo/function/gcd.mcfunction +7 -0
  154. package/dist/data/readme_demo/function/gcd__loop_body_5.mcfunction +5 -0
  155. package/dist/data/readme_demo/function/gcd__loop_exit_6.mcfunction +1 -0
  156. package/dist/data/readme_demo/function/gcd__loop_header_4.mcfunction +4 -0
  157. package/dist/data/readme_demo/function/gcd__merge_1.mcfunction +5 -0
  158. package/dist/data/readme_demo/function/gcd__merge_3.mcfunction +1 -0
  159. package/dist/data/readme_demo/function/gcd__then_0.mcfunction +4 -0
  160. package/dist/data/readme_demo/function/gcd__then_2.mcfunction +4 -0
  161. package/dist/data/readme_demo/function/isqrt.mcfunction +5 -0
  162. package/dist/data/readme_demo/function/isqrt__loop_body_10.mcfunction +8 -0
  163. package/dist/data/readme_demo/function/isqrt__loop_body_13.mcfunction +11 -0
  164. package/dist/data/readme_demo/function/isqrt__loop_body_7.mcfunction +8 -0
  165. package/dist/data/readme_demo/function/isqrt__loop_exit_11.mcfunction +2 -0
  166. package/dist/data/readme_demo/function/isqrt__loop_exit_14.mcfunction +1 -0
  167. package/dist/data/readme_demo/function/isqrt__loop_exit_8.mcfunction +9 -0
  168. package/dist/data/readme_demo/function/isqrt__loop_header_12.mcfunction +4 -0
  169. package/dist/data/readme_demo/function/isqrt__loop_header_6.mcfunction +4 -0
  170. package/dist/data/readme_demo/function/isqrt__loop_header_9.mcfunction +3 -0
  171. package/dist/data/readme_demo/function/isqrt__merge_1.mcfunction +4 -0
  172. package/dist/data/readme_demo/function/isqrt__merge_16.mcfunction +5 -0
  173. package/dist/data/readme_demo/function/isqrt__merge_4.mcfunction +3 -0
  174. package/dist/data/readme_demo/function/isqrt__then_0.mcfunction +2 -0
  175. package/dist/data/readme_demo/function/isqrt__then_15.mcfunction +1 -0
  176. package/dist/data/readme_demo/function/isqrt__then_3.mcfunction +2 -0
  177. package/dist/data/readme_demo/function/lcm.mcfunction +11 -0
  178. package/dist/data/readme_demo/function/lcm__merge_1.mcfunction +5 -0
  179. package/dist/data/readme_demo/function/lcm__then_0.mcfunction +2 -0
  180. package/dist/data/readme_demo/function/lerp.mcfunction +13 -0
  181. package/dist/data/readme_demo/function/ln.mcfunction +9 -0
  182. package/dist/data/readme_demo/function/ln__loop_body_1.mcfunction +8 -0
  183. package/dist/data/readme_demo/function/ln__loop_body_4.mcfunction +8 -0
  184. package/dist/data/readme_demo/function/ln__loop_exit_2.mcfunction +1 -0
  185. package/dist/data/readme_demo/function/ln__loop_exit_5.mcfunction +37 -0
  186. package/dist/data/readme_demo/function/ln__loop_header_0.mcfunction +3 -0
  187. package/dist/data/readme_demo/function/ln__loop_header_3.mcfunction +6 -0
  188. package/dist/data/readme_demo/function/load.mcfunction +1 -0
  189. package/dist/data/readme_demo/function/log10_fx.mcfunction +11 -0
  190. package/dist/data/readme_demo/function/log2_fx.mcfunction +11 -0
  191. package/dist/data/readme_demo/function/log2_int.mcfunction +5 -0
  192. package/dist/data/readme_demo/function/log2_int__loop_body_4.mcfunction +8 -0
  193. package/dist/data/readme_demo/function/log2_int__loop_exit_5.mcfunction +1 -0
  194. package/dist/data/readme_demo/function/log2_int__loop_header_3.mcfunction +4 -0
  195. package/dist/data/readme_demo/function/log2_int__merge_1.mcfunction +3 -0
  196. package/dist/data/readme_demo/function/log2_int__then_0.mcfunction +2 -0
  197. package/dist/data/readme_demo/function/loga_fx.mcfunction +10 -0
  198. package/dist/data/readme_demo/function/loga_fx__merge_1.mcfunction +9 -0
  199. package/dist/data/readme_demo/function/loga_fx__then_0.mcfunction +2 -0
  200. package/dist/data/readme_demo/function/map.mcfunction +12 -0
  201. package/dist/data/readme_demo/function/map__merge_1.mcfunction +11 -0
  202. package/dist/data/readme_demo/function/map__then_0.mcfunction +1 -0
  203. package/dist/data/readme_demo/function/mulfix.mcfunction +8 -0
  204. package/dist/data/readme_demo/function/newton_step.mcfunction +7 -0
  205. package/dist/data/readme_demo/function/newton_step__merge_1.mcfunction +8 -0
  206. package/dist/data/readme_demo/function/newton_step__then_0.mcfunction +1 -0
  207. package/dist/data/readme_demo/function/pow_int.mcfunction +6 -0
  208. package/dist/data/readme_demo/function/pow_int__loop_body_4.mcfunction +7 -0
  209. package/dist/data/readme_demo/function/pow_int__loop_exit_5.mcfunction +1 -0
  210. package/dist/data/readme_demo/function/pow_int__loop_header_3.mcfunction +4 -0
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  232. package/dist/data/readme_demo/function/sin_fixed.mcfunction +9 -0
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  241. package/dist/data/readme_demo/function/smootherstep.mcfunction +10 -0
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@@ -0,0 +1,63 @@
1
+ // ============================================
2
+ // Tutorial 01: Hello Datapack
3
+ // ============================================
4
+ // A "hello world" datapack that announces server startup,
5
+ // welcomes players who trigger the welcome kit, and gives
6
+ // them starter items on demand.
7
+ // ============================================
8
+
9
+ // Declare a namespace for this datapack
10
+ namespace tutorial01
11
+
12
+ // ─── Scoreboard setup ───────────────────────────────────────────────────────
13
+
14
+ @load
15
+ fn setup() {
16
+ // Create a scoreboard objective so we can track anything we want later
17
+ scoreboard_add_objective("tut01_data", "dummy")
18
+
19
+ // This runs once when the world loads
20
+ say("Hello! Tutorial 01 datapack loaded.")
21
+ say("Type /trigger welcome_kit to get started!")
22
+ }
23
+
24
+ // ─── Tick function ───────────────────────────────────────────────────────────
25
+
26
+ @tick
27
+ fn every_tick() {
28
+ // This runs every game tick (20 times per second)
29
+ // Keep it lightweight — just checking a counter here
30
+ let active: int = scoreboard_get("#active", "tut01_data")
31
+ if (active == 1) {
32
+ // The datapack is running — nothing fancy yet
33
+ }
34
+ }
35
+
36
+ // ─── Welcome kit trigger ─────────────────────────────────────────────────────
37
+
38
+ // Players run: /trigger welcome_kit
39
+ // This fires once per activation per player
40
+ @on_trigger("welcome_kit")
41
+ fn give_welcome_kit() {
42
+ // tell() sends a private message only to the triggering player (@s)
43
+ tell(@s, "Welcome to Tutorial 01!")
44
+ tell(@s, "Here is your starter kit:")
45
+
46
+ // give() hands items directly to the triggering player
47
+ give(@s, "minecraft:bread", 16)
48
+ give(@s, "minecraft:wooden_sword", 1)
49
+ give(@s, "minecraft:torch", 8)
50
+
51
+ // Announce to everyone that someone got the kit
52
+ announce("A player claimed the welcome kit!")
53
+ }
54
+
55
+ // ─── Bonus: greeting trigger ─────────────────────────────────────────────────
56
+
57
+ // Players run: /trigger greet
58
+ @on_trigger("greet")
59
+ fn greet_player() {
60
+ tell(@s, "Hello there, adventurer!")
61
+ title(@s, "Welcome!")
62
+ subtitle(@s, "Enjoy the server")
63
+ }
@@ -0,0 +1,157 @@
1
+ // ============================================
2
+ // Tutorial 02: Variables & Control Flow
3
+ // ============================================
4
+ // A vote counter that lets players vote yes or no,
5
+ // tracks results, and announces the winner.
6
+ // ============================================
7
+
8
+ namespace tutorial02
9
+
10
+ // ─── Scoreboard setup ───────────────────────────────────────────────────────
11
+
12
+ @load
13
+ fn setup() {
14
+ scoreboard_add_objective("votes_yes", "dummy")
15
+ scoreboard_add_objective("votes_no", "dummy")
16
+ scoreboard_add_objective("vote_cast", "dummy")
17
+ say("Vote system ready! /trigger vote_yes or /trigger vote_no")
18
+ }
19
+
20
+ // ─── Variable types demo ─────────────────────────────────────────────────────
21
+
22
+ fn demo_types() {
23
+ // int: whole numbers (stored in scoreboard)
24
+ let count: int = 42
25
+ let negative: int = -7
26
+
27
+ // bool: true or false
28
+ let is_active: bool = true
29
+ let has_voted: bool = false
30
+
31
+ // fixed: decimal numbers × 10000 (1.5 is stored as 15000)
32
+ // Useful for percentages, fractions, sub-block positions
33
+ let percentage: fixed = 7500 as fixed // represents 0.75 (75%)
34
+ let half: fixed = 5000 as fixed // represents 0.5
35
+
36
+ // string: text labels
37
+ let winner: string = "yes"
38
+
39
+ // Use the values so the compiler doesn't complain
40
+ if (is_active) {
41
+ tell(@a, "Demo types loaded")
42
+ }
43
+ }
44
+
45
+ // ─── Vote yes ───────────────────────────────────────────────────────────────
46
+
47
+ @on_trigger("vote_yes")
48
+ fn cast_yes() {
49
+ // Check if player already voted
50
+ let already_voted: int = scoreboard_get(@s, "vote_cast")
51
+ if (already_voted == 1) {
52
+ tell(@s, "You already voted!")
53
+ return
54
+ }
55
+
56
+ // Record vote
57
+ scoreboard_set(@s, "vote_cast", 1)
58
+ let yes_count: int = scoreboard_get("#total", "votes_yes")
59
+ yes_count = yes_count + 1
60
+ scoreboard_set("#total", "votes_yes", yes_count)
61
+
62
+ tell(@s, "You voted YES!")
63
+ announce("A player voted YES")
64
+ }
65
+
66
+ // ─── Vote no ────────────────────────────────────────────────────────────────
67
+
68
+ @on_trigger("vote_no")
69
+ fn cast_no() {
70
+ let already_voted: int = scoreboard_get(@s, "vote_cast")
71
+ if (already_voted == 1) {
72
+ tell(@s, "You already voted!")
73
+ return
74
+ }
75
+
76
+ scoreboard_set(@s, "vote_cast", 1)
77
+ let no_count: int = scoreboard_get("#total", "votes_no")
78
+ no_count = no_count + 1
79
+ scoreboard_set("#total", "votes_no", no_count)
80
+
81
+ tell(@s, "You voted NO!")
82
+ announce("A player voted NO")
83
+ }
84
+
85
+ // ─── Tally results ──────────────────────────────────────────────────────────
86
+
87
+ @on_trigger("tally_votes")
88
+ fn tally() {
89
+ let yes_count: int = scoreboard_get("#total", "votes_yes")
90
+ let no_count: int = scoreboard_get("#total", "votes_no")
91
+ let total: int = yes_count + no_count
92
+
93
+ say("=== Vote Results ===")
94
+ announce(f"YES: {yes_count}")
95
+ announce(f"NO: {no_count}")
96
+
97
+ if (total == 0) {
98
+ say("No votes cast yet!")
99
+ return
100
+ }
101
+
102
+ // Determine winner using if/else
103
+ if (yes_count > no_count) {
104
+ title(@a, "YES wins!")
105
+ say("The YES vote wins!")
106
+ } else {
107
+ if (no_count > yes_count) {
108
+ title(@a, "NO wins!")
109
+ say("The NO vote wins!")
110
+ } else {
111
+ title(@a, "It's a tie!")
112
+ say("It's a perfect tie!")
113
+ }
114
+ }
115
+
116
+ // Show percentage with fixed-point arithmetic
117
+ // Multiply by 10000 first to keep precision, then divide by total
118
+ let yes_pct: fixed = (yes_count * 10000 / total) as fixed
119
+ announce(f"YES percentage (x10000): {yes_pct}")
120
+ }
121
+
122
+ // ─── While loop example ──────────────────────────────────────────────────────
123
+
124
+ @on_trigger("count_down")
125
+ fn count_down() {
126
+ let i: int = 5
127
+ while (i > 0) {
128
+ tell(@s, f"Countdown: {i}")
129
+ i = i - 1
130
+ }
131
+ tell(@s, "Done!")
132
+ }
133
+
134
+ // ─── For loop example ────────────────────────────────────────────────────────
135
+
136
+ @on_trigger("for_demo")
137
+ fn for_demo() {
138
+ // for loop: start, end (exclusive), step defaults to 1
139
+ let i: int = 0
140
+ while (i < 5) {
141
+ tell(@s, f"Step {i}")
142
+ i = i + 1
143
+ }
144
+ }
145
+
146
+ // ─── Reset votes ────────────────────────────────────────────────────────────
147
+
148
+ @on_trigger("reset_votes")
149
+ fn reset_votes() {
150
+ scoreboard_set("#total", "votes_yes", 0)
151
+ scoreboard_set("#total", "votes_no", 0)
152
+ // Reset all players' vote_cast flags
153
+ foreach (p in @a) {
154
+ scoreboard_set(p, "vote_cast", 0)
155
+ }
156
+ say("Votes reset! Everyone can vote again.")
157
+ }
@@ -0,0 +1,162 @@
1
+ // ============================================
2
+ // Tutorial 03: Functions & Structs
3
+ // ============================================
4
+ // A boss health tracking system.
5
+ // Demonstrates functions with parameters/return values
6
+ // and structs for organizing related data.
7
+ // ============================================
8
+
9
+ namespace tutorial03
10
+
11
+ // ─── Struct definition ───────────────────────────────────────────────────────
12
+
13
+ // A struct groups related data into one named type
14
+ struct BossState {
15
+ max_hp: int,
16
+ current_hp: int,
17
+ phase: int, // 1=normal, 2=enraged (below 50%), 3=dying (below 20%)
18
+ alive: int // 0=dead, 1=alive
19
+ }
20
+
21
+ // Global boss instance
22
+ let boss: BossState = {
23
+ max_hp: 200,
24
+ current_hp: 200,
25
+ phase: 1,
26
+ alive: 0
27
+ }
28
+
29
+ // ─── Setup ──────────────────────────────────────────────────────────────────
30
+
31
+ @load
32
+ fn setup() {
33
+ scoreboard_add_objective("boss_hp", "dummy")
34
+ scoreboard_add_objective("boss_phase", "dummy")
35
+ say("Boss system loaded! /trigger spawn_boss to begin")
36
+ }
37
+
38
+ // ─── Functions ──────────────────────────────────────────────────────────────
39
+
40
+ // A pure function that computes a value and returns it
41
+ fn hp_percentage(current: int, max: int) -> int {
42
+ if (max <= 0) {
43
+ return 0
44
+ }
45
+ return current * 100 / max
46
+ }
47
+
48
+ // A function that checks and updates boss phase
49
+ // Takes the boss state by value (RedScript structs are value types)
50
+ fn get_phase(current_hp: int, max_hp: int) -> int {
51
+ let pct: int = hp_percentage(current_hp, max_hp)
52
+ if (pct <= 20) {
53
+ return 3
54
+ }
55
+ if (pct <= 50) {
56
+ return 2
57
+ }
58
+ return 1
59
+ }
60
+
61
+ fn describe_phase(phase: int) -> string {
62
+ if (phase == 1) {
63
+ return "Normal"
64
+ }
65
+ if (phase == 2) {
66
+ return "Enraged"
67
+ }
68
+ return "Dying"
69
+ }
70
+
71
+ // ─── Spawn boss ─────────────────────────────────────────────────────────────
72
+
73
+ @on_trigger("spawn_boss")
74
+ fn spawn_boss() {
75
+ boss.max_hp = 200
76
+ boss.current_hp = 200
77
+ boss.phase = 1
78
+ boss.alive = 1
79
+
80
+ scoreboard_set("#boss", "boss_hp", boss.current_hp)
81
+ scoreboard_set("#boss", "boss_phase", boss.phase)
82
+
83
+ summon("minecraft:wither_skeleton", 0, 64, 0)
84
+ say("The Boss has appeared! HP: 200")
85
+ title(@a, "BOSS FIGHT")
86
+ subtitle(@a, "Phase 1: Normal")
87
+ }
88
+
89
+ // ─── Damage boss ────────────────────────────────────────────────────────────
90
+
91
+ @on_trigger("damage_boss")
92
+ fn damage_boss() {
93
+ if (boss.alive == 0) {
94
+ tell(@s, "No boss is active!")
95
+ return
96
+ }
97
+
98
+ // Deal 15 damage
99
+ let damage: int = 15
100
+ boss.current_hp = boss.current_hp - damage
101
+
102
+ // Clamp to zero
103
+ if (boss.current_hp < 0) {
104
+ boss.current_hp = 0
105
+ }
106
+
107
+ // Update scoreboard
108
+ scoreboard_set("#boss", "boss_hp", boss.current_hp)
109
+
110
+ // Check for phase transition
111
+ let new_phase: int = get_phase(boss.current_hp, boss.max_hp)
112
+ if (new_phase != boss.phase) {
113
+ boss.phase = new_phase
114
+ scoreboard_set("#boss", "boss_phase", boss.phase)
115
+ let phase_name: string = describe_phase(boss.phase)
116
+ announce(f"Boss entered phase {boss.phase}: {phase_name}!")
117
+ title(@a, f"Phase {boss.phase}")
118
+ }
119
+
120
+ let pct: int = hp_percentage(boss.current_hp, boss.max_hp)
121
+ announce(f"Boss HP: {boss.current_hp}/{boss.max_hp} ({pct}%)")
122
+
123
+ // Check for death
124
+ if (boss.current_hp <= 0) {
125
+ kill_boss()
126
+ }
127
+ }
128
+
129
+ // ─── Kill boss ───────────────────────────────────────────────────────────────
130
+
131
+ fn kill_boss() {
132
+ boss.alive = 0
133
+ boss.phase = 0
134
+
135
+ kill(@e[type=minecraft:wither_skeleton])
136
+ title(@a, "Boss Defeated!")
137
+ subtitle(@a, "Well done, heroes!")
138
+ say("The Boss has been slain!")
139
+
140
+ // Give reward to all players
141
+ foreach (p in @a) {
142
+ give(p, "minecraft:diamond", 3)
143
+ tell(p, "You earned 3 diamonds for defeating the boss!")
144
+ }
145
+ }
146
+
147
+ // ─── Status check ────────────────────────────────────────────────────────────
148
+
149
+ @on_trigger("boss_status")
150
+ fn check_status() {
151
+ if (boss.alive == 0) {
152
+ tell(@s, "No boss is currently active.")
153
+ return
154
+ }
155
+
156
+ let pct: int = hp_percentage(boss.current_hp, boss.max_hp)
157
+ let phase_name: string = describe_phase(boss.phase)
158
+ tell(@s, "=== Boss Status ===")
159
+ tell(@s, f"HP: {boss.current_hp}/{boss.max_hp}")
160
+ tell(@s, f"Health: {pct}%")
161
+ tell(@s, f"Phase: {phase_name}")
162
+ }
@@ -0,0 +1,139 @@
1
+ // ============================================
2
+ // Tutorial 04: Selectors & Execute Context
3
+ // ============================================
4
+ // A proximity detector that finds players near a
5
+ // zone, grants them glowing + speed, and alerts them.
6
+ // ============================================
7
+
8
+ namespace tutorial04
9
+
10
+ import effects::*
11
+
12
+ // ─── Setup ──────────────────────────────────────────────────────────────────
13
+
14
+ @load
15
+ fn setup() {
16
+ scoreboard_add_objective("in_zone", "dummy")
17
+ say("Proximity detector loaded! Zone is around 0,64,0 radius 10.")
18
+ }
19
+
20
+ // ─── Zone check runs every second (rate=20 ticks) ───────────────────────────
21
+
22
+ @tick(rate=20)
23
+ fn check_zone() {
24
+ // @a[distance=..10] selects all players within 10 blocks of the executor
25
+ // The executor position is the world origin (0,0,0) here
26
+ // In a real setup you'd use execute at (x,y,z) run { ... }
27
+
28
+ // Mark players currently in zone
29
+ foreach (p in @a[distance=..10]) {
30
+ let was_in_zone: int = scoreboard_get(p, "in_zone")
31
+ if (was_in_zone == 0) {
32
+ // Player just entered the zone
33
+ scoreboard_set(p, "in_zone", 1)
34
+ on_player_enter(p)
35
+ }
36
+ // Refresh effects while in zone
37
+ refresh_zone_effects(p)
38
+ }
39
+
40
+ // Mark players who left the zone
41
+ foreach (p in @a[distance=10..]) {
42
+ let was_in_zone: int = scoreboard_get(p, "in_zone")
43
+ if (was_in_zone == 1) {
44
+ scoreboard_set(p, "in_zone", 0)
45
+ on_player_leave(p)
46
+ }
47
+ }
48
+ }
49
+
50
+ // ─── Zone entry handler ──────────────────────────────────────────────────────
51
+
52
+ fn on_player_enter(p: selector) {
53
+ tell(p, "You entered the magic zone!")
54
+ title(p, "Zone Entered")
55
+ subtitle(p, "You have the blessing")
56
+ }
57
+
58
+ fn on_player_leave(p: selector) {
59
+ tell(p, "You left the magic zone.")
60
+ // Remove effects when leaving
61
+ effect_clear(p)
62
+ }
63
+
64
+ fn refresh_zone_effects(p: selector) {
65
+ // Give short-duration effects (refreshed every second)
66
+ speed(p, 2, 1) // speed II for 2 seconds
67
+ glow(p, 2) // glowing for 2 seconds
68
+ }
69
+
70
+ // ─── Selector filter demos ───────────────────────────────────────────────────
71
+
72
+ @on_trigger("demo_selectors")
73
+ fn demo_selectors() {
74
+ // @s — the entity running this function (the trigger activator)
75
+ tell(@s, "You are @s")
76
+
77
+ // @p — nearest player to the executor
78
+ // tell(@p, "Hello, nearest player!")
79
+
80
+ // @a — all players
81
+ // tell(@a, "Hello everyone!")
82
+
83
+ // @e — all entities
84
+ // @e[type=minecraft:zombie] — only zombies
85
+ // @e[tag=boss] — only entities with the "boss" tag
86
+
87
+ // Count players in zone using selector
88
+ let in_zone_count: int = 0
89
+ foreach (p in @a[distance=..10]) {
90
+ in_zone_count = in_zone_count + 1
91
+ }
92
+ tell(@s, f"Players in zone: {in_zone_count}")
93
+ }
94
+
95
+ // ─── Tag-based selection ─────────────────────────────────────────────────────
96
+
97
+ @on_trigger("mark_vip")
98
+ fn mark_vip() {
99
+ // Add a tag to the triggering player
100
+ tag_add(@s, "vip")
101
+ tell(@s, "You are now VIP!")
102
+
103
+ // Now we can select only VIPs
104
+ foreach (vip in @a[tag=vip]) {
105
+ tell(vip, "VIP check: you have VIP status!")
106
+ }
107
+ }
108
+
109
+ @on_trigger("give_vip_buff")
110
+ fn give_vip_buff() {
111
+ // Give buff only to tagged VIP players
112
+ foreach (vip in @a[tag=vip]) {
113
+ regen(vip, 30, 1)
114
+ tell(vip, "VIP buff granted!")
115
+ }
116
+ // Non-VIPs get a message too
117
+ foreach (p in @a) {
118
+ let is_vip: int = 0
119
+ // Check tag using selector filter
120
+ foreach (check in @a[tag=vip]) {
121
+ // If we're checking the same player
122
+ }
123
+ }
124
+ }
125
+
126
+ // ─── foreach with as/at context ──────────────────────────────────────────────
127
+
128
+ @on_trigger("sweep_entities")
129
+ fn sweep_entities() {
130
+ // foreach runs the body "as" each selected entity
131
+ // meaning @s inside the body refers to each entity
132
+ foreach (zombie in @e[type=minecraft:zombie, distance=..20]) {
133
+ // @s here is each zombie
134
+ tell(@s, "Found a zombie!")
135
+ // Tag it for later use
136
+ tag_add(zombie, "detected")
137
+ }
138
+ announce("Entity sweep complete!")
139
+ }
@@ -0,0 +1,131 @@
1
+ // ============================================
2
+ // Tutorial 05: Decorators & Scheduling
3
+ // ============================================
4
+ // A countdown timer system:
5
+ // - /trigger start_countdown begins a 10-second countdown
6
+ // - Titles update every second
7
+ // - Firework launches at the end
8
+ // ============================================
9
+
10
+ namespace tutorial05
11
+
12
+ // ─── State ──────────────────────────────────────────────────────────────────
13
+
14
+ struct TimerState {
15
+ running: int,
16
+ seconds_left: int
17
+ }
18
+
19
+ let timer: TimerState = {
20
+ running: 0,
21
+ seconds_left: 0
22
+ }
23
+
24
+ // ─── @load: runs once when the world loads ───────────────────────────────────
25
+
26
+ @load
27
+ fn on_load() {
28
+ scoreboard_add_objective("tut05_data", "dummy")
29
+ say("Countdown system ready! /trigger start_countdown")
30
+ }
31
+
32
+ // ─── @tick: runs every single game tick (20/sec) ────────────────────────────
33
+
34
+ // This runs every tick but only does work if something is active.
35
+ // Keep @tick functions lightweight — they run 20 times a second!
36
+ @tick
37
+ fn heartbeat() {
38
+ // We use a scoreboard flag to debounce: only tick once per 20 ticks
39
+ // (the @tick(rate=20) decorator below handles this more cleanly)
40
+ }
41
+
42
+ // ─── @tick(rate=20): runs every 20 ticks = once per second ──────────────────
43
+
44
+ @tick(rate=20)
45
+ fn every_second() {
46
+ if (timer.running == 0) {
47
+ return
48
+ }
49
+
50
+ timer.seconds_left = timer.seconds_left - 1
51
+
52
+ if (timer.seconds_left > 0) {
53
+ show_countdown(timer.seconds_left)
54
+ } else {
55
+ fire_at_zero()
56
+ }
57
+ }
58
+
59
+ fn show_countdown(sec: int) {
60
+ tell(@a, f"Countdown: {sec}")
61
+ // Color changes as time runs out
62
+ if (sec <= 3) {
63
+ subtitle(@a, "Hurry!")
64
+ actionbar(@a, f"⏱ {sec} seconds!")
65
+ } else {
66
+ subtitle(@a, "Get ready...")
67
+ actionbar(@a, f"Countdown: {sec}")
68
+ }
69
+ }
70
+
71
+ fn fire_at_zero() {
72
+ timer.running = 0
73
+ timer.seconds_left = 0
74
+
75
+ title(@a, "GO!")
76
+ subtitle(@a, "Time is up!")
77
+ say("Countdown complete!")
78
+
79
+ // Summon firework
80
+ summon("minecraft:firework_rocket", 0, 65, 0)
81
+ }
82
+
83
+ // ─── @on_trigger: fires when a player uses /trigger ─────────────────────────
84
+
85
+ // Players type: /trigger start_countdown
86
+ @on_trigger("start_countdown")
87
+ fn start_countdown() {
88
+ if (timer.running == 1) {
89
+ tell(@s, "A countdown is already running!")
90
+ return
91
+ }
92
+
93
+ timer.running = 1
94
+ timer.seconds_left = 10
95
+
96
+ announce("Countdown started by a player!")
97
+ title(@a, "10")
98
+ subtitle(@a, "Countdown begins!")
99
+ title_times(@a, 5, 15, 5)
100
+ }
101
+
102
+ // Players type: /trigger stop_countdown
103
+ @on_trigger("stop_countdown")
104
+ fn stop_countdown() {
105
+ if (timer.running == 0) {
106
+ tell(@s, "No countdown running.")
107
+ return
108
+ }
109
+
110
+ timer.running = 0
111
+ timer.seconds_left = 0
112
+ title(@a, "Stopped")
113
+ say("Countdown cancelled.")
114
+ }
115
+
116
+ // ─── @schedule: runs once after a delay ─────────────────────────────────────
117
+
118
+ // Players type: /trigger delayed_message
119
+ // The message appears 5 seconds (100 ticks) later
120
+ @on_trigger("delayed_message")
121
+ fn queue_delayed() {
122
+ tell(@s, "Message will appear in 5 seconds...")
123
+ // Schedule the delivery 100 ticks (5 seconds) from now
124
+ delayed_deliver()
125
+ }
126
+
127
+ @schedule(100)
128
+ fn delayed_deliver() {
129
+ say("This message was delayed by 5 seconds!")
130
+ title(@a, "Delayed!")
131
+ }