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Scarpet
"Scarpet is a fully featured, in-game, programming language that you can use to code new tools and new behaviours, and all of it's in-game, preserving the vanilla feel. Ummm, so it works little bit like datapacks. So if you have an itch to, maybe do some, err programming in minecraft, or you haven't programmed, and you just want to learn how to code, in your favourite game, that might be a good place to start" - gnembon
Scarpet comes built into the carpet mod. Check the releases page of this repo for the most recent version, and the changelog at the bottom to see what's new
You can go to this page and get all the apps you want
Then go to world saves file, and create a new folder called scripts
and in it put all your .sc files
Then open the game and type in command /script load scriptname
Then the script will run. Some apps require you to add global
at the end, in which case it will tell you (usually in the form of an error message) and then you just do /script load scriptname global
(All programs are available as is. They might be incorrect, they might be outdated. If you see some problems, either open a pull request with a fix or report on the bug tracker for someone else to look into it)
Open a new file in your scripts
folder caled scriptname.sc
and then write whatever code you want, and then run it to see if it works.
Pro tip: Do this in a specific world, away from anything delicate. Test your scripts there THEN take them over to your actual world where you may wish to use them.
That's ok, cos there are some docs here which explain it all. It just takes some practice and dedication, and you'll get there in the end. Perseverance is the defining factor of a winner. (I feel like Socrates now)
Scarpet currently has support for the following editors:
-
Notepad++ (by gnembon): Get the most current version
-
IntellijIDEA (by gnembon): Read the document
-
VScode (by Uriel/ImUrX): Get the latest version and install it into VSCode using instructions on Readme if you don't know how
-
Atom (by replaceitem): Installation instructions are in Readme
- changed and expanded available entity descriptors for entity_list and entity_area, Now they support all entity types and categorizations. Previous
- descriptors that were not consistent, like 'players' or 'items' are removed.
- improved precision of entity targetting with entity_area.
- added label to supported shapes as floating text
- allow for discrete snapping of client shapes, using 'dxdydz' as opposite to 'xyz'
- type of 'task' is reported properly
- expanded entity API with 'path', 'brain', 'active_block', and 'breaking_progress' functions
- solved hash collisions for shapes caused by vanilla vec3d(-8,8,-8) == vec3d(8,8,8)
- added
__on_player_swaps_hands
event handles - fixed issue where command-defined events were preventing apps events from registering
- attached entity events (via
entity_event
) will execute with the context (dimension, position, etc) of the entity - events of taking damage, block breaking, and using item are called a bit earlier - before they have an effect in vanilla
- fixed nbt values reporting their initial value despite being modified
- events of updating hotbar slot and craft request will trigger only once
- addition on maps treats them like sets and produces merged maps. Lists operations are still propritizing vector approach, not lists approach.
- new structure and
plop
(world gen) API for 1.16.2 (incoming) support for features and structures in json. Your previous names used with structure API and especiallyplop
will not work but going forwards, names will be compatible with Mojang datapack specs. - documented how to setup scarpet markers as armorstand type markers
- Officially supported new map and list constructor syntax. You have 1.4.0 and are missing
{}
and[]
- don't worry - it works in 1.4 as well, it is just not documented. Previous functional notation (usingm()
andl()
) is fully supported and the 'proper' way to do it. -
->
operator in map constructor context now returns a tuple of its arguments. To construct a set of functions, you would have to add them one by one now, as->
will be creating pairs, not defining functions Previously:
__config() -> m( l('stay_loaded', true) );
global_precious_blocks = l('dirt', 'stone');
Now, this would also work:
__config() -> { 'stay_loaded' -> true };
global_precious_blocks = ['dirt', 'stone'];
- fixed lighting issues when resetting chunks with
reset_chunk
. Now it all resets properly. Thanks to PhiPro - added persistence (
query
andmodify
) to the entity API -
without_updates
andin_dimension
should now be thread safe - support for threaded execution via
task
,task_value
,task_join
,task_count
,task_completed
,synchronize
andtask_dock
. - added import support - allows to modularize your apps and use libraries (extension .scl)
- structure API to query and modify game structures via
structures
,structure_set
,structure_eligibility
- POI API to access and make changes to the POI system via
poi
andset_poi
- global system variables for better interapperability via
system_variable_get
andsystem_variable_set
- noise generation via
perlin
andsimplex
- scoreboard API via
scoreboard
,scoreboard_add
,scoreboard_remove
,scoreboard_display
- client facing shapes drawing via
draw_shape
- ability for scripts to read, load and write to files of with NBT and plain text. Better organization of scripts files
- API for handling stats via statistics and event
__on_statistic
- added game event handlers
__on_player_interacts_with_block
__on_player_places_block
__on_chunk_generated
__on_lightning
__on_player_takes_damage
__on_player_deals_damage
__on_player_dies
__on_player_respawns
__on_player_connects
__on_player_disconects
__on_player_chooses_recipe
__on_player_switches_slot
- added
__on_close
- events with global scope (like
__on_tick
) can only be triggered for apps with global scope. - expanded entity api:
permission_level
,effect
,breeding_age
,pose
,display_name
,command_name
,team
,gamemode
,jumping
,jump
,silent
,gravity
,fire
,hunger
,saturation
,exhaustion
,add_exhaustion
,nbt
,nbt_merge
- added stack traces to error messages
- player enderchest access
- support for '\n' and '\t' characters in strings
- added
seed
,in_slime_chunk
,reset_chunk
,without_updates
,c_for
,is_chunk_generated
,world_time
,day_time
,inhabited_time
,last_tick_times
,spawn_potential
,portal_cooldown
,portal_timer
,add_chunk_ticket
,reload_chunk
,view_distance
,mob_counts
,unix_time
,convert_date
,parse_nbt
,encode_nbt
,recipe_data
- better support for break and continue in functions like scan and volume
- added support for all new nether blocks, materials, sounds, etc
- set_biome is now y value sensitive. Use 0 in the end and overworld, and actual Y value for the nether
- lots of bugfixes...
- allowed for much smaller transparencies for scarpet client-facing shapes
- allowed for /-+_/ characters in file names for app accessed files
- improved performance in handling ops in NBT tags
- added more options to handle block properties and block data support for set
- added parse_nbt and encode_nbt as ways to convert scarpet values from and to nbt tags
- added
nbt
andnbt_merge
to entity modify API - added
unix_time()
andconvert_date()
for date / time manipulations - added support for block position arguments and triples for
scan
,volume
,rect
anddiamond
- added hooks for
__on_player_chooses_recipe
and__on_player_switches_slot
events - added
recipe_data()
andcrafting_remaining_item()
- for convenient and easy crafting scripts - added optional player argument to print. when called print(player, msg) it will only display this message to that player.
- added
cylinder
shape to scarpet shapes - ability of sending shapes via
draw_shape
in bulk to minimize network packets - duration of shapes can be set to 0 - this turns them off immediately
- added ability for shapes to snap to various combinations of coordinates, not only to all of them
- switched to 64bit FNV-1a algorithm for keying of shapes to minimize collisions
- optimized rendering of shapes that do not render all faces/lines
- shapes that 'follow' entities now move smoothly with high framerates, not just 20/s
- inventories for players can be specified as strings (player names) as well as 'enderchest_' to denote their enderchest content
- added hunger, saturation, exhaustion and add_exhaustion to (player) entity API
- added read_file, delete_file, and write_file as preferred functions to access external files. use of load_app_data and - - store_app_data on external files is now deprecated (still supported) and its use is limited to the system managed app tag.
- added the ability to handle textual files, apart from nbt files.
- added mob_counts() (1.16 +) to query mob cap information in scripts
- added 'cylinder' shape to scarpet shapes
- ability of sending shapes via
draw_shape
in bulk to minimize network packets - duration of shapes can be set to 0 - this turns them off immediately
- added ability for shapes to snap to various combinations of coordinates, not only to all of them
- switched to 64bit FNV-1a algorithm for keying of shapes to minimize collisions
- optimized rendering of shapes that do not render all faces/lines
- shapes that
follow
entities now move smoothly with high framerates, not just 20/s - inventories for players can be specified as strings (player names) as well as 'enderchest_' to denote their enderchest content
- added hunger, saturation, exhaustion and add_exhaustion to (player) entity API
- added read_file, delete_file, and write_file as preferred functions to access external files. use of load_app_data and store_app_data on external files is now deprecated (still supported) and its use is limited to the system managed app tag.
- added the ability to handle textual files, apart from nbt files.
- added
__on_player_connects
and__on_player_disconnects
events - added
view_distance()
as reported by the game - events now cannot be registered and handled in libraries and imports. each app has to define its callbacks directly in the app main file to handle those.
- added
draw_shape
allowing rendering of custom shapes to clients. Vanilla clients connected to carpet servers will receive replacement rendering based on dust particles. Drawn shapes can be static, or follow entities. GitHub - cleaner log when placing structures and features
- added
reload_chunk
to resend chunk data to the clients, and added option to set_biome not to update chunk data with the clients - added
add_chunk_ticket
to temporarily load remote chunks. Only natural chunk tickets are supported at the moment results of poi come out sorted by center distance as of now. - added
portal_cooldown
andportal_timer
to entity API query and modify - better handling of errors in docked section of threaded tasks to merge stack traces all the way to the top of the thread
- renamed 'vine' material to 'vegetation' and 'redstone_bits' to 'decoration'
- arguments for
schedule
andtask
will be evaluated at the time of call, so things likeloop(10, task( _(outer(_))->print(_)))
now pass arguments as you would expect them to do. - added
task_dock
to allow tasks to run a block of code in a server-synchronized fashion - fixed multiple typos in scarpet docs (thanks to James103)
- fixed double evaluation in
spawn
function -
place_item
can now handle non-block items, like bonemeal, flint and steel, or axes - added
spawn_potential
- added
structure_eligibility
that works likestructures
, but return structure information based on seed, not the structures actually placed in the world - fixed multiline strings in apps causing error lines in error reports and stack traces to be offset.
-
scoreboard_remove(objective, player)
will now remove score for a given key - added
format()
function to allow for text formatting, including custom RBG colors for 1.16 - added
gamemode
(which accepts strings, case insensitive, or numbers 0-3),jumping
which makes you jump continuously, andjump
to make you jump once,silent
andgravity
with boolean modifiers andfire
with no. of fire ticks (0 for extinguishing) tomodify
- added
query(e, 'category')
to get mob category: monster, creature, ambient, water_creature, misc and water_ambient in 1.16+ - scarpet programs loaded via world scripts folders are now referred to as scarpet apps.
- functions are now proper function values, and are closures thanks to the redefined
outer
call, so they can hold state. Good alternative to global values. - added anonymous functions via
_(args) -> body
- scripts now ignore redundant and unnecessary extra semicolons - feel free to spam them at the end of expressions, even if not needed.
- added
call
to call functions directly (by name or lambda reference) - added
copy
for deep copy of nested values. With that - all values are now passed by reference in function arguments - added
loaded_status()
,generation_status()
andchunk_tickets()
to debug loading issues using scarpet. - calling
block()
directly on a block value, like inscan()
will cause to resolve it. Otherwise block values are lazy until they are needed. - apps can now bind to the events on the fly, no need to have callbacks defined only on the first code pass
- entity events are now separated between apps. There can be multiple apps running the same entity at the same time, not knowing about each other.
- loops and higher order functions now will not accept the
exit
block, sincecontinue()
andbreak()
functions were introduced to use in loops and higher order functions. - restored
plop
function for 1.15 - scarpet markers are cleaned automatically if an app is not loaded.
- added
replace(str, regex, repl)
,replace_first(str, regex, repl)
,escape_nbt
- added new entity options,
ai
andno_clip
- added ability for apps to keep their persistent state using
load_app_data
andstore_app_data
functions - added maps via
m()
function - added proper nbt support via
nbt()
function - all containers (lists, maps and nbts) now have unified api via
get
,has
,put
anddelete
functions - added L-value behaviour to certain functions and operators, like
get
,has
,put
,delete
,=
,+=
- new
:
operator - highest priority - to access containers elements, alias forget
function - changed priority of
~
match operator to match:
- numbers have to start because of that with a number, so
.123
won't float anymore, use0.123
instead - added
in_dimension(dimension, expr)
to change the execution context for the subexpression, for instance to place blocks in the nether while running a script in the overworld - added carpet mod setting
/carpet scriptsAutoload
to automatically load scarpet packages from disk on server / game start which works even with/script
command fully disabled. However, scipts to stay loaded need to return proper app config by defining__config()
function. See/script load
section for details. - added
entity_event
to add functions to be called when certain events happen for an entity - added four more general use events:
player_releases_item
(bows, aborting actions, controlled client side),player_finishes_using_item
(item consumed, eating etc. server controlled),player_drops_item
for single item dropped, andplayer_drops_stack
for dropping entire stack.
-
top
to get the top block at position now requires full block coordinates, but Y value is ignored. - Inventories of blocks and entities got their API as well. Check
stack_limit
,inventory_size
,inventory_get
,inventory_set
,inventory_find
,inventory_remove
anddrop_item
functions. - scripts loaded from disk (via /script load/unload command) will operate in each player space by default, unless loaded with
shared
option. - the newline markers for 'in-commandblock' type scripts are now fully parsed, meaning you can have
$
in strings.$
markers are supported only with in-game cases. - support for comments via
//
in scripts loaded from world files. Comments are only allowed in external file scripts. - tab completion for typing programs in commands manually (in /script command)
- unloading/reloading a module removes all event callbacks from that module
-
return
,throw
,exit
, as well as the 'catch' expression oftry
can be omitted, assumingnull
- if with no
else
expression will 'else' tonull
-
element(list,index)
has been deprecated, and replaced withget(value,address)
, working on lists as well as nbt constructs - there is a new
nbt
type, that behave like string, but can be queried with get more efficiently - primitive types of nbt are now converted to primitive scarpet types when queried. This doesn't apply to compound nbts
- iterators, like
range
,rect
, can be reused and moved about in a variable. - added
type
function to recognized held variable type. -
str
format arguments can now be passed in a single list - block values now properly handle block entity data, meaning
set
-ting a chest from another location will retain its content. - therefore set can also accept custom BE tag?
-
place_item
to replicate the action of a player placing a block of item -
set_biome
to sets permanently a custom biome at a position. For those missing a custom command to do that in carpet, just use/script scan 0 0 0 x1 0 z1 x2 0 z2 set_biome(_,'swamp')
for the same effect -
block_properties
lists all available block properties at position -
block_data
returns nbt of a block at position -
property
makes sure all value comes out lowercased. -
spawn
function to spawn entities like /summon command but retaining access to them. -
entity ~ 'look'
will return a look vector of an entity. No need to math yaw pitch here. -
entity ~ 'selected_slot'
to return current selected slot for players -
entity ~ 'facing'
returns a facing order of a player -
entity ~ 'trace'
ca be used to ray trace blocks, liquids and entities - entity
~
sugar can now support - fixed
modify(e,'custom_name',null)
to actually clear custom name -
create_marker
andremove_all_markers
for easy marking I guess - fixed 'double evaluation' caused by print function
- setting various entities motions and positions should update properly to the clients
- fixed
thoughts too dope
when trying to compare list to a number
- Added 1.14 specific structures to plop for 1.14 (fabric-carpet)
- added
destroy
andharvest
functions for other valid methods of breaking blocks - added
schedule
to delay execution of user defined functions for later ticks - scarpet now allows to intercept most important user actions related events. Check
utilities\event_test.sc
and load via/script load event_test
to test event handling.
- fixes to lists handling
- fixed issue with running 'run' command in functions
- scripts can now be loaded from files in /scripts/ folder inside world directory. These also can be edited normally, without extra $ to indicate new lines.
- each file represents a package and is run independently from others.
- /script load/unload
- /script in run/invoke etc...
- script modules loaded from scripts / bundled with carpetmod can make new commands. details - later.
-
put
function to modify lists content -
_
in loop functions can be used to change content of sublists - minor performance improvements
- scripting engine will reset with world loading
- typos with gragon eggs
- player movement is much smoother when controlled with
modify
function -
loaded
andloaded_ep
won't load the points, lol - if executed as
/execute as @p script run...
print will output to players chat, not system log - no need to disable commandBlockOutput - scripts will no longer output results of intermediate results.
- everything