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!Functions | !Functions | ||
!Description | !Description | ||
|- | |||
|<code>static TextUtil.cycleString(src: String): String</code> | |||
|<nowiki>Returns a text that cycles different languages. (Delimited by the pipe | character)</nowiki> | |||
|- | |- | ||
|<code>static TextUtil.getCjkParts(src: String): String</code> | |<code>static TextUtil.getCjkParts(src: String): String</code> |
Revision as of 18:00, 4 November 2024
Utilities
As the scripting functionality is based on the Nemo Transit Expansion, a number of helper classes are implemented from NTE to provide some information or to implement functions more simply.
Output of debug information
static print(params: Object...): void
This function outputs a message to the Minecraft log (the message is not displayed in the game). Any number of arguments of any type can be passed to the function.
Versions
Functions are provided where you can get the version number to ensure compatibility with different versions of mods (if any).
Functions | Description |
---|---|
static Resources.getAddonVersion(modId: string): string
|
Obtain a version of a mod registered to the scripting functionality.
By default, the possible modId are:
|
static Resources.getMTRVersion(): string
|
Returns the version of the MTR, for example, 4.0.0-beta-11+1.20.4 .
DEPRECATED: Use Resources.getAddonVersion("mtr") |
static Resources.getNTEVersion(): string
|
Returns the version of the NTE.
As there are no NTE version for MTR 4, this function is hard-coded to |
static Resources.getNTEVersionInt(): int
|
Returns the NTE version as a number for easy comparison.
As there are no NTE version for MTR 4, this function is hard-coded to |
static Resources.getNTEProtoVersion(): int
|
Returns the NTE protocol version.
As there are no NTE version for MTR 4, this function is hard-coded to |
TextUtil
MTR uses the station naming format Name in CJK|Name in another language||EXTRA
, so TextUtil is implemented to provide functions to separate these parts.
[Translator's note: MTR distinguishes text in CJK languages from the rest to allow them to be displayed nicely. It is not necessary to use CJK languages, e.g. you can easily use the scheme Name in Russian|Name in English||EXTRA
or even use more languages.
For reference, CJK is Chinese, Japanese and Korean].
Functions | Description |
---|---|
static TextUtil.cycleString(src: String): String
|
Returns a text that cycles different languages. (Delimited by the pipe | character) |
static TextUtil.getCjkParts(src: String): String
|
Returns the CJK parts of the passed string. |
static TextUtil.getNonCjkParts(src: String): String
|
Returns the non-CJK parts of the passed string. |
static TextUtil.getExtraParts(src: String): String
|
Returns the extra part of the passed string. |
static TextUtil.getNonExtraParts(src: String): String
|
Returns everything except the extra part. |
static TextUtil.getNonCjkAndExtraParts(src: String): String
|
Returns everything except the CJK parts. |
static TextUtil.isCjk(src: String): String
|
Checks if the string contains CJK characters. [Translator's note: this function is supposed to return a Boolean value]. |
Timing
Functions | Description |
---|---|
static Timing.elapsed(): double
|
Returns the running time of the game in seconds. It is constantly increasing. It does not increase during pause.
|
static Timing.delta(): double
|
The time difference between the current render call and the previous one. This can be used, for example, to calculate the angle by which the wheel have turned during the elapsed time.
|
StateTracker
Sometimes it is necessary to take transition states into account. For example, to play an animation only once when a certain condition is reached (because if (…distance < 300) ctx.play…
would be satisfied every frame after the condition was met, and then play every frame after that, which would result in hundreds of animations), or to play an animation in the first second after a page switch.
Since each object should have its own tracker, you would probably want to store it in the script's state
variable.
Functions | Description |
---|---|
new StateTracker()
|
Creates StateTracker.
|
StateTracker.setState(value: string): void
|
Sets the new state. |
StateTracker.stateNow(): string
|
Returns the current state. |
StateTracker.stateLast(): string?
|
Returns the previous state. If it does not exist, null is returned.
|
StateTracker.stateNowDuration(): double
|
Returns the amount of time the current state lasts. |
StateTracker.stateNowFirst(): boolean
|
Was the state just changed by the setState function in this loop or not?
|
CycleTracker
This is a StateTracker
that automatically switches on a cyclic basis by time.
Since each object should have its own tracker, you would probably want to store it in the script's state
variable.
Functions | Description |
---|---|
new CycleTracker(params: Object[])
|
Creates a CycleTracker.
The parameters are the states it will switch through and the duration of each state in seconds. Example:
|
CycleTracker.tick(): void
|
Updates the status based on the current time. |
CycleTracker.stateNow(): string
|
Returns the current state. |
CycleTracker.stateLast(): string?
|
Returns the previous state. If it does not exist, null is returned.
|
CycleTracker.stateNowDuration(): double
|
Returns the amount of time the current state lasts. |
CycleTracker.stateNowFirst(): boolean
|
Was the state just changed by the setState function in this loop or not?
|
RateLimit
Some tasks do not require too frequent execution, for example, the display may not be updated every frame, but only 10 times per second. Therefore, you can limit the frequency of their execution to improve performance.
Since each object should have its own tracker, you would probably want to store it in the script's state
variable.
Functions | Description |
---|---|
new RateLimit(params: Object[])
|
Creates a RateLimit.
|
RateLimit.shouldUpdate(): boolean
|
Has enough time elapsed between the last triggers?
Wrap the necessary code using
|
RateLimit.resetCoolDown(): void
|
Resets the timer to go off as soon as possible. |
MTRClientData
Client data from MTR that can be used to read routes, transfers, etc. See the source code of MinecraftClientData.java from MTR.
MinecraftClient
Due to obfuscation, there is no way to directly provide a client class for use. Therefore, several helper methods are created:
Functions | Description |
---|---|
static MinecraftClient.worldIsRaining(): boolean
|
Is it raining in the world?
|
static MinecraftClient.worldIsThundering(): boolean
|
Is it thundering in the world?
|
|
Is it raining and getting wet in a given chunk?
[Not Implemented] |
static MinecraftClient.worldDayTime(): int
|
Returns the in-game world time in ticks. |
|
This calls the Minecraft narrator to narrate the message.
[Not Implemented] |
static MinecraftClient.displayMessage(message: String, actionBar: boolean): void
|
This displays the message as an in-game chat message. If action bar is true, it will display on the action bar instead. (Above inventory hotbar) |