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APIDump: All cWorld functions are documented.

This commit is contained in:
madmaxoft 2013-09-16 10:16:04 +02:00
parent 79851476d2
commit 8aacae5e37
1 changed files with 44 additions and 25 deletions

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@ -1372,7 +1372,11 @@ Sign entities are saved and loaded from disk when the chunk they reside in is sa
DoWithEntityByID = { Params = "EntityID, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If an entity with the specified ID exists, calls the callback with the {{cEntity}} parameter representing the entity. The CallbackFunction has the following signature: <pre>function Callback({{cEntity|Entity}}, [CallbackData])</pre> The function returns false if the entity was not found, and it returns the same bool value that the callback has returned if the entity was found." },
DoWithFurnaceAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a furnace at the specified coords, calls the CallbackFunction with the {{cFurnaceEntity}} parameter representing the furnace. The CallbackFunction has the following signature: <pre>function Callback({{cFurnaceEntity|FurnaceEntity}}, [CallbackData])</pre> The function returns false if there is no furnace, or if there is, it returns the bool value that the callback has returned." },
DoWithPlayer = { Params = "PlayerName, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a player of the specified name (exact match), calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: <pre>function Callback({{cPlayer|Player}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found." },
FastSetBlock = { Params = "X, Y, Z, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!" },
FastSetBlock =
{
{ Params = "X, Y, Z, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!" },
{ Params = "{{Vector3i|BlockCoords}}, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!" },
},
FindAndDoWithPlayer = { Params = "PlayerNameHint, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a player of a name similar to the specified name (weighted-match), calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: <pre>function Callback({{cPlayer|Player}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found. Note that the name matching is very loose, so it is a good idea to check the player name in the callback function." },
ForEachChestInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each chest in the chunk. Returns true if all chests in the chunk have been processed (including when there are zero chests), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre>function Callback({{cChestEntity|ChestEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next chest, or true to abort the enumeration." },
ForEachEntity = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each entity in the loaded world. Returns true if all the entities have been processed (including when there are zero entities), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre>function Callback({{cEntity|Entity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." },
@ -1381,10 +1385,18 @@ Sign entities are saved and loaded from disk when the chunk they reside in is sa
ForEachPlayer = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each player in the loaded world. Returns true if all the players have been processed (including when there are zero players), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre>function Callback({{cPlayer|Player}}, [CallbackData])</pre> The callback should return false or no value to continue with the next player, or true to abort the enumeration." },
GenerateChunk = { Params = "ChunkX, ChunkZ", Return = "", Notes = "Queues the specified chunk in the chunk generator. Ignored if the chunk is already generated (use RegenerateChunk() to force chunk re-generation)." },
GetBiomeAt = { Params = "BlockX, BlockZ", Return = "eBiome", Notes = "Returns the biome at the specified coords. Reads the biome from the chunk, if it is loaded, otherwise it uses the chunk generator to provide the biome value." },
GetBlock = { Params = "BlockX, BlockY, BlockZ", Return = "BLOCKTYPE", Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
GetBlock =
{
{ Params = "BlockX, BlockY, BlockZ", Return = "BLOCKTYPE", Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
{ Params = "{{Vector3i|BlockCoords}}", Return = "BLOCKTYPE", Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
},
GetBlockBlockLight = { Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the amount of block light at the specified coords, or 0 if the appropriate chunk is not loaded." },
GetBlockInfo = { Params = "BlockX, BlockY, BlockZ", Return = "BlockValid, BlockType, BlockMeta, BlockSkyLight, BlockBlockLight", Notes = "Returns the complete block info for the block at the specified coords. The first value specifies if the block is in a valid loaded chunk, the other values are valid only if BlockValid is true." },
GetBlockMeta = { Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the block metadata of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
GetBlockMeta =
{
{ Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the block metadata of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
{ Params = "{{Vector3i|BlockCoords}}", Return = "number", Notes = "Returns the block metadata of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
},
GetBlockSkyLight = { Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the block skylight of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
GetBlockTypeMeta = { Params = "BlockX, BlockY, BlockZ", Return = "BlockValid, BlockType, BlockMeta", Notes = "Returns the block type and metadata for the block at the specified coords. The first value specifies if the block is in a valid loaded chunk, the other values are valid only if BlockValid is true." },
GetClassStatic = { Params = "", Return = "string", Notes = "Returns the name of the class, \"cWorld\"." },
@ -1421,28 +1433,35 @@ Sign entities are saved and loaded from disk when the chunk they reside in is sa
IsGameModeCreative = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmCreative." },
IsGameModeSurvival = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmSurvival." },
IsPVPEnabled = { Params = "", Return = "bool", Notes = "Returns whether PVP is enabled in the world settings." },
QueueBlockForTick = { Params = "", Return = "", Notes = "" },
QueueSaveAllChunks = { Params = "", Return = "", Notes = "" },
QueueSetBlock = { Params = "", Return = "", Notes = "" },
RegenerateChunk = { Params = "", Return = "", Notes = "" },
SaveAllChunks = { Params = "", Return = "", Notes = "" },
SendBlockTo = { Params = "", Return = "", Notes = "" },
SetBlock = { Params = "", Return = "", Notes = "" },
SetBlockMeta = { Params = "", Return = "", Notes = "" },
SetNextBlockTick = { Params = "", Return = "", Notes = "" },
SetSignLines = { Params = "", Return = "", Notes = "" },
SetTicksUntilWeatherChange = { Params = "", Return = "", Notes = "" },
SetTimeOfDay = { Params = "", Return = "", Notes = "" },
SetWeather = { Params = "", Return = "", Notes = "" },
SetWorldTime = { Params = "", Return = "", Notes = "" },
SpawnItemPickups = { Params = "", Return = "", Notes = "" },
SpawnMob = { Params = "", Return = "", Notes = "" },
SpawnPrimedTNT = { Params = "", Return = "", Notes = "" },
TryGetHeight = { Params = "", Return = "", Notes = "" },
UnloadUnusedChunks = { Params = "", Return = "", Notes = "" },
UpdateSign = { Params = "", Return = "", Notes = "" },
WakeUpSimulators = { Params = "", Return = "", Notes = "" },
WakeUpSimulatorsInArea = { Params = "", Return = "", Notes = "" },
QueueBlockForTick = { Params = "BlockX, BlockY, BlockZ, TicksToWait", Return = "", Notes = "Queues the specified block to be ticked after the specified number of gameticks." },
QueueSaveAllChunks = { Params = "", Return = "", Notes = "Queues all chunks to be saved in the world storage thread" },
QueueSetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta, TickDelay", Return = "", Notes = "Queues the block to be set to the specified blocktype and meta after the specified amount of game ticks. Uses SetBlock() for the actual setting, so simulators are woken up and block entities are handled correctly." },
RegenerateChunk = { Params = "ChunkX, ChunkZ", Return = "", Notes = "Queues the specified chunk to be re-generated, overwriting the current data. To queue a chunk for generating only if it doesn't exist, use the GenerateChunk() instead." },
SendBlockTo = { Params = "BlockX, BlockY, BlockZ, {{cPlayer|Player}}", Return = "", Notes = "Sends the block at the specified coords to the specified player's client, as an UpdateBlock packet." },
SetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, replaces the block entities for the previous block type, creates a new block entity for the new block, if appropriate, and wakes up the simulators. This is the preferred way to set blocks, as opposed to FastSetBlock(), which is only to be used under special circumstances." },
SetBlockMeta =
{
{ Params = "BlockX, BlockY, BlockZ, BlockMeta", Return = "", Notes = "Sets the meta for the block at the specified coords." },
{ Params = "{{Vector3i|BlockCoords}}, BlockMeta", Return = "", Notes = "Sets the meta for the block at the specified coords." },
},
SetNextBlockTick = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Sets the blockticking to start at the specified block in the next tick." },
SetSignLines = { Params = "X, Y, Z, Line1, Line2, Line3, Line4, [{{cPlayer|Player}}]", Return = "", Notes = "Sets the sign text at the specified coords. The sign-updating hooks are called for the change. The Player parameter is used to indicate the player from whom the change has come, it may be nil. Same as UpdateSign()." },
SetTicksUntilWeatherChange = { Params = "NumTicks", Return = "", Notes = "Sets the number of ticks after which the weather will be changed." },
SetTimeOfDay = { Params = "TimeOfDayTicks", Return = "", Notes = "Sets the time of day, expressed as number of ticks past sunrise, in the range 0 .. 24000." },
SetWeather = { Params = "Weather", Return = "", Notes = "Sets the current weather (wSunny, wRain, wStorm) and resets the TicksUntilWeatherChange to the default value for the new weather. The normal weather-changing hooks are called for the change." },
SpawnItemPickups =
{
{ Params = "{{cItems|Pickups}}, X, Y, Z, FlyAwaySpeed", Return = "", Notes = "Spawns the specified pickups at the position specified. The FlyAway speed is used to initialize the random speed in which the pickups fly away from the spawn position." },
{ Params = "{{cItems|Pickups}}, X, Y, Z, SpeedX, SpeedY, SpeedZ", Return = "", Notes = "Spawns the specified pickups at the position specified. All the pickups fly away from the spawn position using the specified speed." },
},
SpawnMob = { Params = "X, Y, Z, {{cMonster|MonsterType}}", Return = "EntityID", Notes = "Spawns the specified type of mob at the specified coords. Returns the EntityID of the creates entity, or -1 on failure. " },
SpawnPrimedTNT = { Params = "X, Y, Z, FuseTimeSecs, InitialVelocityCoeff", Return = "", Notes = "Spawns a {{cTNTEntity|primed TNT entity}} at the specified coords, with the given fuse time. The entity gets a random speed multiplied by the InitialVelocityCoeff, 1 being the default value." },
TryGetHeight = { Params = "BlockX, BlockZ", Return = "IsValid, Height", Notes = "Returns true and height of the highest non-air block if the chunk is loaded, or false otherwise." },
UnloadUnusedChunks = { Params = "", Return = "", Notes = "Unloads chunks that are no longer needed, and are saved. NOTE: This API is deprecated and will be removed soon." },
UpdateSign = { Params = "X, Y, Z, Line1, Line2, Line3, Line4, [{{cPlayer|Player}}]", Return = "", Notes = "Sets the sign text at the specified coords. The sign-updating hooks are called for the change. The Player parameter is used to indicate the player from whom the change has come, it may be nil. Same as SetSignLiens()" },
UseBlockEntity = { Params = "{{cPlayer|Player}}, BlockX, BlockY, BlockZ", Return = "", Notes = "Makes the specified Player use the block entity at the specified coords (open chest UI, etc.) If the cords are in an unloaded chunk or there's no block entity, ignores the call." },
WakeUpSimulators = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Wakes up the simulators for the specified block." },
WakeUpSimulatorsInArea = { Params = "MinBlockX, MaxBlockX, MinBlockY, MaxBlockY, MinBlockZ, MaxBlockZ", Return = "", Notes = "Wakes up the simulators for all the blocks in the specified area (edges inclusive)." },
},
Constants =
{