Signed-off-by: Chaoscaot <chaoscaot@zohomail.eu>
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Commit
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@ -48,7 +48,7 @@ Der Code wird einfach in ein Minecraft Buch geschrieben und kann mit einem Links
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Im Repository liegen [Lua-Definitionen](sw.def.lua) für [Luanalysis](https://plugins.jetbrains.com/plugin/14698-luanalysis).
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Diese können in der IDE genutzt werden, um die APIs zu nutzen.
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Einfach die `definitions.lua` in denselben Ordner wie das Script legen und die IDE sollte die APIs erkennen.
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Einfach die `sw.def.lua` in denselben Ordner wie das Script legen und die IDE sollte die APIs erkennen.
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# Basis-Apis
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Es werden folgende Standard-Apis zur Verfügung gestellt:
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185
definitions.lua
185
definitions.lua
@ -1,185 +0,0 @@
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-- This file is a part of the SteamWar software.
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--
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-- Copyright (C) 2021 SteamWar.de-Serverteam
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--
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU Affero General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU Affero General Public License for more details.
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--
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-- You should have received a copy of the GNU Affero General Public License
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-- along with this program. If not, see <https://www.gnu.org/licenses/>.
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---
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--- This file contains the definitions for the SteamWar.de script API.
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--- It is used by the IDE to provide code completion and type checking.
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--- Created by Chaoscaot
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---
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---@class inventory @define class inventory
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---@field create fun(title: string, size: number): Inventory
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inventory = {}
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---@alias InventoryClick 'LEFT' | 'SHIFT_LEFT' | 'RIGHT' | 'SHIFT_RIGHT' | 'MIDDLE' | 'NUMBER_KEY'
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---@shape Inventory
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---@field item fun(slot: number, material: string, name: string, handler: fun(click: InventoryClick), lore?: string[], enchanted?: boolean, amount?: number: void)
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---@field setCloseHandler fun(handler: fun(): void): void
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---@field open fun(): void
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---@class Callable<T>
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---@overload fun(): T
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---@overload fun(value: T): void
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---@class player
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---@field name fun(): string
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---@field chat fun(message: string...): void
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---@field actionbar fun(message: string...): void
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---@field x fun(value?: number): void | number
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---@field y fun(value?: number): void | number
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---@field z fun(value?: number): void | number
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---@field yaw fun(value?: number): void | number
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---@field pitch fun(value?: number): void | number
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---@field sneaking fun(): boolean
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---@field sprinting fun(): boolean
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---@field slot fun(value?: number): void | number
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---@field item fun(): string
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---@field offHandItem fun(): string
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---@field closeInventory fun(): void
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player = {}
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---@class random
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---@field nextInt fun(a?: number, b?: number): number
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---@field nextDouble fun(a?: number, b?: number): number
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---@field nextBool fun(): boolean
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random = {}
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---@alias RegionType 'wg' | 'mwg' | 'as' | 'ws' | 'ws_inner' | 'ws_rumpf' | 'ws_rahmen' | 'spawn'
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---@class region
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---@field name fun(): string
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---@field type fun(): RegionType
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---@field tnt tnt
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---@field fire fun(): boolean
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---@field freeze fun(): boolean
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---@field protect fun(): boolean
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---@field trace trace
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---@field loader fun(): string
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region = {}
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---@alias TNTMode 'ALLOW' | 'DENY' | 'ONLY_TB'
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---@class tnt
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---@field mode fun(): TNTMode
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---@field enabled fun(): boolean
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---@field onlyTb fun(): boolean
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---@class trace
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---@field active fun(): boolean
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---@field auto fun(): boolean
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---@field status fun(): string
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---@field time fun(): number
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---@shape Position
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---@field x number
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---@field y number
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---@field z number
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---@class server
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---@field time fun(): string
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---@field ticks fun(): number
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---@field getBlockAt fun(position: Position): string
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---@field setBlockAt fun(position: Position, material: string): void
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---@field tps tps
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server = {}
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---@class tps
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---@field oneSecond fun(): number
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---@field tenSecond fun(): number
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---@field oneMinute fun(): number
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---@field fiveMinute fun(): number
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---@field tenMinute fun(): number
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---@field current fun(): number
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---@field limit fun(): number
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---@class storage
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---@field global storageLib
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---@field player storageLib
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---@field region storageLib
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storage = {}
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---@class storageLib
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---@field get fun(key: string): any
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---@field set fun(key: string, value: any): void
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---@shape Selection
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---@field max Position
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---@field min Position
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---@class _worldedit
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---@field selection fun(pos?: Position[]): Selection | void
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_worldedit = {}
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---@param msg string
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---@param callback fun(value: string): void
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---@return void
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function input(msg, callback) end
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---@param ticks number
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---@param callback fun(): void
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---@return void
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function delayed(ticks, callback) end
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---@param x number
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---@param y number
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---@param z number
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---@return Position
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function pos(x, y, z) return nil end
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function exec(...) end
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---@param obj any
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---@return number
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function length(obj) return 0 end
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---@param separator string
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---@param table any[]
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---@return string
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function join(separator, table) return "" end
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---@class EventType
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---@class events
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---@field DoubleSwap EventType
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---@field PlaceBlock EventType
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---@field BreakBlock EventType
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---@field RightClick EventType
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---@field LeftClick EventType
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---@field TNTSpawn EventType
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---@field TNTExplode EventType
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---@field TNTExplodeInBuild EventType
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---@field SelfJoin EventType
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---@field SelfLeave EventType
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---@field DropItem EventType
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---@field EntityDeath EventType
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events = {}
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---@param id EventType
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---@param handler fun(params: any): void
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---@return void
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function event(id, handler) end
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---@param command string
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---@param handler fun(params: string[]): void
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---@return void
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function command(command, handler) end
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---@param trigger string
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---@param handler fun(pressed: boolean): void
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---@return void
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function hotkey(trigger, handler) end
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