SteamWar/FightSystem
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Basics™
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SteamWarCI Build successful

Dieser Commit ist enthalten in:
Chaoscaot 2023-09-02 22:12:18 +02:00
Ursprung 78ae119719
Commit fc7b8b6233
Signiert von: Chaoscaot
GPG-Schlüssel-ID: BDF8FADD7D5EDB7A
7 geänderte Dateien mit 756 neuen und 4 gelöschten Zeilen

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@ -22,6 +22,7 @@ package de.steamwar.fightsystem;
import com.comphenix.tinyprotocol.TinyProtocol; import com.comphenix.tinyprotocol.TinyProtocol;
import de.steamwar.core.Core; import de.steamwar.core.Core;
import de.steamwar.fightsystem.ai.LixfelAI; import de.steamwar.fightsystem.ai.LixfelAI;
import de.steamwar.fightsystem.ai.chaos.ChaosAI;
import de.steamwar.fightsystem.commands.*; import de.steamwar.fightsystem.commands.*;
import de.steamwar.fightsystem.countdown.*; import de.steamwar.fightsystem.countdown.*;
import de.steamwar.fightsystem.event.HellsBells; import de.steamwar.fightsystem.event.HellsBells;
@ -42,6 +43,7 @@ import de.steamwar.fightsystem.utils.*;
import de.steamwar.fightsystem.winconditions.*; import de.steamwar.fightsystem.winconditions.*;
import de.steamwar.message.Message; import de.steamwar.message.Message;
import de.steamwar.sql.SchematicNode; import de.steamwar.sql.SchematicNode;
import de.steamwar.sql.SteamwarUser;
import org.bukkit.Bukkit; import org.bukkit.Bukkit;
import org.bukkit.plugin.java.JavaPlugin; import org.bukkit.plugin.java.JavaPlugin;
@ -167,6 +169,13 @@ public class FightSystem extends JavaPlugin {
}else if(Config.mode == ArenaMode.PREPARE) { }else if(Config.mode == ArenaMode.PREPARE) {
Fight.getUnrotated().setSchem(SchematicNode.getSchematicNode(Config.PrepareSchemID)); Fight.getUnrotated().setSchem(SchematicNode.getSchematicNode(Config.PrepareSchemID));
} }
FightStatistics.unrank();
Bukkit.getScheduler().runTask(getPlugin(), () -> {
new ChaosAI(Fight.getBlueTeam());
new LixfelAI(Fight.getRedTeam(), "Lixfel.AI");
});
} }
@Override @Override

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@ -155,8 +155,10 @@ public abstract class AI {
return; return;
Location location = translate(pos, true); Location location = translate(pos, true);
if(interactionDistanceViolation(location)) if(interactionDistanceViolation(location)) {
chat("Zu kleine Arme für TNT!");
return; return;
}
Block block = location.getBlock(); Block block = location.getBlock();
if(block.getType() == Material.AIR) if(block.getType() == Material.AIR)
@ -170,8 +172,10 @@ public abstract class AI {
@Override @Override
public void run() { public void run() {
Location location = translate(pos, true); Location location = translate(pos, true);
if(interactionDistanceViolation(location)) if(interactionDistanceViolation(location)) {
chat("Ich komme da nicht dran!");
return; return;
}
interact(location.getBlock()); interact(location.getBlock());
} }
@ -205,7 +209,7 @@ public abstract class AI {
public void run() { public void run() {
Location location = entity.getLocation(); Location location = entity.getLocation();
Location target = translate(pos, false); Location target = translate(pos, false);
if(Math.abs(location.getX() - target.getX()) > 1 || Math.abs(location.getY() - target.getY()) > 1.2 || Math.abs(location.getZ() - target.getZ()) > 1) { if(Math.abs(location.getX() - target.getX()) > 1.9 || Math.abs(location.getY() - target.getY()) > 1.9 || Math.abs(location.getZ() - target.getZ()) > 1.9) {
FightSystem.getPlugin().getLogger().log(Level.INFO, () -> entity.getName() + ": Overdistance movement " + location.toVector() + " " + target.toVector()); FightSystem.getPlugin().getLogger().log(Level.INFO, () -> entity.getName() + ": Overdistance movement " + location.toVector() + " " + target.toVector());
return; return;
} }
@ -287,7 +291,7 @@ public abstract class AI {
queue.poll().run(); queue.poll().run();
} }
private Location translate(Vector pos, boolean blockPos) { public Location translate(Vector pos, boolean blockPos) {
Region extend = team.getExtendRegion(); Region extend = team.getExtendRegion();
if(Fight.getUnrotated() == team) if(Fight.getUnrotated() == team)
return new Location( return new Location(

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@ -0,0 +1,31 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.fightsystem.ai.chaos;
import org.bukkit.util.Vector;
public class Bridge {
private Bridge() {
}
public static final Vector BRIDGE_POS = new Vector(25, 14, 24);
public static final Vector BRIDGE_SHIELDS = new Vector(25, 15, 25);
public static final Vector BRIDGE_MG = new Vector(21, 15, 24);
}

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@ -0,0 +1,172 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.fightsystem.ai.chaos;
import org.bukkit.util.Vector;
public class Cannon {
public final Vector[] tnt;
public final Vector button;
public final Vector load;
public final Vector escape;
public final String name;
private Cannon(String name, Vector[] tnt, Vector button, Vector load, Vector escape) {
this.tnt = tnt;
this.button = button;
this.load = load;
this.escape = escape;
this.name = name;
}
public static final Vector[] DS_LEFT_TNT = new Vector[] {
new Vector(40, 24, 12),
new Vector(39, 24, 12),
new Vector(38, 23, 12),
new Vector(38, 24, 12),
new Vector(40, 23, 15),
new Vector(40, 23, 14),
new Vector(40, 24, 15),
new Vector(40, 24, 14),
new Vector(38, 23, 15),
new Vector(38, 23, 14),
new Vector(38, 24, 15),
new Vector(38, 24, 14),
new Vector(40, 23, 12),
};
public static final Vector DS_LEFT_BUTTON = new Vector(39, 25, 11);
public static final Vector DS_LEFT_LOAD = new Vector(39, 25, 13);
public static final Vector DS_LEFT_ESCAPE = new Vector(19, 26, 13);
public static final Cannon DS_LEFT = new Cannon("Downstäb Links", DS_LEFT_TNT, DS_LEFT_BUTTON, DS_LEFT_LOAD, DS_LEFT_ESCAPE);
public static final Vector[] DS_RIGHT_TNT = new Vector[] {
new Vector(12, 24, 12),
new Vector(11, 24, 12),
new Vector(10, 23, 12),
new Vector(10, 24, 12),
new Vector(10, 23, 15),
new Vector(10, 23, 14),
new Vector(10, 24, 15),
new Vector(10, 24, 14),
new Vector(12, 23, 14),
new Vector(12, 24, 14),
new Vector(12, 23, 15),
new Vector(12, 24, 15),
new Vector(12, 23, 12),
};
public static final Vector DS_RIGHT_BUTTON = new Vector(11, 25, 11);
public static final Vector DS_RIGHT_LOAD = new Vector(11, 25, 13);
public static final Vector DS_RIGHT_ESCAPE = new Vector(31, 26, 13);
public static final Cannon DS_RIGHT = new Cannon("Downstäb Rechts", DS_RIGHT_TNT, DS_RIGHT_BUTTON, DS_RIGHT_LOAD, DS_RIGHT_ESCAPE);
public static final Vector[] STATIC_LEFT_TNT = new Vector[] {
new Vector(37, 17, 15),
new Vector(37, 17, 14),
new Vector(37, 18, 16),
new Vector(37, 18, 15),
new Vector(37, 18, 14),
new Vector(36, 17, 16),
new Vector(36, 17, 15),
new Vector(36, 17, 14),
new Vector(36, 18, 16),
new Vector(36, 18, 15),
new Vector(36, 18, 14),
new Vector(37, 17, 16),
};
public static final Vector STATIC_LEFT_BUTTON = new Vector(38, 18, 11);
public static final Vector STATIC_LEFT_LOAD = new Vector(37, 16, 12);
public static final Vector STATIC_LEFT_ESCAPE = new Vector(30, 13, 9);
public static final Cannon STATIC_LEFT = new Cannon("Lupf Links", STATIC_LEFT_TNT, STATIC_LEFT_BUTTON, STATIC_LEFT_LOAD, STATIC_LEFT_ESCAPE);
public static final Vector[] STATIC_RIGHT_TNT = new Vector[] {
new Vector(14, 17, 15),
new Vector(14, 18, 16),
new Vector(14, 18, 15),
new Vector(14, 17, 14),
new Vector(14, 18, 14),
new Vector(13, 17, 16),
new Vector(13, 17, 15),
new Vector(13, 17, 14),
new Vector(13, 18, 16),
new Vector(13, 18, 15),
new Vector(13, 18, 14),
new Vector(14, 17, 16),
};
public static final Vector STATIC_RIGHT_BUTTON = new Vector(12, 18, 11);
public static final Vector STATIC_RIGHT_LOAD = new Vector(13, 17, 12);
public static final Vector STATIC_RIGHT_ESCAPE = new Vector(20, 13, 9);
public static final Cannon STATIC_RIGHT = new Cannon("Lupf Rechts", STATIC_RIGHT_TNT, STATIC_RIGHT_BUTTON, STATIC_RIGHT_LOAD, STATIC_RIGHT_ESCAPE);
public static final Vector[] AK_TNT = new Vector[] {
new Vector(10, 7, 17),
new Vector(10, 11, 17),
new Vector(10, 10, 17),
new Vector(10, 8, 17),
new Vector(10, 9, 17),
new Vector(10, 7, 15),
new Vector(11, 7, 15),
new Vector(12, 7, 15),
new Vector(10, 10, 15),
new Vector(11, 10, 15),
new Vector(12, 10, 15),
new Vector(12, 8, 15),
new Vector(12, 9, 15),
new Vector(11, 8, 15),
new Vector(11, 9, 15),
new Vector(10, 8, 15),
new Vector(10, 9, 15),
new Vector(10, 7, 19),
new Vector(11, 7, 19),
new Vector(12, 7, 19),
new Vector(12, 8, 19),
new Vector(11, 8, 19),
new Vector(10, 8, 19),
new Vector(10, 10, 19),
new Vector(11, 10, 19),
new Vector(12, 10, 19),
new Vector(12, 9, 19),
new Vector(11, 9, 19),
new Vector(10, 9, 19),
new Vector(10, 6, 17),
};
public static final Vector AK_BUTTON = new Vector(9, 9, 16);
public static final Vector AK_LOAD = new Vector(11, 8, 17);
public static final Cannon AK = new Cannon("Arschkratzer", AK_TNT, AK_BUTTON, AK_LOAD, null);
public static final Vector[] HA_RIGHT_TNT = new Vector[] {
new Vector(23, 6, 9),
new Vector(23, 7, 9),
new Vector(23, 8, 9),
new Vector(23, 5, 9),
};
public static final Vector[] HA_LEFT_TNT = new Vector[] {
new Vector(27, 6, 9),
new Vector(27, 7, 9),
new Vector(27, 8, 9),
new Vector(27, 5, 9),
};
public static final Vector HA_RIGHT_LOAD = new Vector(23, 8, 8);
public static final Vector HA_LEFT_LOAD = new Vector(27, 8, 8);
public static final Cannon HA_LEFT = new Cannon("Halbautomatik Links", HA_LEFT_TNT, null, HA_LEFT_LOAD, null);
public static final Cannon HA_RIGHT = new Cannon("Halbautomatik Rechts", HA_RIGHT_TNT, null, HA_RIGHT_LOAD, null);
}

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@ -0,0 +1,168 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.fightsystem.ai.chaos;
import de.steamwar.fightsystem.FightSystem;
import de.steamwar.fightsystem.ai.AI;
import de.steamwar.fightsystem.ai.LixfelPathplanner;
import de.steamwar.fightsystem.fight.FightTeam;
import de.steamwar.fightsystem.states.FightState;
import de.steamwar.sql.SchematicNode;
import de.steamwar.sql.SteamwarUser;
import org.bukkit.Bukkit;
import org.bukkit.util.Vector;
import java.util.Random;
public class ChaosAI extends AI {
private final LixfelPathplanner pathplanner = new LixfelPathplanner(chooseSchematic());
private State state = State.PRE_PREPARE;
private static final Cannon[] cannons = new Cannon[] {
Cannon.DS_LEFT,
Cannon.DS_RIGHT,
Cannon.STATIC_LEFT,
Cannon.STATIC_RIGHT,
Cannon.HA_LEFT,
Cannon.HA_RIGHT,
};
private Cannon currentCannon = randomCannon();
private boolean igniteMg = false;
private static final Random random = new Random();
public ChaosAI(FightTeam team) {
this(team, SteamwarUser.get(14533));
}
public ChaosAI(FightTeam team, SteamwarUser user) {
super(team, user);
}
@Override
public SchematicNode chooseSchematic() {
return SchematicNode.getSchematicNode(111476);
}
@Override
protected void plan() {
switch (state) {
case PRE_PREPARE:
Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> {
state = State.PREPARE;
}, 20 * 15);
state = State.PREPARING_PREPARE;
break;
case PREPARING_PREPARE:
break;
case PREPARE:
prepare();
state = State.PREPARE_READY;
break;
case PREPARE_READY:
setReady();
state = State.WAIT_TILL_START;
break;
case WAIT_TILL_START:
if (FightState.ingame()) {
state = State.IGNITE_MG;
startFight();
}
break;
case IGNITE_MG:
if(igniteMg) {
interact(Bridge.BRIDGE_MG);
chat("Die MG ist angezündet!");
state = State.FIGHT;
currentCannon = randomCannon();
}
break;
case FIGHT:
fireCannon(currentCannon);
break;
case ESCAPE:
if (currentCannon.escape != null) {
pathplanner.planToAnywhere(getPosition(), currentCannon.escape).forEach(this::move);
}
Cannon nextCannon = randomCannon();
while (nextCannon == currentCannon) {
nextCannon = randomCannon();
}
currentCannon = nextCannon;
state = State.FIGHT;
break;
}
}
public void fireCannon(Cannon cannon) {
chat("Ich feuere " + cannon.name + " an!");
pathplanner.planToAnywhere(getPosition(), cannon.load).forEach(this::move);
if (cannon.button == null) {
for (int i = 0; i < 20; i++) {
for (Vector vector : cannon.tnt) {
setTNT(vector);
}
for (int j = 0; j < 30; j++) {
getBlock(Bridge.BRIDGE_MG);
}
}
} else {
for (Vector vector : cannon.tnt) {
setTNT(vector);
}
interact(cannon.button);
}
state = State.ESCAPE;
}
private Cannon randomCannon() {
return cannons[random.nextInt(cannons.length)];
}
public void startFight() {
chat("gl&hf");
chat("Ich zünde die MG an!");
Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> {
igniteMg = true;
}, 20 * 21);
}
public void prepare() {
chat("Prepare your fkin 4nus");
pathplanner.planToAnywhere(getPosition(), Bridge.BRIDGE_POS).forEach(this::move);
interact(Bridge.BRIDGE_SHIELDS);
}
private enum State {
PRE_PREPARE,
PREPARING_PREPARE,
PREPARE,
PREPARE_READY,
WAIT_TILL_START,
IGNITE_MG,
FIGHT,
ESCAPE,
}
}

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@ -0,0 +1,25 @@
event(events.PlaceBlock, function(e)
if storage.player.get("recording") then
pos = {math.floor(e.x), math.floor(e.y) - 100, math.floor(e.z)}
storage.player.get("recordingPos")[storage.player.get("recordingCount")] = pos
storage.player.set("recordingCount", storage.player.get("recordingCount") + 1)
end
end)
command("recorder", function(args)
if storage.player.get("recording") then
storage.player.set("recording", false)
storage.player.set("recordingCount", 0)
print("private static final Vector[] positions = new Vector[] {")
for k, v in pairs(storage.player.get("recordingPos")) do
print("new Vector(" .. v[1] .. ", " .. v[2] .. ", " .. v[3] .. "),")
end
print("};")
print("Stopped recording")
else
storage.player.set("recording", true)
storage.player.set("recordingCount", 0)
storage.player.set("recordingPos", {})
print("Started recording")
end
end)

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@ -0,0 +1,343 @@
-- This file is a part of the SteamWar software.
--
-- Copyright (C) 2021 SteamWar.de-Serverteam
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Affero General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU Affero General Public License for more details.
--
-- You should have received a copy of the GNU Affero General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
---
--- This file contains the definitions for the SteamWar.de script API.
--- It is used by the IDE to provide code completion and type checking.
--- Created by Chaoscaot
---
inventory = {}
---@param title string
---@param size number
---@return Inventory
function inventory.create(title, size) return nil end
---@alias InventoryClick 'LEFT' | 'SHIFT_LEFT' | 'RIGHT' | 'SHIFT_RIGHT' | 'MIDDLE' | 'NUMBER_KEY'
---@class Inventory
local Inventory = {}
---@overload fun(slot: number, material: string, name: string, handler: fun(click: InventoryClick)): void
---@overload fun(slot: number, material: string, name: string, handler: fun(click: InventoryClick), lore: string[]): void
---@overload fun(slot: number, material: string, name: string, handler: fun(click: InventoryClick), lore: string[], enchanted: boolean): void
---@param slot number
---@param material string
---@param name string
---@param handler fun(click: InventoryClick): void
---@param lore string[]
---@param enchanted boolean
---@param amount number
---@return void
function Inventory.item(slot, material, name, handler, lore, enchanted, amount) end
---@param handler fun(): void
---@return void
function Inventory.setCloseHandler(handler) end
---@return void
function Inventory.open() end
player = {}
---@return string
---Get the name of the player.
function player.name() return "" end
---@return void
function player.chat(...) end
---@return void
---Send a message to the actionbar of the player.
function player.actionbar(...) end
---@overload fun(): number
---@param newX number
function player.x(newX) end
---@overload fun(): number
---@param newY number
function player.y(newY) end
---@overload fun(): number
---@param newZ number
function player.z(newZ) end
---@overload fun(): number
---@param newYaw number
function player.yaw(newYaw) end
---@overload fun(): number
---@param newPitch number
function player.pitch(newPitch) end
---@return boolean
function player.sneaking() return nil end
---@return boolean
function player.sprinting() return nil end
---@overload fun(): number
---@param newSlot number
function player.slot(newSlot) end
---@return string
function player.item() return nil end
---@return string
function player.offHandItem() return nil end
---@return void
function player.closeInventory() end
---@field nextBool fun(): boolean
random = {}
---@overload fun(): number
---@overload fun(bound: number): number
---@param origin number
---@param bound number
---@return number
function random.nextInt(origin, bound) return nil end
---@overload fun(): number
---@overload fun(bound: number): number
---@param origin number
---@param bound number
---@return number
function random.nextDouble(origin, bound) return nil end
---@return boolean
function random.nextBool() return nil end
---@alias RegionType 'wg' | 'mwg' | 'as' | 'ws' | 'ws_inner' | 'ws_rumpf' | 'ws_rahmen' | 'spawn'
---@class iregion
---@field tnt tnt
---@field trace trace
local iregion = {}
---@class region: iregion
region = {}
---@return string
function iregion.name() return nil end
---@return RegionType
function iregion.type() return nil end
---@return boolean
function iregion.fire() return nil end
---@return boolean
function iregion.freeze() return nil end
---@return boolean
function iregion.protect() return nil end
---@return string
function iregion.loader() return nil end
---@alias TNTMode 'ALLOW' | 'DENY' | 'ONLY_TB'
---@class tnt
local tnt = {}
---@return TNTMode
function tnt.mode() return nil end
---@return boolean
function tnt.enabled() return nil end
---@return boolean
function tnt.onlyTb() return nil end
---@class trace
local trace = {}
---@return boolean
function trace.active() return nil end
---@return boolean
function trace.auto() return nil end
---@return string
function trace.status() return nil end
---@return number
function trace.time() return nil end
---@param name string
---@return iregion
function region.get(name) return nil end
---@return iregion[]
function region.list() return nil end
---@class Position
---@field x number
---@field y number
---@field z number
---@class server
---@field tps tps
server = {}
---@return string
function server.time() return nil end
---@return number
function server.ticks() return nil end
---@param position Position
---@return string
function getBlockAt(position) return nil end
---@param position Position
---@param material string
---@return void
function setBlockAt(position, material) return nil end
---@class tps
local tps = {}
---@return number
function tps.oneSecond() return nil end
---@return number
function tps.tenSecond() return nil end
---@return number
function tps.oneMinute() return nil end
---@return number
function tps.fiveMinute() return nil end
---@return number
function tps.tenMinute() return nil end
---@return number
function tps.current() return nil end
---@return number
function tps.limit() return nil end
---@class storage
---@field global storageLib
---@field player storageLib
---@field region storageLib
storage = {}
---@class storageLib
local storageLib = {}
---@param key string
---@return any
function storageLib.get(key) return nil end
---@param key string
---@param value any
---@return void
function storageLib.set(key, value) end
---@param key string
---@return boolean
function storageLib.has(key) return nil end
---@param key string
---@return void
function storageLib.remove(key) end
---@param key string
---@return Accessor
function storageLib.accessor(key) return nil end
---@class Accessor
---@overload fun(): any
---@overload fun(value: any)
---@class Selection
---@field max Position
---@field min Position
---@class _worldedit
_worldedit = {}
---@overload fun(pos: Position[]): void
---@return Selection
function _worldedit.selection() return nil end
---@param msg string
---@param callback fun(value: string): void
---@return void
function input(msg, callback) end
---@param ticks number
---@param callback fun(): void
---@return void
function delayed(ticks, callback) end
---@param x number
---@param y number
---@param z number
---@return Position
function pos(x, y, z) return nil end
---@return void
function exec(...) end
---@param obj any
---@return number
function length(obj) return 0 end
---@param separator string
---@param table any[]
---@return string
function join(separator, table) return "" end
---@class EventType
---@class events
---@field DoubleSwap EventType
---@field PlaceBlock EventType
---@field BreakBlock EventType
---@field RightClick EventType
---@field LeftClick EventType
---@field TNTSpawn EventType
---@field TNTExplode EventType
---@field TNTExplodeInBuild EventType
---@field SelfJoin EventType
---@field SelfLeave EventType
---@field DropItem EventType
---@field EntityDeath EventType
events = {}
---@param id EventType
---@param handler fun(params: any): void
---@return void
function event(id, handler) end
---@param command string
---@param handler fun(params: string[]): void
---@return void
function command(command, handler) end
---@param trigger string
---@param handler fun(pressed: boolean): void
---@return void
function hotkey(trigger, handler) end