early dev builds

Discuss plans for the development of Denizen2Sponge here.
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Re: early dev builds

Post by mcmonkey » November 24th, 2016, 7:00 am

What's that? A NEW BUILD YOU SAY?

Fixes, more fixes, some fixes, also fixes.
"addto list" command. Cuboid tags. Teleport command. Some tags and such. Entity friendly names. Setblock += list(location).
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Re: early dev builds

Post by mcmonkey » November 24th, 2016, 7:55 pm

Another new build today!

Fixes, fixes, get your fixes...
In-game 'command' scripts!
various tags
ItemTag is a new tag type.
Give command.
More fixes.

Here's a proof-of-concept / sample script:

Denizen 2 World Editor! With three whole commands!

Code: Select all

# +-----------------------
# | Denizen 2 World Editor
# +-----------------------
#
# Commands:
# /.wand
# /.set [new block-type]
# /.replace [old block-type] [new block-type]
#

# /wand command
d2we_command_wand:
    type: command
    debug: minimal
    name:
    - wand
    - .wand
    permission: d2we.admin.wand
    description: Gives you the D2WE wand.
    script:
    # TODO: Neater method to apply flags!
    - give <player> minecraft:blaze_rod/1/denizen&coflagmap:d2we_iswand&cotrue|display_name:<texts.for_input[color:aqua|text:D2WE-Wand]>
    - tell <player> "<texts.for_input[color:green|text:Wand given. Left click to start a selection, right click to expand it!]>"

# wand clicky buttons
d2we_world_wand:
    type: world
    debug: minimal
    events:
        on player breaks block:
        - if <player.held_item.has_flag[d2we_iswand]>:
          - flagentity <player> d2we_selection:<server.cuboid_wrapping[<context.[location]>]>
          # TODO: colors, effects, etc.
          - tell <player> "<texts.for_input[color:aqua|text:Selection started at <context.[location]>.]>"
          - determine cancelled true
        on player right clicks block:
        - if <player.held_item.has_flag[d2we_iswand]> && <player.has_flag[d2we_selection]> && !<cuboid[<player.flag[d2we_selection]>].contains[<context.[location]>]>:
          - flagentity <player> d2we_selection:<server.cuboid_wrapping[<cuboid[<player.flag[d2we_selection]>].min>|<cuboid[<player.flag[d2we_selection]>].max>|<context.[location]>]>
          # TODO: colors, effects, etc.
          - tell <player> "<texts.for_input[color:aqua|text:Selection expanded to include <context.[location]>.]>"
          - determine cancelled true

# Inject this to ensure the player's selection is available
d2we_injectable_reqsel:
    type: task
    debug: minimal
    script:
    - if !<player.has_flag[d2we_selection]>:
      - tell <player> "<texts.for_input[color:red|text:You do not have anything selected!]>"
      - stop

# /set command
d2we_command_set:
    type: command
    debug: minimal
    name:
    - set
    - .set
    permission: d2we.admin.set
    description: Sets the selected region to a specified block type.
    script:
    - if <context.[arguments].size> < 1:
      - tell <player> "<texts.for_input[color:red|text:/.set [new block-type]]>"
      - stopc
    - inject d2we_injectable_reqsel
    - define choice <context.[arguments].[1]>
    - if !<server.block_type_is_valid[<[choice]>]>:
      - tell <player> "<texts.for_input[color:red|text:That block type  (<[choice]>) doesn't make sense to me!]>"
      - stop
    - define bt <block_type[<[choice]>]>
    - define t1 <system.current_time.total_milliseconds>
    - define locs <cuboid[<player.flag[d2we_selection]>].block_locations>
    - setblock <[locs]> <def[bt]> false
    - define t2 <system.current_time.total_milliseconds>
    - tell <player> "<texts.for_input[color:aqua|text:Successfully edited <def[locs].size> blocks, in <[t2].subtract_integer[<[t1]>]> milliseconds.]>"

# /replace command
d2we_command_replace:
    type: command
    debug: minimal
    name:
    - replace
    - .replace
    permission: d2we.admin.replace
    description: Replaces all of a specified block type within a region to another block type.
    script:
    - if <context.[arguments].size> < 2:
      - tell <player> "<texts.for_input[color:red|text:/.replace [old block-type] [new block-type]]>"
      - stopc
    - inject d2we_injectable_reqsel
    - define choice <context.[arguments].[1]>
    - if !<server.block_type_is_valid[<[choice]>]>:
      - tell <player> "<texts.for_input[color:red|text:That block type (<[choice]>) doesn't make sense to me!]>"
      - stop
    - define choice2 <context.[arguments].[2]>
    - if !<server.block_type_is_valid[<[choice2]>]>:
      - tell <player> "<texts.for_input[color:red|text:That block type (<[choice2]>) doesn't make sense to me!]>"
      - stop
    - define bt_old <block_type[<[choice]>]>
    - define bt_new <block_type[<[choice2]>]>
    - define t1 <system.current_time.total_milliseconds>
    - define locs <cuboid[<player.flag[d2we_selection]>].block_locations[<[bt_old]>]>
    - setblock <[locs]> <def[bt_new]> false
    - define t2 <system.current_time.total_milliseconds>
    - tell <player> "<texts.for_input[color:aqua|text:Successfully edited <def[locs].size> blocks, in <[t2].subtract_integer[<[t1]>]> milliseconds.]>"

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Re: early dev builds

Post by mcmonkey » December 5th, 2016, 1:11 pm

New build!

All sorts of tags and stuff!

YAML file manager command!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: early dev builds

Post by BlackCoyote » December 5th, 2016, 1:20 pm

all this effort to log in on this page just to say:


!!

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Re: early dev builds

Post by AsyD-Rabbit » December 6th, 2016, 6:46 am

Woop woop :)


Edit:
mcmonkey wrote:Here's a proof-of-concept / sample script:
Testing it and getting told to make a region selection first, although I have one defined.

Region: -39,65,34 - -52,65,30

Denizen2Core 0.1.2 #6
Denizen2Sponge 0.1.2 #8

MinecraftForge 12.18.1.2123
SpongeForge 6.0.0-BETA-1914

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Re: early dev builds

Post by mcmonkey » December 7th, 2016, 12:07 am

AsyD-Rabbit wrote:Woop woop :)


Edit:
mcmonkey wrote:Here's a proof-of-concept / sample script:
Testing it and getting told to make a region selection first, although I have one defined.

Region: -39,65,34 - -52,65,30

Denizen2Core 0.1.2 #6
Denizen2Sponge 0.1.2 #8

MinecraftForge 12.18.1.2123
SpongeForge 6.0.0-BETA-1914
It's looking to me like Sponge for 1.11 (Sponge 6.0.0) is just straight borked in general :/
I literally cannot give myself the wand item. Or any item. And the code on my end is fine... Sponge is even politely reporting that it's rejecting any perfectly acceptable item :(

Would recommend testing on Sponge 1.10 until they stable out.
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Re: early dev builds

Post by AsyD-Rabbit » December 8th, 2016, 7:26 am

mcmonkey wrote:It's looking to me like Sponge for 1.11 (Sponge 6.0.0) is just straight borked in general :/
I literally cannot give myself the wand item. Or any item. And the code on my end is fine... Sponge is even politely reporting that it's rejecting any perfectly acceptable item :(

Would recommend testing on Sponge 1.10 until they stable out.

Ha.
Stylish.

Thanks for the feedback. Will backstep a version then.

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Re: early dev builds

Post by mcmonkey » December 8th, 2016, 6:33 pm

Latest dev build of SpongeForge (1974) seems to be a fair bit more functional, thanks to a relevant PR getting pulled in. Was able to get a wand and use it to set some grass to air and back again.
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Re: early dev builds

Post by mcmonkey » December 17th, 2016, 1:11 am

Suddenly, a build!

Tons of tags!
Really, a lot of tags!
Give command improvements
Target SpongeAPI 6.0.0 (MC 1.11)
The every event!
Fixes for Depenizen support!
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Re: early dev builds

Post by mcmonkey » January 3rd, 2017, 10:02 am

Builds out of nowhere!

Lots of meta improvements!
DATA MOVED FROM assets/ TO config/ MOVE YOUR SCRIPTS
Lots of bugfixes and such
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Re: early dev builds

Post by mcmonkey » January 19th, 2017, 4:49 am

Build says what?

Lots of bugfixes!
Delta Time Secondly/Minutely event!
server.worlds tag
world.entities tag
location math tags
location.nearby_entities[type] tag


SAMPLE SCRIPT!!!!!!!!!:

Code: Select all

speed_boost_world:
    type: world
    debug: false
    events:
        on delta time secondly:
        - repeat 10:
          - wait 0.1s
          - foreach start <server.worlds> -save world:
            - foreach start <[world].entities[minecart]> -save entity:
              - if <[entity].has_flag[speedmod]> && <[entity].velocity.vector_length_squared> > 0.01:
                - editentity <[entity]> velocity:<[entity].velocity.multiply[<[entity].flag[speedmod].to_number>]>

speedmod_command:
    type: command
    name: speedmod
    description: Modifies the speed of nearby minecarts.
    permission: speed_boost.speedmod
    script:
    - if <context.[source]> != "player":
      - echo "Nope!"
      - stop
    - if <context.[arguments].size> != 1:
      - tell <player> "/speedmod [speed]"
      - stop
    - define speedmod <context.[arguments].get[1].to_number||1>
    - define ents <player.location.nearby_entities[type:minecart|range:2]>
    - foreach start <[ents]> -save entity:
      - flagentity <[entity]> speedmod:<[speedmod]>
    - tell <player> "Speedmod for <[ents].size> minecart(s)  changed to <[speedmod]>!"
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Re: early dev builds

Post by mcmonkey » January 31st, 2017, 7:43 pm

Buildy build mcbuilderpants

tags and such
if statements magics
meta magic
script timings
map tag cheat shorthand
sponge stuff and tags and stuff
cleaning of things
NARRATE COMMAND FOR SOME REASON
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Re: early dev builds

Post by Anthony » February 7th, 2017, 10:04 am

mcmonkey wrote:... DATA MOVED FROM assets/ TO config/ MOVE YOUR SCRIPTS...
Why? It seems like a very awkward place for it.
We are the music makers, and we are the dreamers of dreams...

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Re: early dev builds

Post by mcmonkey » February 7th, 2017, 2:27 pm

Anthony wrote:
mcmonkey wrote:... DATA MOVED FROM assets/ TO config/ MOVE YOUR SCRIPTS...
Why? It seems like a very awkward place for it.
Something about the way forge/sponge/etc. have chosen to work.
Ask Morphan, basically :P


Nobody seems to have any idea what assets/ is for.


If you start to think there's any logic in it, know that it's based on Mojang's layout roughly, and thus by definition cannot be logical, QED.
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Re: early dev builds

Post by mcmonkey » February 12th, 2017, 6:41 am

New build you say?

Repeat/foreach have "stop" and "next" now!
Else/if functions smarter!
some more tags exist now!
Version number changes!
MORE TAGS
EVEN MORE TAGS?????!!!!
mount command
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Re: early dev builds

Post by mcmonkey » February 14th, 2017, 2:11 am

Minor build today:

Fix some tags n such
Item data excessiveness
tags
flagentity removal
item without_flags
rotation via editentity (The key for rotation is a bork, so I've made my own imitation key! Exclusively usable by editentity atm)
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Re: early dev builds

Post by mcmonkey » February 15th, 2017, 7:28 pm

Minor build again:

"-named args" are now "--named args" with two dashes rather than one
Rotation system works in spawn command too now
flagentity is now flag/unflag
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Re: early dev builds

Post by mcmonkey » February 19th, 2017, 3:54 am

Updates include some reorg and such...

Undefine command,
lots of tags,
YamlTag,
Bug fixes,
while command has be re-logiced
more bug fixes and tags
Really, a lot of random tags
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Re: early dev builds

Post by mcmonkey » February 24th, 2017, 9:34 am

Minor update time. Mostly bug fixes and tags in the core.
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Re: early dev builds

Post by Goma_Terzu » March 9th, 2017, 7:05 am

Is there any list where we can see how far D2 ist from Denizen or what is missing?

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