2025-11-18 22:18:56 +03:00

250 lines
4.7 KiB
Markdown

# Engine events
## Block events
Callbacks specified in block script.
> [!WARNING]
> events such as on_block_tick, on_block_present, and on_block_removed
> can cause performance issues if used carelessly or excessively.
```lua
function on_placed(x, y, z, playerid)
```
Called on block placed by player
```lua
function on_broken(x, y, z, playerid)
```
Called on block broken by player
```lua
function on_replaced(x, y, z, playerid)
```
Called on block replaced with other by player
```lua
function on_interact(x, y, z, playerid) -> bool
```
Called on block RMB click interaction. Prevents block placing if **true** returned.
```lua
function on_update(x, y, z)
```
Called on block update (near block changed)
```lua
function on_random_update(x, y, z)
```
Called on random block update (grass growth)
```lua
function on_blocks_tick(tps: int)
```
Called tps (20) times per second. Use 1/tps instead of `time.delta()`.
```lua
function on_block_tick(x, y, z, tps: number)
```
Called tps (20 / tick-interval) times per second for a block.
Use 1/tps instead of `time.delta()`.
```lua
function on_block_present(x, y, z)
```
Called for a specific block when it appears in the world (generated/loaded/placed).
The call occurs within a time period that may depend on the event queue load.
Under light load, it occurs during the first tick interval of the block.
on_block_tick is not called until the event is called.
```lua
function on_block_removed(x, y, z)
```
Called when chunk containing the block unloads.
```lua
function on_player_tick(playerid: int, tps: int)
```
Called tps (20) times per second. Use 1/tps instead of `time.delta()`.
## Item events
Callbacks specified in item script.
```lua
function on_use(playerid: int)
```
Called on RMB click out of a block.
```lua
function on_use_on_block(x: int, y: int, z: int, playerid: int, normal: vec3)
```
Called on block RMB click. Prevents block **placing-block** placing if returns **true**
```lua
function on_block_break_by(x: int, y: int, z: int, playerid: int)
```
Called on block LMB click (unbreakable blocks included). Prevents block destruction if returns **true**.
## World events
Callbacks specified in *world.lua* script.
```lua
function on_world_open()
```
Called on world open.
```lua
function on_world_save()
```
Called before world save.
```lua
function on_world_tick()
```
Called 20 times per second
```lua
function on_world_quit()
```
Called on world close (after saving)
```lua
function on_block_placed(blockid, x, y, z, playerid)
```
Called on block placed by player
```lua
function on_block_replaced(blockid, x, y, z, playerid)
```
Called on block replaced with other by player
```lua
function on_block_broken(blockid, x, y, z, playerid)
```
Called on block broken by player
```lua
function on_block_interact(blockid, x, y, z, playerid) -> bool
```
Called on block RMB click interaction. Prevents block placing if **true** returned.
### Chunk Events (world.lua)
```lua
function on_chunk_present(x: int, z: int, loaded: bool)
```
Called after a chunk is generated/loaded. If a previously saved chunk is loaded, `loaded` will be true.
```lua
function on_chunk_remove(x: int, z: int)
```
Called when a chunk is unloaded from the world.
### Inventory Events (world.lua)
```lua
function on_inventory_open(invid: int, playerid: int)
```
Called when the inventory is opened. If the inventory was not opened directly by the player, playerid will be -1.
```lua
function on_inventory_closed(invid: int, playerid: int)
```
Called when the inventory is closed.
## Layout events
Script *layouts/layout_name.xml.lua* events.
```lua
function on_open(invid: int, x: int, y: int, z: int)
```
Called on element added to the screen.
invid=0 if no inventory bound
x,y,z=0 if no block bound
```lua
function on_close(invid: int)
```
Called on element removed from the screen.
## HUD events
Callbacks specified in *hud.lua* script.
```lua
function on_hud_open(playerid: int)
```
Called after world open.
```lua
function on_hud_render()
```
Called every frame. Used for client-side tasks such as animation and camera control.
```lua
function on_hud_close(playerid: int)
```
Called on world close (before saving)
## *events* library
```lua
events.on(code: str, handler: function)
```
Adds an event handler by its code, not limited to the standard ones.
```lua
events.reset(code: str, [optional] handler: function)
```
Removes the event, adding a handler if specified.
```lua
events.emit(code: str, args...) -> bool
```
Emits an event by code. If the event does not exist, nothing will happen.
The existence of an event is determined by the presence of handlers.
```lua
events.remove_by_prefix(packid: str)
```
Removes all events with the prefix `packid:`. When you exit the world, events from all packs are unloaded, including `core:`.