@minecraft
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    A simulated player can be used within GameTests to represent how a player moves throughout the world and to support testing of how entities and the environment will react to a player. This type derives much of its structure and methods from the minecraftserver.Player type. Note that many types of events that may be available for entities more broadly, such as item use events, may not fire in the same capacity for simulated players.

    层级 (查看层级一览)

    索引

    属性

    方法

    属性

    camera: Camera

    The player's Camera.

    This property can throw when used.

    clientSystemInfo: ClientSystemInfo

    Contains the player's device information.

    This property can throw when used.

    commandPermissionLevel: CommandPermissionLevel
    dimension: Dimension

    Dimension that the entity is currently within.

    This property can throw when used.

    graphicsMode: GraphicsMode

    Gets the current graphics mode of the player's client. This can be changed in the Video section of the settings menu based on what hardware is available.

    This property can throw when used.

    InvalidEntityError

    headRotation: Vector2

    Rotation of the head across pitch and yaw angles.

    This property can throw when used.

    id: string

    Unique identifier of the entity. This identifier is intended to be consistent across loads of a world instance. No meaning should be inferred from the value and structure of this unique identifier - do not parse or interpret it. This property is accessible even if Entity.isValid is false.

    inputInfo: InputInfo

    Contains the player's input information.

    inputPermissions: PlayerInputPermissions

    Input permissions of the player.

    isClimbing: boolean

    Whether the entity is touching a climbable block. For example, a player next to a ladder or a spider next to a stone wall.

    This property can throw when used.

    isEmoting: boolean

    If true, the player is currently emoting.

    This property can throw when used.

    isFalling: boolean

    Whether the entity has a fall distance greater than 0, or greater than 1 while gliding.

    This property can throw when used.

    isFlying: boolean

    Whether the player is flying. For example, in Creative or Spectator mode.

    This property can throw when used.

    isGliding: boolean

    Whether the player is gliding with Elytra.

    This property can throw when used.

    isInWater: boolean

    Whether any part of the entity is inside a water block.

    This property can throw when used.

    isJumping: boolean

    Whether the player is jumping. This will remain true while the player is holding the jump action.

    This property can throw when used.

    isOnGround: boolean

    Whether the entity is on top of a solid block. This property may behave in unexpected ways. This property will always be true when an Entity is first spawned, and if the Entity has no gravity this property may be incorrect.

    This property can throw when used.

    isSleeping: boolean

    If true, the entity is currently sleeping.

    This property can throw when used.

    isSneaking: boolean

    Whether the entity is sneaking - that is, moving more slowly and more quietly.

    isSprinting: boolean

    Returns whether the simulated player is sprinting.

    isSwimming: boolean

    Whether the entity is in the swimming state. For example, a player using the swim action or a fish in water.

    This property can throw when used.

    isValid: boolean

    Returns whether the entity can be manipulated by script. A Player is considered valid when it's EntityLifetimeState is set to Loaded.

    level: number

    The current overall level for the player, based on their experience.

    This property can throw when used.

    localizationKey: string

    key for the localization of this entity's name used in .lang files.

    This property can throw when used.

    InvalidEntityError

    location: Vector3

    Current location of the entity.

    This property can throw when used.

    name: string

    Name of the player.

    This property can throw when used.

    nameTag: string

    Given name of the entity.

    onScreenDisplay: ScreenDisplay

    Contains methods for manipulating the on-screen display of a Player.

    This property can throw when used.

    playerPermissionLevel: PlayerPermissionLevel

    This property can throw when used.

    InvalidEntityError

    scoreboardIdentity?: ScoreboardIdentity

    Returns a scoreboard identity that represents this entity. Will remain valid when the entity is killed.

    selectedSlotIndex: number
    target?: Entity

    Retrieves or sets an entity that is used as the target of AI-related behaviors, like attacking. If the entity currently has no target returns undefined.

    This property can throw when used.

    totalXpNeededForNextLevel: number

    The overall total set of experience needed to achieve the next level for a player.

    This property can throw when used.

    typeId: string

    Identifier of the type of the entity - for example, 'minecraft:skeleton'. This property is accessible even if Entity.isValid is false.

    xpEarnedAtCurrentLevel: number

    The current set of experience achieved for the player.

    This property can throw when used.

    方法

    • 世界修改

      参数

      • effectType: string | EffectType

        Type of effect to add to the entity.

      • duration: number

        Amount of time, in ticks, for the effect to apply. There are 20 ticks per second. Use TicksPerSecond constant to convert between ticks and seconds. The value must be within the range [0, 20000000].

      • 可选options: EntityEffectOptions

        Additional options for the effect.

      返回 Effect

      Returns nothing if the effect was added or updated successfully. This can throw an error if the duration or amplifier are outside of the valid ranges, or if the effect does not exist.

      Adds or updates an effect, like poison, to the entity.

      This function can throw errors.

      import { DimensionLocation } from "@minecraft/server";
      import { MinecraftEffectTypes } from "@minecraft/vanilla-data";

      function spawnPoisonedVillager(
      targetLocation: DimensionLocation
      ) {
      const villagerType = "minecraft:villager_v2<minecraft:ageable_grow_up>";
      const villager = targetLocation.dimension.spawnEntity(villagerType, targetLocation);
      const duration = 20;

      villager.addEffect(MinecraftEffectTypes.Poison, duration, { amplifier: 1 });
      }
      import { DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes, MinecraftEffectTypes } from "@minecraft/vanilla-data";

      function quickFoxLazyDog(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
      const fox = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Fox, {
      x: targetLocation.x + 1,
      y: targetLocation.y + 2,
      z: targetLocation.z + 3,
      });

      fox.addEffect(MinecraftEffectTypes.Speed, 10, {
      amplifier: 2,
      });
      log("Created a fox.");

      const wolf = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Wolf, {
      x: targetLocation.x + 4,
      y: targetLocation.y + 2,
      z: targetLocation.z + 3,
      });
      wolf.addEffect(MinecraftEffectTypes.Slowness, 10, {
      amplifier: 2,
      });
      wolf.isSneaking = true;
      log("Created a sneaking wolf.", 1);
      }
    • 世界修改

      参数

      • amount: number

        Amount of experience to add. Note that this can be negative. Min/max bounds at -2^24 ~ 2^24

      返回 number

      Returns the current experience of the Player.

      Adds/removes experience to/from the Player and returns the current experience of the Player.

      This function can throw errors.

    • 世界修改

      参数

      • amount: number

        Amount to add to the player. Min/max bounds at -2^24 ~ 2^24

      返回 number

      Returns the current level of the Player.

      Adds/removes level to/from the Player and returns the current level of the Player.

      This function can throw errors.

    • 世界修改

      参数

      • tag: string

        Content of the tag to add. The tag must be less than 256 characters.

      返回 boolean

      Returns true if the tag was added successfully. This can fail if the tag already exists on the entity.

      Adds a specified tag to an entity.

      This function can throw errors.

      import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";

      function tagsQuery(targetLocation: DimensionLocation) {
      const mobs = ["creeper", "skeleton", "sheep"];

      // create some sample mob data
      for (let i = 0; i < 10; i++) {
      const mobTypeId = mobs[i % mobs.length];
      const entity = targetLocation.dimension.spawnEntity(mobTypeId, targetLocation);
      entity.addTag("mobparty." + mobTypeId);
      }

      const eqo: EntityQueryOptions = {
      tags: ["mobparty.skeleton"],
      };

      for (const entity of targetLocation.dimension.getEntities(eqo)) {
      entity.kill();
      }
      }
    • 世界修改

      参数

      返回 boolean

      Whether the entity takes any damage. This can return false if the entity is invulnerable or if the damage applied is less than or equal to 0.

      Applies a set of damage to an entity.

      This function can throw errors.

      import { system, EntityHealthComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function applyDamageThenHeal(
      log: (message: string, status?: number) => void,
      targetLocation: DimensionLocation
      ) {
      const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);

      skelly.applyDamage(19); // skeletons have max damage of 20 so this is a near-death skeleton

      system.runTimeout(() => {
      const health = skelly.getComponent(EntityComponentTypes.Health) as EntityHealthComponent;
      log("Skeleton health before heal: " + health?.currentValue);
      health?.resetToMaxValue();
      log("Skeleton health after heal: " + health?.currentValue);
      }, 20);
      }
    • 世界修改

      参数

      返回 void

      Applies impulse vector to the current velocity of the entity.

      This function can throw errors.

      import { DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function applyImpulse(targetLocation: DimensionLocation) {
      const zombie = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Zombie, targetLocation);

      zombie.clearVelocity();

      // throw the zombie up in the air
      zombie.applyImpulse({ x: 0, y: 0.5, z: 0 });
      }
    • 世界修改

      参数

      • horizontalForce: VectorXZ
      • verticalStrength: number

        Knockback strength for the vertical vector.

      返回 void

      Applies impulse vector to the current velocity of the entity.

      This function can throw errors.

      import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";

      function bounceSkeletons(targetLocation: DimensionLocation) {
      const mobs = ["creeper", "skeleton", "sheep"];

      // create some sample mob data
      for (let i = 0; i < 10; i++) {
      targetLocation.dimension.spawnEntity(mobs[i % mobs.length], targetLocation);
      }

      const eqo: EntityQueryOptions = {
      type: "skeleton",
      };

      for (const entity of targetLocation.dimension.getEntities(eqo)) {
      entity.applyKnockback(0, 0, 0, 1);
      }
      }
    • 世界修改

      返回 boolean

      Causes the simulated player to make an attack 'swipe'. Returns true if the attack was performed - for example, the player was not on cooldown and had a valid target. Target selection is performed by raycasting from the player's head.

      This function can throw errors.

    • 世界修改

      参数

      返回 boolean

      Causes the simulated player to attack the provided target. Returns true if the attack was performed - for example, the player was not on cooldown and had a valid target. The attack can be performed at any distance and does not require line of sight to the target entity.

      This function can throw errors.

    • 世界修改

      参数

      • blockLocation: Vector3

        Location of the block to interact with.

      • 可选direction: Direction

        Direction to place the specified item within. Defaults to: 1

      返回 boolean

      Destroys the block at blockLocation, respecting the rules of the server player's game mode. The block will be hit until broken, an item is used or stopBreakingBlock is called. Returns true if the block at blockLocation is solid.

      This function can throw errors.

    • 世界修改

      参数

      • targetEntity: Entity

        The Entity whose Entity Property overrides are being cleared.

      返回 void

      For this player, removes all overrides of any Entity Properties on the target Entity. This change is not applied until the next tick and will not apply to other players.

      Throws if the entity is invalid.

    • 世界修改

      返回 void

      Sets the current velocity of the Entity to zero.

      This function can throw errors.

      import { DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function applyImpulse(targetLocation: DimensionLocation) {
      const zombie = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Zombie, targetLocation);

      zombie.clearVelocity();

      // throw the zombie up in the air
      zombie.applyImpulse({ x: 0, y: 0.5, z: 0 });
      }
    • 世界修改

      返回 void

      Simulates and performs a disconnection of the simulated player from the world.

      This function can throw errors.

    • 世界修改

      返回 boolean

      Drops the simulated player's selected item

      This function can throw errors.

    • 实验性 世界修改

      参数

      返回 void

      Eats an item, providing the item's hunger and saturation effects to the player. Can only be used on food items.

      Throws if the item is not a food item.

    • 世界修改

      参数

      • 可选useEffects: boolean

        Whether to show any visual effects connected to the extinguishing. Defaults to: true

      返回 boolean

      Returns whether the entity was on fire.

      Extinguishes the fire if the entity is on fire. Note that you can call getComponent('minecraft:onfire') and, if present, the entity is on fire.

      This function can throw errors.

      import { system, EntityOnFireComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function setOnFire(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
      const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);

      skelly.setOnFire(20, true);

      system.runTimeout(() => {
      const onfire = skelly.getComponent(EntityComponentTypes.OnFire) as EntityOnFireComponent;
      log(onfire?.onFireTicksRemaining + " fire ticks remaining.");

      skelly.extinguishFire(true);
      log("Never mind. Fire extinguished.");
      }, 20);
      }
    • 世界修改

      返回 void

      Causes the simulated player to start flying as though they were flying in creative mode. For flying with Elytra, see function glide.

      This function can throw errors.

    • 参数

      • identifier: string

        The property identifier.

      返回 string | number | boolean | Vector3

      Returns the value for the property, or undefined if the property has not been set.

      Returns a property value.

      This function can throw errors.

    • 返回 string[]

      A string array of the dynamic properties set on this entity.

      Returns the available set of dynamic property identifiers that have been used on this entity.

      This function can throw errors.

    • 返回 number

      Returns the total size, in bytes, of all the dynamic properties that are currently stored for this entity. This includes the size of both the key and the value. This can be useful for diagnosing performance warning signs - if, for example, an entity has many megabytes of associated dynamic properties, it may be slow to load on various devices.

      This function can throw errors.

    • 参数

      • effectType: string | EffectType

        The effect identifier.

      返回 Effect

      Effect object for the specified effect, undefined if the effect is not present, or throws an error if the effect does not exist.

      Returns the effect for the specified EffectType on the entity, undefined if the effect is not present, or throws an error if the effect does not exist.

      This function can throw errors.

    • 参数

      • cooldownCategory: string

        Specifies the cooldown category to retrieve the current cooldown for.

      返回 number

      Gets the current item cooldown time for a particular cooldown category.

      This function can throw errors.

    • 参数

      • identifier: string

        The entity Property identifier.

      返回 string | number | boolean

      Returns the current property value. For enum properties, a string is returned. For float and int properties, a number is returned. For undefined properties, undefined is returned.

      Gets an entity Property value. If the property was set using the setProperty function within the same tick, the updated value will not be reflected until the subsequent tick.

      Throws if the entity is invalid.

    • 返回 string[]

      An array containing all tags as strings.

      Returns all tags associated with the entity.

      This function can throw errors.

    • 返回 Vector3

      Returns the current velocity vector of the entity.

      Returns the current velocity vector of the entity.

      This function can throw errors.

      import { system, DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function getFireworkVelocity(
      log: (message: string, status?: number) => void,
      targetLocation: DimensionLocation
      ) {
      const fireworkRocket = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.FireworksRocket, targetLocation);

      system.runTimeout(() => {
      const velocity = fireworkRocket.getVelocity();

      log("Velocity of firework is: (x: " + velocity.x + ", y:" + velocity.y + ", z:" + velocity.z + ")");
      }, 5);
      }
    • 世界修改

      参数

      • itemStack: ItemStack

        Item to give.

      • 可选selectSlot: boolean

        Whether to set the selected slot once given. Defaults to: false

      返回 boolean

      Gives the simulated player a particular item stack.

      This function can throw errors.

    • 世界修改

      返回 boolean

      Returns true if the simulated player begins to glide. Returns false if the player is already gliding, or the player does not have Elytra equipped, is in water or is on the ground.

      Causes the simulated player to start gliding. Elytra must be equipped and the player must be in the air.

      This function can throw errors.

    • 参数

      • componentId: string

        The identifier of the component (e.g., 'minecraft:rideable') to retrieve. If no namespace prefix is specified, 'minecraft:' is assumed.

      返回 boolean

      Returns true if the specified component is present on this entity.

      Returns true if the specified component is present on this entity.

      This function can throw errors.

      InvalidEntityError

    • 参数

      • tag: string

        Identifier of the tag to test for.

      返回 boolean

      Returns whether an entity has a particular tag.

      Returns whether an entity has a particular tag.

      This function can throw errors.

    • 世界修改

      返回 boolean

      Performs a raycast from the player’s head and interacts with the first intersected block or entity. Returns true if the interaction was successful. Maximum range is 6 blocks.

      This function can throw errors.

    • 世界修改

      参数

      • blockLocation: Vector3

        Location of the block to interact with.

      • 可选direction: Direction

        Direction to place the specified item within. Defaults to: 1

      返回 boolean

      Causes the simulated player to interact with a block. The block at the specified block location must be solid. Returns true if the interaction was performed.

      This function can throw errors.

    • 世界修改

      参数

      • entity: Entity

        Entity to interact with.

      返回 boolean

      Causes the simulated player to interact with a mob. Returns true if the interaction was performed.

      This function can throw errors.

    • 世界修改

      返回 boolean

      True if a jump was performed.

      Causes the simulated player to jump.

      This function can throw errors.

    • 世界修改

      返回 boolean

      Returns true if entity can be killed (even if it is already dead), otherwise it returns false.

      Kills this entity. The entity will drop loot as normal.

      This function can throw errors.

      import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";

      function tagsQuery(targetLocation: DimensionLocation) {
      const mobs = ["creeper", "skeleton", "sheep"];

      // create some sample mob data
      for (let i = 0; i < 10; i++) {
      const mobTypeId = mobs[i % mobs.length];
      const entity = targetLocation.dimension.spawnEntity(mobTypeId, targetLocation);
      entity.addTag("mobparty." + mobTypeId);
      }

      const eqo: EntityQueryOptions = {
      tags: ["mobparty.skeleton"],
      };

      for (const entity of targetLocation.dimension.getEntities(eqo)) {
      entity.kill();
      }
      }
    • 预览版 世界修改

      参数

      • targetLocation: Vector3

        The target location that this entity should face/look towards.

      返回 void

      Sets the rotation of the entity to face a target location. Both pitch and yaw will be set, if applicable, such as for mobs where the pitch controls the head tilt and the yaw controls the body rotation.

      This function can throw errors.

    • 参数

      返回 boolean

      Returns true if the entity matches the criteria in the passed in EntityQueryOptions, otherwise it returns false.

      Matches the entity against the passed in options. Uses the location of the entity for matching if the location is not specified in the passed in EntityQueryOptions.

      Throws if the query options are misconfigured.

    • 世界修改

      参数

      • westEast: number
      • northSouth: number
      • 可选speed: number

        Defaults to: 1

      返回 void

      Orders the simulated player to walk in the given direction relative to the GameTest.

      This function can throw errors.

    • 世界修改

      参数

      • leftRight: number
      • backwardForward: number
      • 可选speed: number

        Defaults to: 1

      返回 void

      Orders the simulated player to walk in the given direction relative to the player's current rotation.

      This function can throw errors.

    • 世界修改

      参数

      返回 void

      Orders the simulated player to move to the given block location in a straight line. If a move or navigation is already playing, this will override the last move/navigation.

      This function can throw errors.

    • 世界修改

      参数

      返回 void

      Orders the simulated player to move to the given location in a straight line. If a move or navigation is already playing, this will override the last move/navigation.

      This function can throw errors.

    • 世界修改

      参数

      • blockLocation: Vector3
      • 可选speed: number

        Defaults to: 1

      返回 NavigationResult

      Orders the simulated player to move to a specific block location using navigation. If a move or navigation is already playing, this will override the last move/walk. Note that if the simulated player gets stuck, that simulated player will stop. The player must be touching the ground in order to start navigation.

      This function can throw errors.

    • 世界修改

      参数

      • entity: Entity
      • 可选speed: number

        Defaults to: 1

      返回 NavigationResult

      Will use navigation to follow the selected entity to within a one block radius. If a move or navigation is already playing, this will override the last move/navigation.

      This function can throw errors.

    • 世界修改

      参数

      • location: Vector3
      • 可选speed: number

        Defaults to: 1

      返回 NavigationResult

      Orders the simulated player to move to a specific location using navigation. If a move or navigation is already playing, this will override the last move/walk. Note that if the simulated player gets stuck, that simulated player will stop. The player must be touching the ground in order to start navigation.

      This function can throw errors.

    • 世界修改

      参数

      • locations: Vector3[]

        A list of locations to use for routing.

      • 可选speed: number

        Net speed to use for doing the navigation. Defaults to: 1

      返回 void

      Use navigation to follow the route provided via the locations parameter. If a move or navigation is already playing, this will override the last move/navigation.

      This function can throw errors.

    • 世界修改

      参数

      • animationName: string

        The animation identifier. e.g. animation.creeper.swelling

      • 可选options: PlayAnimationOptions

        Additional options to control the playback and transitions of the animation.

      返回 void

      Cause the entity to play the given animation.

      This function can throw errors.

    • 世界修改

      参数

      • trackId: string

        Identifier of the music track to play.

      • 可选musicOptions: MusicOptions

        Additional options for the music track.

      返回 void

      Plays a music track that only this particular player can hear.

      This function can throw errors.

    • 世界修改

      参数

      • soundId: string
      • 可选soundOptions: PlayerSoundOptions

        Additional optional options for the sound.

      返回 void

      Plays a sound that only this particular player can hear.

      This function can throw errors.

      import { world, MusicOptions, WorldSoundOptions, PlayerSoundOptions, DimensionLocation } from "@minecraft/server";

      function playMusicAndSound(targetLocation: DimensionLocation) {
      const players = world.getPlayers();

      const musicOptions: MusicOptions = {
      fade: 0.5,
      loop: true,
      volume: 1.0,
      };
      world.playMusic("music.menu", musicOptions);

      const worldSoundOptions: WorldSoundOptions = {
      pitch: 0.5,
      volume: 4.0,
      };
      world.playSound("ambient.weather.thunder", targetLocation, worldSoundOptions);

      const playerSoundOptions: PlayerSoundOptions = {
      pitch: 1.0,
      volume: 1.0,
      };

      players[0].playSound("bucket.fill_water", playerSoundOptions);
      }
    • 实验性 世界修改

      参数

      • id: string
      • value: string

      返回 void

      This is an internal-facing method for posting a system message to downstream clients.

      This function can throw errors.

    • 世界修改

      参数

      • trackId: string

        Identifier of the music track to play.

      • 可选musicOptions: MusicOptions

        Additional options for the music track.

      返回 void

      Queues an additional music track that only this particular player can hear. If a track is not playing, a music track will play.

      An error will be thrown if volume is less than 0.0. An error will be thrown if fade is less than 0.0.

    • 世界修改

      返回 void

      Immediately removes the entity from the world. The removed entity will not perform a death animation or drop loot upon removal.

      This function can throw errors.

    • 世界修改

      参数

      • effectType: string | EffectType

        The effect identifier.

      返回 boolean

      Returns true if the effect has been removed. Returns false if the effect is not found or does not exist.

      Removes the specified EffectType on the entity, or returns false if the effect is not present.

      This function can throw errors.

    • 世界修改

      参数

      • targetEntity: Entity

        The Entity whose Entity Property override is being removed.

      • identifier: string

        The Entity Property identifier.

      返回 void

      For this player, removes the override on an Entity Property. This change is not applied until the next tick and will not apply to other players.

      Throws if the entity is invalid. Throws if an invalid identifier is provided. Throws if the provided value type does not match the property type.

    • 世界修改

      参数

      • tag: string

        Content of the tag to remove.

      返回 boolean

      Returns whether the tag existed on the entity.

      Removes a specified tag from an entity.

      This function can throw errors.

    • 世界修改

      参数

      • identifier: string

        The Entity Property identifier.

      返回 string | number | boolean

      Returns the default property value. For enum properties, a string is returned. For float and int properties, a number is returned. For undefined properties, undefined is returned.

      Resets an Entity Property back to its default value, as specified in the Entity's definition. This property change is not applied until the next tick.

      Throws if the entity is invalid.

      minecraftcommon.EngineError

      Error

    • 世界修改

      返回 boolean

      Respawns the particular simulated player.

      This function can throw errors.

    • 世界修改

      参数

      • angleInDegrees: number

      返回 void

      Causes the simulated player to turn by the provided angle, relative to the player's current rotation.

      This function can throw errors.

    • 参数

      返回 void

      Sends a message to the player.

      This method can throw if the provided RawMessage is in an invalid format. For example, if an empty name string is provided to score.

      InvalidEntityError

      RawMessageError

      import { world, DimensionLocation } from "@minecraft/server";

      function nestedTranslation(targetLocation: DimensionLocation) {
      // Displays "Apple or Coal"
      const rawMessage = {
      translate: "accessibility.list.or.two",
      with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
      };
      world.sendMessage(rawMessage);
      }
      import { world, DimensionLocation } from "@minecraft/server";

      function scoreWildcard(targetLocation: DimensionLocation) {
      // Displays the player's score for objective "obj". Each player will see their own score.
      const rawMessage = { score: { name: "*", objective: "obj" } };
      world.sendMessage(rawMessage);
      }
      import { world, DimensionLocation } from "@minecraft/server";

      function sendBasicMessage(targetLocation: DimensionLocation) {
      const players = world.getPlayers();

      players[0].sendMessage("Hello World!");
      }
      import { world, DimensionLocation } from "@minecraft/server";

      function sendPlayerMessages(targetLocation: DimensionLocation) {
      for (const player of world.getAllPlayers()) {
      // Displays "First or Second"
      const rawMessage = { translate: "accessibility.list.or.two", with: ["First", "Second"] };
      player.sendMessage(rawMessage);

      // Displays "Hello, world!"
      player.sendMessage("Hello, world!");

      // Displays "Welcome, Amazing Player 1!"
      player.sendMessage({ translate: "authentication.welcome", with: ["Amazing Player 1"] });

      // Displays the player's score for objective "obj". Each player will see their own score.
      const rawMessageWithScore = { score: { name: "*", objective: "obj" } };
      player.sendMessage(rawMessageWithScore);

      // Displays "Apple or Coal"
      const rawMessageWithNestedTranslations = {
      translate: "accessibility.list.or.two",
      with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
      };
      player.sendMessage(rawMessageWithNestedTranslations);
      }
      }
      import { world, DimensionLocation } from "@minecraft/server";

      function sendTranslatedMessage(
      targetLocation: DimensionLocation
      ) {
      const players = world.getPlayers();

      players[0].sendMessage({ translate: "authentication.welcome", with: ["Amazing Player 1"] });
      }
    • 世界修改

      参数

      • angleInDegrees: number

      返回 void

      Causes the simulated player to turn to face the provided angle, relative to the GameTest.

      This function can throw errors.

    • 实验性

      参数

      • values: Record<string, string | number | boolean | Vector3>

        A Record of key value pairs of the dynamic properties to set.

      返回 void

      Sets multiple dynamic properties with specific values.

      This function can throw errors.

    • 参数

      • identifier: string

        The property identifier.

      • 可选value: string | number | boolean | Vector3

        Data value of the property to set.

      返回 void

      Sets a specified property to a value.

      This function can throw errors.

    • 世界修改

      参数

      • itemStack: ItemStack

        Item to set.

      • slot: number

        Slot to place the given item in.

      • 可选selectSlot: boolean

        Whether to set the selected slot once set. Defaults to: false

      返回 boolean

      Sets a particular item for the simulated player.

      This function can throw errors.

    • 世界修改

      参数

      • seconds: number

        Length of time to set the entity on fire.

      • 可选useEffects: boolean

        Whether side-effects should be applied (e.g. thawing freeze) and other conditions such as rain or fire protection should be taken into consideration. Defaults to: true

      返回 boolean

      Whether the entity was set on fire. This can fail if seconds is less than or equal to zero, the entity is wet or the entity is immune to fire.

      Sets an entity on fire (if it is not in water or rain). Note that you can call getComponent('minecraft:onfire') and, if present, the entity is on fire.

      This function can throw errors.

      import { system, EntityOnFireComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function setOnFire(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
      const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);

      skelly.setOnFire(20, true);

      system.runTimeout(() => {
      const onfire = skelly.getComponent(EntityComponentTypes.OnFire) as EntityOnFireComponent;
      log(onfire?.onFireTicksRemaining + " fire ticks remaining.");

      skelly.extinguishFire(true);
      log("Never mind. Fire extinguished.");
      }, 20);
      }
    • 世界修改

      参数

      • identifier: string

        The Entity Property identifier.

      • value: string | number | boolean

        The property value. The provided type must be compatible with the type specified in the entity's definition.

      返回 void

      Sets an Entity Property to the provided value. This property change is not applied until the next tick.

      Throws if the entity is invalid. Throws if an invalid identifier is provided. Throws if the provided value type does not match the property type. Throws if the provided value is outside the expected range (int, float properties). Throws if the provided string value does not match the set of accepted enum values (enum properties

    • 世界修改

      参数

      • targetEntity: Entity

        The Entity whose Entity Property is being overriden.

      • identifier: string

        The Entity Property identifier.

      • value: string | number | boolean

        The override value. The provided type must be compatible with the type specified in the entity's definition.

      返回 void

      For this player, overrides an Entity Property on the target Entity to the provided value. This property must be client synced. This change is not applied until the next tick and will not apply to other players.

      Throws if the entity is invalid. Throws if an invalid identifier is provided. Throws if the provided value type does not match the property type. Throws if the provided value is outside the expected range (int, float properties). Throws if the provided string value does not match the set of accepted enum values (enum properties)

    • 世界修改

      参数

      • rotation: Vector2

        The x and y rotation of the entity (in degrees). For most mobs, the x rotation controls the head tilt and the y rotation controls the body rotation.

      返回 void

      Sets the main rotation of the entity.

      This function can throw errors.

    • 世界修改

      参数

      • effectName: string

        Identifier of the particle to create.

      • location: Vector3

        The location at which to create the particle emitter.

      • 可选molangVariables: MolangVariableMap

        A set of optional, customizable variables that can be adjusted for this particle.

      返回 void

      Creates a new particle emitter at a specified location in the world. Only visible to the target player.

      import { world, MolangVariableMap, Vector3 } from '@minecraft/server';

      world.afterEvents.playerSpawn.subscribe(event => {
      const targetLocation = event.player.location;
      for (let i = 0; i < 100; i++) {
      const molang = new MolangVariableMap();

      molang.setColorRGB('variable.color', {
      red: Math.random(),
      green: Math.random(),
      blue: Math.random()
      });

      const newLocation: Vector3 = {
      x: targetLocation.x + Math.floor(Math.random() * 8) - 4,
      y: targetLocation.y + Math.floor(Math.random() * 8) - 4,
      z: targetLocation.z + Math.floor(Math.random() * 8) - 4,
      };
      event.player.spawnParticle('minecraft:colored_flame_particle', newLocation, molang);
      }
      });
    • 世界修改

      参数

      • 可选slot: number

        Defaults to: 0

      返回 void

      This function can throw errors.

    • 世界修改

      参数

      • cooldownCategory: string

        Specifies the cooldown category to retrieve the current cooldown for.

      • tickDuration: number

        Duration in ticks of the item cooldown.

      返回 void

      Sets the item cooldown time for a particular cooldown category.

      This function can throw errors.

    • 世界修改

      返回 void

      Stops destroying the block that is currently being hit.

      This function can throw errors.

    • 世界修改

      返回 void

      Causes the simulated player to stop gliding.

      This function can throw errors.

    • 世界修改

      返回 void

      Stops interacting with entities or blocks.

      This function can throw errors.

    • 世界修改

      返回 void

      Stops moving/walking/following if the simulated player is moving.

      This function can throw errors.

    • 世界修改

      返回 void

      Causes the simulated player to stop swimming.

      This function can throw errors.

    • 世界修改

      参数

      • location: Vector3

        New location for the entity.

      • 可选teleportOptions: TeleportOptions

        Options regarding the teleport operation.

      返回 void

      Teleports the selected entity to a new location

      This function can throw errors.

      import { system, DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function teleport(targetLocation: DimensionLocation) {
      const cow = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Cow, targetLocation);

      system.runTimeout(() => {
      cow.teleport(
      { x: targetLocation.x + 2, y: targetLocation.y + 2, z: targetLocation.z + 2 },
      {
      facingLocation: targetLocation,
      }
      );
      }, 20);
      }
      import { system, DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function teleportMovement(targetLocation: DimensionLocation) {
      const pig = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Pig, targetLocation);

      let inc = 1;
      const runId = system.runInterval(() => {
      pig.teleport(
      { x: targetLocation.x + inc / 4, y: targetLocation.y + inc / 4, z: targetLocation.z + inc / 4 },
      {
      facingLocation: targetLocation,
      }
      );

      if (inc > 100) {
      system.clearRun(runId);
      }
      inc++;
      }, 4);
      }
    • 世界修改

      参数

      • eventName: string

        Name of the entity type event to trigger. If a namespace is not specified, minecraft: is assumed.

      返回 void

      Triggers an entity type event. For every entity, a number of events are defined in an entities' definition for key entity behaviors; for example, creepers have a minecraft:start_exploding type event.

      If the event is not defined in the definition of the entity, an error will be thrown.

      // A function that spawns a creeper and triggers it to explode immediately
      import { DimensionLocation } from '@minecraft/server';
      import { MinecraftEntityTypes } from '@minecraft/vanilla-data';

      function spawnExplodingCreeper(location: DimensionLocation) {
      const creeper = location.dimension.spawnEntity(MinecraftEntityTypes.Creeper, location);

      creeper.triggerEvent('minecraft:start_exploding_forced');
      }
      import { DimensionLocation } from "@minecraft/server";
      import { MinecraftEntityTypes } from "@minecraft/vanilla-data";

      function triggerEvent(targetLocation: DimensionLocation) {
      const creeper = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Creeper, targetLocation);

      creeper.triggerEvent("minecraft:start_exploding_forced");
      }
    • 世界修改

      参数

      • location: Vector3

        Location to teleport the entity to.

      • 可选teleportOptions: TeleportOptions

        Options regarding the teleport operation.

      返回 boolean

      Returns whether the teleport succeeded. This can fail if the destination chunk is unloaded or if the teleport would result in intersecting with blocks.

      Attempts to try a teleport, but may not complete the teleport operation (for example, if there are blocks at the destination.)

      This function can throw errors.

    • 世界修改

      参数

      返回 boolean

      Causes the simulated player to use an item. Does not consume the item. Returns false if the item is on cooldown.

      This function can throw errors.

    • 世界修改

      参数

      • slot: number

        Index of the inventory slot.

      返回 boolean

      Causes the simulated player to hold and use an item in their inventory.

      This function can throw errors.

    • 世界修改

      参数

      • slot: number

        Index of the slot to use.

      • blockLocation: Vector3

        Location to use the item upon.

      • 可选direction: Direction

        Direction to place the specified item within. Defaults to: 1

      • 可选faceLocation: Vector3

        Location relative to the bottom north-west corner of the block where the item is placed. Defaults to: null

      返回 boolean

      Causes the simulated player to use an item in their inventory on a block. The block at the specified block location must be solid. Returns true if the item was used.

      This function can throw errors.

    • 世界修改

      参数

      • itemStack: ItemStack

        Item to use.

      • blockLocation: Vector3

        Location to use the item upon.

      • 可选direction: Direction

        Direction to place the specified item within. Defaults to: 1

      • 可选faceLocation: Vector3

        Location relative to the bottom north-west corner of the block where the item is placed. Defaults to: null

      返回 boolean

      Causes the simulated player to use an item on a block. The block at the specified block location must be solid. Returns true if the item was used.

      This function can throw errors.