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Cleanup & Documentation regen
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gabber235 committed Jun 2, 2024
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2 changes: 2 additions & 0 deletions documentation/docs/adapters/BasicAdapter/BasicAdapter.mdx
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| Name | Description |
| ---- | ----------- |
| [Add Potion Effect Action](./entries/action/add_potion_effect.mdx) | Add a potion effect to the player |
| [Apply Velocity Action](./entries/action/apply_velocity.mdx) | Apply a velocity to the player |
| [Cinematic](./entries/action/cinematic.mdx) | Start a new cinematic |
| [Console Command Action](./entries/action/console_run_command.mdx) | Run command from console |
| [Delayed Action](./entries/action/delayed_action.mdx) | Delay an action for a certain amount of time |
Expand Down Expand Up @@ -46,6 +47,7 @@ first.
| [Game Time Audience](./entries/audience/game_time_audience.mdx) | Filters an audience based on the game time |
| [Group Members Path Stream](./entries/audience/group_members_path_stream.mdx) | A Path Stream to Group Members |
| [Holding Item Audience](./entries/audience/holding_item_audience.mdx) | Filters an audience based on if they are holding a specific item |
| [Item In Slot Audience](./entries/audience/item_in_slot_audience.mdx) | Filters an audience based on if they have a specific item in a specific slot |
| [Location Objectives Path Stream](./entries/audience/location_objectives_path_stream.mdx) | A Path Stream to tracked Location Objectives |
| [Looping Cinematic Audience](./entries/audience/looping_cinematic_audience.mdx) | Show the audience members a cinematic that loops |
| [Simple Lines](./entries/audience/simple_lines.mdx) | Statically determined lines of text |
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import * as fields from '@site/src/components/EntryField';
import Admonition from '@theme/Admonition';
import Link from '@docusaurus/Link';

# Apply Velocity Action

The `ApplyVelocityActionEntry` is an action that applies a velocity to the player.

## How could this be used?

This action can be useful in a variety of situations. You can use it to simulate wind, explosions, or any other force that would move the player.


## Fields

<fields.CriteriaField />
<fields.ModifiersField />
<fields.EntryField name='Triggers' required multiple>
</fields.EntryField>
<fields.EntryField name='Force' required>
The force to apply to the player.
</fields.EntryField>
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Expand Up @@ -20,5 +20,4 @@ This could be used to hide the sidebar or boss bar when a cinematic is playing.
When not set it will filter based on if any cinematic is active.
</fields.EntryField>
<fields.EntryField name='Inverted' required>
When inverted, the audience will be filtered when not in a cinematic.
</fields.EntryField>
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Expand Up @@ -15,3 +15,5 @@ This could be used to show a boss bar or npc when the player is in a certain que
<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.CriteriaField />
<fields.EntryField name='Inverted' required>
</fields.EntryField>
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Expand Up @@ -31,3 +31,5 @@ Or a market that only opens during the day.
</fields.EntryField>
<fields.EntryField name='Active Times' required multiple>
</fields.EntryField>
<fields.EntryField name='Inverted' required>
</fields.EntryField>
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Expand Up @@ -18,3 +18,5 @@ Could show a path stream to a location when the player is holding a map.
<fields.EntryField name='Item' required>
The item to check for.
</fields.EntryField>
<fields.EntryField name='Inverted' required>
</fields.EntryField>
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import * as fields from '@site/src/components/EntryField';
import Admonition from '@theme/Admonition';
import Link from '@docusaurus/Link';

# Item In Slot Audience

The `Item In Slot Audience` entry filters an audience based on if they have a specific item in a specific slot.

## How could this be used?
It can be used to have magnet boots which allow players to move in certain areas.


## Fields

<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.EntryField name='Item' required>
The item to check for.
</fields.EntryField>
<fields.EntryField name='Slot' required>
The slot to check.
</fields.EntryField>
<fields.EntryField name='Inverted' required>
</fields.EntryField>
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Expand Up @@ -15,3 +15,5 @@ This could be used to show a boss bar or sidebar based on if a player has an obj

<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.EntryField name='Inverted' required>
</fields.EntryField>
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Expand Up @@ -20,3 +20,5 @@ This could be used to show a boss bar or sidebar based on if a player has a ques
<fields.EntryField name='Quest' required>
When not set it will filter based on if any quest is tracked.
</fields.EntryField>
<fields.EntryField name='Inverted' required>
</fields.EntryField>
7 changes: 5 additions & 2 deletions documentation/docs/adapters/EntityAdapter/EntityAdapter.mdx
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| Name | Description |
| ---- | ----------- |
| [Fixed Location Activity](./entries/activity/fixed_location_activity.mdx) | A fixed location activity |
| [Audience Activity](./entries/activity/audience_activity.mdx) | Select activity based on the audience a player is in |
| [Game Time Activity](./entries/activity/game_time_activity.mdx) | A game time activity |
| [In Dialogue Activity](./entries/activity/in_dialogue_activity.mdx) | An in dialogue activity |
| [Look Close Activity](./entries/activity/look_close_activity.mdx) | A look close activity |
| [Patrol Activity](./entries/activity/patrol_activity.mdx) | Moving around a set of locations |
| [Player Close By Activity](./entries/activity/player_close_by_activity.mdx) | A player close by activity |
| [Random Look Activity](./entries/activity/random_look_activity.mdx) | A random look activity |
| [Target Location Activity](./entries/activity/target_location_activity.mdx) | A location activity |
| [Timed Activity](./entries/activity/timed_activity.mdx) | Allows child activities for a limited amount of time |

Expand Down Expand Up @@ -74,6 +75,7 @@ first.
| [Interaction Indicator Definition](./entries/entity/interaction_indicator_definition.mdx) | Interaction Indicator |
| [Iron Golem Instance](./entries/entity/iron_golem_instance.mdx) | An instance of an iron golem entity |
| [Item Display Instance](./entries/entity/item_display_instance.mdx) | An instance of an item display entity |
| [Named Entity Definition](./entries/entity/named_entity_definition.mdx) | An entity with a name above it's head and the indicator |
| [Npc Instance](./entries/entity/npc_instance.mdx) | An instance of a simplified premade npc |
| [Piglin Brute Instance](./entries/entity/piglin_brute_instance.mdx) | An instance of a piglin brute entity |
| [Piglin Instance](./entries/entity/piglin_instance.mdx) | An instance of a piglin entity |
Expand All @@ -97,7 +99,8 @@ first.

| Name | Description |
| ---- | ----------- |
| [Advanced Entity Instance](./entries/instance/advanced_entity_instance.mdx) | An advanced instance of an entity |
| [Individual Advanced Entity Instance](./entries/instance/individual_advanced_entity_instance.mdx) | An advanced instance of an entity |
| [Shared Advanced Entity Instance](./entries/instance/shared_advanced_entity_instance.mdx) | An advanced instance of an entity |

### Quests

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import * as fields from '@site/src/components/EntryField';
import Admonition from '@theme/Admonition';
import Link from '@docusaurus/Link';

# Audience Activity

The `Audience Activity` is an activity that filters an audience based on the audience a player is in.
The activity will go through the audiences in order and the first one
where the player is part of the audience will have the activity selected.

This can only be used on an individual entity instance.

## How could this be used?
This could be used to make a bodyguard distracted by something and walk away just for the player.


## Fields

<fields.EntryField name='Activities' required multiple>
</fields.EntryField>
<fields.EntryField name='Default Activity' required>
The activity that will be used when the player is not in any audience.
</fields.EntryField>

This file was deleted.

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Expand Up @@ -25,11 +25,9 @@ For example, going to the market in the morning, going to the tavern at night.

## Fields

<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.EntryField name='World' required>
</fields.EntryField>
<fields.EntryField name='Active Times' required multiple>
<fields.EntryField name='Activities' required multiple>
</fields.EntryField>
<fields.EntryField name='Priority Override' optional>
<fields.EntryField name='Default Activity' required>
</fields.EntryField>
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Expand Up @@ -14,8 +14,6 @@ This can be used to stop a npc from moving when a player is in a dialogue with i

## Fields

<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.EntryField name='Dialogue Idle Duration' required duration>
The duration a player can be idle in the same dialogue before the activity deactivates.

Expand All @@ -26,5 +24,9 @@ When the dialogue priority is higher than this activity's priority, this timer w
And will only exit when the dialogue is finished.
</Admonition>
</fields.EntryField>
<fields.EntryField name='Priority Override' optional>
<fields.EntryField name='Talking Activity' required>
The activity that will be used when the npc is in a dialogue
</fields.EntryField>
<fields.EntryField name='Idle Activity' required>
The activity that will be used when the npc is not in a dialogue
</fields.EntryField>
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Expand Up @@ -14,5 +14,3 @@ This could be used to make an entity look at the player closest to it.

## Fields

<fields.EntryField name='Priority Override' optional>
</fields.EntryField>
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Expand Up @@ -18,5 +18,3 @@ This could be used to make guards patrol around a set of locations.
</fields.EntryField>
<fields.EntryField name='Nodes' required multiple>
</fields.EntryField>
<fields.EntryField name='Priority Override' optional>
</fields.EntryField>
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Expand Up @@ -19,13 +19,15 @@ When the npc is walking, and a player comes in range Stand still.

## Fields

<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.EntryField name='Range' required>
The range in which the player has to be close by to activate the activity.
</fields.EntryField>
<fields.EntryField name='Max Idle Duration' required duration>
The maximum duration a player can be idle in the same range before the activity deactivates.
</fields.EntryField>
<fields.EntryField name='Priority Override' optional>
<fields.EntryField name='Close By Activity' required>
The activity that will be used when there is a player close by.
</fields.EntryField>
<fields.EntryField name='Idle Activity' required>
The activity that will be used when there is no player close by.
</fields.EntryField>
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import * as fields from '@site/src/components/EntryField';
import Admonition from '@theme/Admonition';
import Link from '@docusaurus/Link';

# Random Look Activity

The `Random Look Activity` is used to make the entity look in random directions.

## How could this be used?
This could be used to make the entity look distracted.


## Fields

<fields.EntryField name='Pitch Range' required>
</fields.EntryField>
<fields.EntryField name='Yaw Range' required>
</fields.EntryField>
<fields.EntryField name='Duration' required duration>
The duration between each look
</fields.EntryField>
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Expand Up @@ -18,5 +18,6 @@ This could be used to make an entity navigate to a specific location.
</fields.EntryField>
<fields.EntryField name='Target Location' required>
</fields.EntryField>
<fields.EntryField name='Priority Override' optional>
<fields.EntryField name='Idle Activity' required>
The activity that will be used when the entity is at the target location.
</fields.EntryField>
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Expand Up @@ -15,13 +15,15 @@ This could be used to make an entity do something for a limited amount of time.

## Fields

<fields.EntryField name='Children' required multiple>
</fields.EntryField>
<fields.EntryField name='Duration' required duration>
The duration child activities will be active for.
</fields.EntryField>
<fields.EntryField name='Cooldown' required duration>
The cooldown time before the activity can be activated again.
</fields.EntryField>
<fields.EntryField name='Priority Override' optional>
<fields.EntryField name='Active Activity' required>
The activity that will be used when the duration is active.
</fields.EntryField>
<fields.EntryField name='Cooldown Activity' required>
The activity that will be used when it is on cooldown.
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a cow entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a enderman entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a hoglin entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a husk entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of an iron golem entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of an item display entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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@@ -0,0 +1,23 @@
import * as fields from '@site/src/components/EntryField';
import Admonition from '@theme/Admonition';
import Link from '@docusaurus/Link';

# Named Entity Definition

The `NamedEntityDefinition` is an entity that has the other defined entity as the base,
shows the name and the indicator above its head.

## How could this be used?
This can be used to allow for all entities to have a name and an indicator.


## Fields

<fields.EntryField name='Display Name' required>
</fields.EntryField>
<fields.EntryField name='Sound' required>
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Base Entity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ The `NpcInstance` class is an entry that represents an instance of a simplified
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a piglin brute entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a piglin entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ The `PlayerInstance` class is an entry that represents an instance of a player e
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a skeleton entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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Expand Up @@ -15,5 +15,5 @@ An instance of a text display entity
</fields.EntryField>
<fields.EntryField name='Data' required multiple>
</fields.EntryField>
<fields.EntryField name='Activities' required multiple>
<fields.EntryField name='Activity' required>
</fields.EntryField>
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