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Go: Actors

Functions

ListActors

Go
func ListActors(dim int32) ([]ActorInfo, error)

ListActors lists every actor in a dimension. Server thread only.

  • Parameters:
    • dim : int32
  • Return type: ([]ActorInfo, error)
  • Slots: list_actors

EntityByID

Go
func EntityByID(id ActorID) Entity

EntityByID is the actor with this unique id, the uid of event payloads.

  • Parameters:
    • id : ActorID
  • Return type: Entity

SpawnMob

Go
func SpawnMob(dim int32, typeName string, x, y, z float64) (Entity, error)

SpawnMob spawns a mob and returns it.

  • Parameters:
    • dim : int32
    • typeName : string
    • x : float64
    • y : float64
    • z : float64
  • Return type: (Entity, error)
  • Slots: spawn_mob

Entity

Go
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type Entity struct {
    ID ActorID
}

Entity is one actor, named by its unique id.

Entity.Snapshot

Go
func (e Entity) Snapshot() (string, error)

Snapshot is the actor's full NBT as SNBT.

Entity.Vehicle

Go
func (e Entity) Vehicle() (Entity, error)

Vehicle is what the actor rides.

Entity.Owner

Go
func (e Entity) Owner() (Entity, error)

Owner is the actor's owner, for a tamed or summoned one.

Entity.Target

Go
func (e Entity) Target() (Entity, error)

Target is the actor's current target.

Entity.DistanceTo

Go
func (e Entity) DistanceTo(other Entity) (float64, error)

DistanceTo is the distance to another actor.

Entity.Clone

Go
func (e Entity) Clone(dim int32, x, y, z float64) (Entity, error)

Clone copies the actor to a position and returns the copy.

  • Parameters:
    • dim : int32
    • x : float64
    • y : float64
    • z : float64
  • Return type: (Entity, error)
  • Slots: actor_clone

Entity.PosX

Go
func (e Entity) PosX() (float64, error)

PosX reads PIER_APROP_POS_X: (G) Actor::getPosition().x (feet: getFeetPos for players; POS_* uses getPosition)

Entity.PosY

Go
func (e Entity) PosY() (float64, error)

PosY reads PIER_APROP_POS_Y: (G)

Entity.PosZ

Go
func (e Entity) PosZ() (float64, error)

PosZ reads PIER_APROP_POS_Z: (G)

Entity.RotPitch

Go
func (e Entity) RotPitch() (float64, error)

RotPitch reads PIER_APROP_ROT_PITCH: (G) Actor::getRotation().x

Entity.RotYaw

Go
func (e Entity) RotYaw() (float64, error)

RotYaw reads PIER_APROP_ROT_YAW: (G) Actor::getRotation().y

Entity.Dimension

Go
func (e Entity) Dimension() (float64, error)

Dimension reads PIER_APROP_DIMENSION: (G) Actor::getDimensionId

Entity.Health

Go
func (e Entity) Health() (float64, error)

Health reads PIER_APROP_HEALTH: (G) Actor::getHealth; heal/hurt via actions

Entity.MaxHealth

Go
func (e Entity) MaxHealth() (float64, error)

MaxHealth reads PIER_APROP_MAX_HEALTH: (G) Actor::getMaxHealth

Entity.IsAlive

Go
func (e Entity) IsAlive() (bool, error)

IsAlive reads PIER_APROP_IS_ALIVE: (G) Actor::isAlive

Entity.IsOnGround

Go
func (e Entity) IsOnGround() (bool, error)

IsOnGround reads PIER_APROP_IS_ON_GROUND: (G) Actor::isOnGround

Entity.IsInWater

Go
func (e Entity) IsInWater() (bool, error)

IsInWater reads PIER_APROP_IS_IN_WATER: (G) Actor::isInWater

Entity.IsInLava

Go
func (e Entity) IsInLava() (bool, error)

IsInLava reads PIER_APROP_IS_IN_LAVA: (G) Actor::isInLava

Entity.IsOnFire

Go
func (e Entity) IsOnFire() (bool, error)

IsOnFire reads PIER_APROP_IS_ON_FIRE: (G) Actor::isOnFire

Entity.IsInvisible

Go
func (e Entity) IsInvisible() (bool, error)

IsInvisible reads PIER_APROP_IS_INVISIBLE: (G) Actor::isInvisible

Entity.IsSneaking

Go
func (e Entity) IsSneaking() (bool, error)

IsSneaking reads PIER_APROP_IS_SNEAKING: (G) Actor::isSneaking

Entity.IsBaby

Go
func (e Entity) IsBaby() (bool, error)

IsBaby reads PIER_APROP_IS_BABY: (G) Actor::isBaby

Entity.IsRiding

Go
func (e Entity) IsRiding() (bool, error)

IsRiding reads PIER_APROP_IS_RIDING: (G) Actor::isRiding

Entity.IsTame

Go
func (e Entity) IsTame() (bool, error)

IsTame reads PIER_APROP_IS_TAME: (G) Actor::isTame

Entity.Speed

Go
func (e Entity) Speed() (float64, error)

Speed reads PIER_APROP_SPEED: (G) Actor::getSpeedInMetersPerSecond

Entity.ViewX

Go
func (e Entity) ViewX() (float64, error)

ViewX reads PIER_APROP_VIEW_X: (G) Actor::getViewVector().x

Entity.ViewY

Go
func (e Entity) ViewY() (float64, error)

ViewY reads PIER_APROP_VIEW_Y: (G) Actor::getViewVector().y

Entity.ViewZ

Go
func (e Entity) ViewZ() (float64, error)

ViewZ reads PIER_APROP_VIEW_Z: (G) Actor::getViewVector().z

Entity.VelX

Go
func (e Entity) VelX() (float64, error)

VelX reads PIER_APROP_VEL_X: (G) Actor::getVelocity().x

Entity.VelY

Go
func (e Entity) VelY() (float64, error)

VelY reads PIER_APROP_VEL_Y: (G) Actor::getVelocity().y

Entity.VelZ

Go
func (e Entity) VelZ() (float64, error)

VelZ reads PIER_APROP_VEL_Z: (G) Actor::getVelocity().z

Entity.HeadX

Go
func (e Entity) HeadX() (float64, error)

HeadX reads PIER_APROP_HEAD_X: (G) Actor::getHeadPos().x

Entity.HeadY

Go
func (e Entity) HeadY() (float64, error)

HeadY reads PIER_APROP_HEAD_Y: (G) Actor::getHeadPos().y

Entity.HeadZ

Go
func (e Entity) HeadZ() (float64, error)

HeadZ reads PIER_APROP_HEAD_Z: (G) Actor::getHeadPos().z

Entity.FeetX

Go
func (e Entity) FeetX() (float64, error)

FeetX reads PIER_APROP_FEET_X: (G) Actor::getFeetPos().x

Entity.FeetY

Go
func (e Entity) FeetY() (float64, error)

FeetY reads PIER_APROP_FEET_Y: (G) Actor::getFeetPos().y

Entity.FeetZ

Go
func (e Entity) FeetZ() (float64, error)

FeetZ reads PIER_APROP_FEET_Z: (G) Actor::getFeetPos().z

Entity.FallDistance

Go
func (e Entity) FallDistance() (float64, error)

FallDistance reads PIER_APROP_FALL_DISTANCE: (G) Actor::getFallDistance

Entity.IsPersistent

Go
func (e Entity) IsPersistent() (bool, error)

IsPersistent reads PIER_APROP_IS_PERSISTENT: (G) Actor::isPersistent

Entity.IsLeashed

Go
func (e Entity) IsLeashed() (bool, error)

IsLeashed reads PIER_APROP_IS_LEASHED: (G) Actor::isLeashed

Entity.IsInvulnerable

Go
func (e Entity) IsInvulnerable() (bool, error)

IsInvulnerable reads PIER_APROP_IS_INVULNERABLE: (G) Actor::isInvulnerable

Entity.Variant

Go
func (e Entity) Variant() (float64, error)

Variant reads PIER_APROP_VARIANT: (G) Actor::getVariant

Entity.MarkVariant

Go
func (e Entity) MarkVariant() (float64, error)

MarkVariant reads PIER_APROP_MARK_VARIANT: (G) Actor::getMarkVariant

Entity.Scale

Go
func (e Entity) Scale() (float64, error)

Scale reads PIER_APROP_SCALE: (G) Actor::getScaleFactor

Entity.Brightness

Go
func (e Entity) Brightness() (float64, error)

Brightness reads PIER_APROP_BRIGHTNESS: (G) Actor::getBrightness

Entity.Radius

Go
func (e Entity) Radius() (float64, error)

Radius reads PIER_APROP_RADIUS: (G) Actor::getRadius

Entity.HasTotem

Go
func (e Entity) HasTotem() (bool, error)

HasTotem reads PIER_APROP_HAS_TOTEM: (G) Actor::hasTotemEquipped

Entity.IsInRain

Go
func (e Entity) IsInRain() (bool, error)

IsInRain reads PIER_APROP_IS_IN_RAIN: (G) Actor::isInRain

Entity.IsInSnow

Go
func (e Entity) IsInSnow() (bool, error)

IsInSnow reads PIER_APROP_IS_IN_SNOW: (G) Actor::isInSnow

Entity.IsInThunderstorm

Go
func (e Entity) IsInThunderstorm() (bool, error)

IsInThunderstorm reads PIER_APROP_IS_IN_THUNDERSTORM: (G) Actor::isInThunderstorm

Entity.IsFrozen

Go
func (e Entity) IsFrozen() (bool, error)

IsFrozen reads PIER_APROP_IS_FROZEN: (G) Actor::isFrozen

Entity.IsInLove

Go
func (e Entity) IsInLove() (bool, error)

IsInLove reads PIER_APROP_IS_IN_LOVE: (G) unsupported since BDS 1.26.40: Actor::isInLove is gone

The host answers no on every current engine version: (G) unsupported since BDS 1.26.40: Actor::isInLove is gone

Entity.DeathTime

Go
func (e Entity) DeathTime() (float64, error)

DeathTime reads PIER_APROP_DEATH_TIME: (G) Actor::getDeathTime

Entity.HasPassenger

Go
func (e Entity) HasPassenger() (bool, error)

HasPassenger reads PIER_APROP_HAS_PASSENGER: (G) Actor::hasPassenger

Entity.TypeName

Go
func (e Entity) TypeName() (string, error)

TypeName reads PIER_ASTR_TYPE_NAME: Actor::getTypeName

Entity.NameTag

Go
func (e Entity) NameTag() (string, error)

NameTag reads PIER_ASTR_NAME_TAG: Actor::getNameTag

Entity.ScoreTag

Go
func (e Entity) ScoreTag() (string, error)

ScoreTag reads PIER_ASTR_SCORE_TAG: Actor::getScoreTag

Entity.FilteredName

Go
func (e Entity) FilteredName() (string, error)

FilteredName reads PIER_ASTR_FILTERED_NAME: Actor::getFilteredNameTag

Entity.Kill

Go
func (e Entity) Kill(sarg string, a, b, c float64) (string, error)

Kill runs PIER_AACT_KILL: Actor::kill

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.Despawn

Go
func (e Entity) Despawn(sarg string, a, b, c float64) (string, error)

Despawn runs PIER_AACT_DESPAWN: Actor::despawn

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.Heal

Go
func (e Entity) Heal(sarg string, a, b, c float64) (string, error)

Heal runs PIER_AACT_HEAL: a=amount Actor::heal

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetOnFire

Go
func (e Entity) SetOnFire(sarg string, a, b, c float64) (string, error)

SetOnFire runs PIER_AACT_SET_ON_FIRE: a=seconds Actor::setOnFire

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.Teleport

Go
func (e Entity) Teleport(sarg string, a, b, c float64) (string, error)

Teleport runs PIER_AACT_TELEPORT: a,b,c=pos, sarg=dim ("0".."2") Actor::teleport

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetNameTag

Go
func (e Entity) SetNameTag(sarg string, a, b, c float64) (string, error)

SetNameTag runs PIER_AACT_SET_NAME_TAG: sarg=name Actor::setNameTag

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.AddTag

Go
func (e Entity) AddTag(sarg string, a, b, c float64) (string, error)

AddTag runs PIER_AACT_ADD_TAG: sarg=tag β†’ out "0"/"1" Actor::addTag

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.RemoveTag

Go
func (e Entity) RemoveTag(sarg string, a, b, c float64) (string, error)

RemoveTag runs PIER_AACT_REMOVE_TAG: sarg=tag β†’ out "0"/"1" Actor::removeTag

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.HasTag

Go
func (e Entity) HasTag(sarg string, a, b, c float64) (string, error)

HasTag runs PIER_AACT_HAS_TAG: sarg=tag β†’ out "0"/"1" Actor::hasTag

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.AddEffect

Go
func (e Entity) AddEffect(sarg string, a, b, c float64) (string, error)

AddEffect runs PIER_AACT_ADD_EFFECT: sarg=effect name, a=ticks, b=amplifier, c=visible(0/1) MobEffect::getByName + Actor::addEffect

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.RemoveEffect

Go
func (e Entity) RemoveEffect(sarg string, a, b, c float64) (string, error)

RemoveEffect runs PIER_AACT_REMOVE_EFFECT: sarg=effect name Actor::removeEffect(id)

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.ClearEffects

Go
func (e Entity) ClearEffects(sarg string, a, b, c float64) (string, error)

ClearEffects runs PIER_AACT_CLEAR_EFFECTS: Actor::removeAllEffects

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.Hurt

Go
func (e Entity) Hurt(sarg string, a, b, c float64) (string, error)

Hurt runs PIER_AACT_HURT: a=damage (generic damage source) Actor::hurt

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.AttributeGet

Go
func (e Entity) AttributeGet(sarg string, a, b, c float64) (string, error)

AttributeGet runs PIER_AACT_ATTRIBUTE_GET: sarg=attribute name ("minecraft:health"…) β†’ out value

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetVariant

Go
func (e Entity) SetVariant(sarg string, a, b, c float64) (string, error)

SetVariant runs PIER_AACT_SET_VARIANT: a=variant Actor::setVariant

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetMarkVariant

Go
func (e Entity) SetMarkVariant(sarg string, a, b, c float64) (string, error)

SetMarkVariant runs PIER_AACT_SET_MARK_VARIANT: a=variant Actor::setMarkVariant

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetPersistent

Go
func (e Entity) SetPersistent(sarg string, a, b, c float64) (string, error)

SetPersistent runs PIER_AACT_SET_PERSISTENT: Actor::setPersistent

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetLeashHolder

Go
func (e Entity) SetLeashHolder(sarg string, a, b, c float64) (string, error)

SetLeashHolder runs PIER_AACT_SET_LEASH_HOLDER: a=holder ActorUniqueID Actor::setLeashHolder

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetInvisible

Go
func (e Entity) SetInvisible(sarg string, a, b, c float64) (string, error)

SetInvisible runs PIER_AACT_SET_INVISIBLE: a=0/1 Actor::setInvisible

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetSneaking

Go
func (e Entity) SetSneaking(sarg string, a, b, c float64) (string, error)

SetSneaking runs PIER_AACT_SET_SNEAKING: a=0/1 Actor::setSneaking

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetNameTagVisible

Go
func (e Entity) SetNameTagVisible(sarg string, a, b, c float64) (string, error)

SetNameTagVisible runs PIER_AACT_SET_NAME_TAG_VISIBLE: a=0/1 Actor::setNameTagVisible

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetTarget

Go
func (e Entity) SetTarget(sarg string, a, b, c float64) (string, error)

SetTarget runs PIER_AACT_SET_TARGET: a=target ActorUniqueID Actor::setTarget

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetOwner

Go
func (e Entity) SetOwner(sarg string, a, b, c float64) (string, error)

SetOwner runs PIER_AACT_SET_OWNER: a=owner ActorUniqueID Actor::setOwner

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.Burn

Go
func (e Entity) Burn(sarg string, a, b, c float64) (string, error)

Burn runs PIER_AACT_BURN: a=damage Actor::burn

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.StopFire

Go
func (e Entity) StopFire(sarg string, a, b, c float64) (string, error)

StopFire runs PIER_AACT_STOP_FIRE: Actor::extinguishFire

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetVelocity

Go
func (e Entity) SetVelocity(sarg string, a, b, c float64) (string, error)

SetVelocity runs PIER_AACT_SET_VELOCITY: a,b,c=vel Actor::setVelocity

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.ApplyImpulse

Go
func (e Entity) ApplyImpulse(sarg string, a, b, c float64) (string, error)

ApplyImpulse runs PIER_AACT_APPLY_IMPULSE: a,b,c=impulse Actor::applyImpulse

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetScoreTag

Go
func (e Entity) SetScoreTag(sarg string, a, b, c float64) (string, error)

SetScoreTag runs PIER_AACT_SET_SCORE_TAG: sarg=text Actor::setScoreTag

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetSkinId

Go
func (e Entity) SetSkinId(sarg string, a, b, c float64) (string, error)

SetSkinId runs PIER_AACT_SET_SKIN_ID: a=skin id Actor::setSkinID

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetStrength

Go
func (e Entity) SetStrength(sarg string, a, b, c float64) (string, error)

SetStrength runs PIER_AACT_SET_STRENGTH: a=strength Actor::setStrength

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.RemoveAllPassengers

Go
func (e Entity) RemoveAllPassengers(sarg string, a, b, c float64) (string, error)

RemoveAllPassengers runs PIER_AACT_REMOVE_ALL_PASSENGERS: Actor::removeAllPassengers

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.ExecuteEvent

Go
func (e Entity) ExecuteEvent(sarg string, a, b, c float64) (string, error)

ExecuteEvent runs PIER_AACT_EXECUTE_EVENT: sarg=event name Actor::executeEvent

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

Entity.SetRotation

Go
func (e Entity) SetRotation(sarg string, a, b, c float64) (string, error)

SetRotation runs PIER_AACT_SET_ROTATION: a=pitch b=yaw Actor::setRotationWrapped

The output, when the verb has one, is returned; abi.h names each argument.

  • Parameters:
    • sarg : string
    • a : float64
    • b : float64
    • c : float64
  • Return type: (string, error)
  • Slots: actor_action

ActorInfo

Go
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type ActorInfo struct {
    ID   ActorID
    Type string
}

ActorInfo is one actor of a dimension: its unique id and its type name.

ActorID

Go
type ActorID int64

ActorID is an actor's unique id, the uid of event payloads. 0 never resolves.

AProp*

Name Value Description
APropPosX 0 APropPosX is PIER_APROP_POS_X: (G) Actor::getPosition().x (feet: getFeetPos for players; POS_* uses getPosition)
APropPosY 1 APropPosY is PIER_APROP_POS_Y: (G)
APropPosZ 2 APropPosZ is PIER_APROP_POS_Z: (G)
APropRotPitch 3 APropRotPitch is PIER_APROP_ROT_PITCH: (G) Actor::getRotation().x
APropRotYaw 4 APropRotYaw is PIER_APROP_ROT_YAW: (G) Actor::getRotation().y
APropDimension 5 APropDimension is PIER_APROP_DIMENSION: (G) Actor::getDimensionId
APropHealth 6 APropHealth is PIER_APROP_HEALTH: (G) Actor::getHealth; heal/hurt via actions
APropMaxHealth 7 APropMaxHealth is PIER_APROP_MAX_HEALTH: (G) Actor::getMaxHealth
APropIsAlive 8 APropIsAlive is PIER_APROP_IS_ALIVE: (G) Actor::isAlive
APropIsOnGround 9 APropIsOnGround is PIER_APROP_IS_ON_GROUND: (G) Actor::isOnGround
APropIsInWater 10 APropIsInWater is PIER_APROP_IS_IN_WATER: (G) Actor::isInWater
APropIsInLava 11 APropIsInLava is PIER_APROP_IS_IN_LAVA: (G) Actor::isInLava
APropIsOnFire 12 APropIsOnFire is PIER_APROP_IS_ON_FIRE: (G) Actor::isOnFire
APropIsInvisible 13 APropIsInvisible is PIER_APROP_IS_INVISIBLE: (G) Actor::isInvisible
APropIsSneaking 14 APropIsSneaking is PIER_APROP_IS_SNEAKING: (G) Actor::isSneaking
APropIsBaby 15 APropIsBaby is PIER_APROP_IS_BABY: (G) Actor::isBaby
APropIsRiding 16 APropIsRiding is PIER_APROP_IS_RIDING: (G) Actor::isRiding
APropIsTame 17 APropIsTame is PIER_APROP_IS_TAME: (G) Actor::isTame
APropSpeed 18 APropSpeed is PIER_APROP_SPEED: (G) Actor::getSpeedInMetersPerSecond
APropViewX 19 APropViewX is PIER_APROP_VIEW_X: (G) Actor::getViewVector().x
APropViewY 20 APropViewY is PIER_APROP_VIEW_Y: (G) Actor::getViewVector().y
APropViewZ 21 APropViewZ is PIER_APROP_VIEW_Z: (G) Actor::getViewVector().z
APropVelX 22 APropVelX is PIER_APROP_VEL_X: (G) Actor::getVelocity().x
APropVelY 23 APropVelY is PIER_APROP_VEL_Y: (G) Actor::getVelocity().y
APropVelZ 24 APropVelZ is PIER_APROP_VEL_Z: (G) Actor::getVelocity().z
APropHeadX 25 APropHeadX is PIER_APROP_HEAD_X: (G) Actor::getHeadPos().x
APropHeadY 26 APropHeadY is PIER_APROP_HEAD_Y: (G) Actor::getHeadPos().y
APropHeadZ 27 APropHeadZ is PIER_APROP_HEAD_Z: (G) Actor::getHeadPos().z
APropFeetX 28 APropFeetX is PIER_APROP_FEET_X: (G) Actor::getFeetPos().x
APropFeetY 29 APropFeetY is PIER_APROP_FEET_Y: (G) Actor::getFeetPos().y
APropFeetZ 30 APropFeetZ is PIER_APROP_FEET_Z: (G) Actor::getFeetPos().z
APropFallDistance 31 APropFallDistance is PIER_APROP_FALL_DISTANCE: (G) Actor::getFallDistance
APropIsPersistent 32 APropIsPersistent is PIER_APROP_IS_PERSISTENT: (G) Actor::isPersistent
APropIsLeashed 33 APropIsLeashed is PIER_APROP_IS_LEASHED: (G) Actor::isLeashed
APropIsInvulnerable 34 APropIsInvulnerable is PIER_APROP_IS_INVULNERABLE: (G) Actor::isInvulnerable
APropVariant 35 APropVariant is PIER_APROP_VARIANT: (G) Actor::getVariant
APropMarkVariant 36 APropMarkVariant is PIER_APROP_MARK_VARIANT: (G) Actor::getMarkVariant
APropScale 37 APropScale is PIER_APROP_SCALE: (G) Actor::getScaleFactor
APropBrightness 38 APropBrightness is PIER_APROP_BRIGHTNESS: (G) Actor::getBrightness
APropRadius 39 APropRadius is PIER_APROP_RADIUS: (G) Actor::getRadius
APropHasTotem 40 APropHasTotem is PIER_APROP_HAS_TOTEM: (G) Actor::hasTotemEquipped
APropIsInRain 41 APropIsInRain is PIER_APROP_IS_IN_RAIN: (G) Actor::isInRain
APropIsInSnow 42 APropIsInSnow is PIER_APROP_IS_IN_SNOW: (G) Actor::isInSnow
APropIsInThunderstorm 43 APropIsInThunderstorm is PIER_APROP_IS_IN_THUNDERSTORM: (G) Actor::isInThunderstorm
APropIsFrozen 44 APropIsFrozen is PIER_APROP_IS_FROZEN: (G) Actor::isFrozen
APropIsInLove 45 the current engine version gives no value for this constant: APropIsInLove is PIER_APROP_IS_IN_LOVE: (G) unsupported since BDS 1.26.40: Actor::isInLove is gone
APropDeathTime 46 APropDeathTime is PIER_APROP_DEATH_TIME: (G) Actor::getDeathTime
APropHasPassenger 47 APropHasPassenger is PIER_APROP_HAS_PASSENGER: (G) Actor::hasPassenger

AStr*

Name Value Description
AStrTypeName 0 AStrTypeName is PIER_ASTR_TYPE_NAME: Actor::getTypeName
AStrNameTag 1 AStrNameTag is PIER_ASTR_NAME_TAG: Actor::getNameTag
AStrScoreTag 2 AStrScoreTag is PIER_ASTR_SCORE_TAG: Actor::getScoreTag
AStrFilteredName 3 AStrFilteredName is PIER_ASTR_FILTERED_NAME: Actor::getFilteredNameTag

AAct*

Name Value Description
AActKill 0 AActKill is PIER_AACT_KILL: Actor::kill
AActDespawn 1 AActDespawn is PIER_AACT_DESPAWN: Actor::despawn
AActHeal 2 AActHeal is PIER_AACT_HEAL: a=amount Actor::heal
AActSetOnFire 3 AActSetOnFire is PIER_AACT_SET_ON_FIRE: a=seconds Actor::setOnFire
AActTeleport 4 AActTeleport is PIER_AACT_TELEPORT: a,b,c=pos, sarg=dim ("0".."2") Actor::teleport
AActSetNameTag 5 AActSetNameTag is PIER_AACT_SET_NAME_TAG: sarg=name Actor::setNameTag
AActAddTag 6 AActAddTag is PIER_AACT_ADD_TAG: sarg=tag β†’ out "0"/"1" Actor::addTag
AActRemoveTag 7 AActRemoveTag is PIER_AACT_REMOVE_TAG: sarg=tag β†’ out "0"/"1" Actor::removeTag
AActHasTag 8 AActHasTag is PIER_AACT_HAS_TAG: sarg=tag β†’ out "0"/"1" Actor::hasTag
AActAddEffect 9 AActAddEffect is PIER_AACT_ADD_EFFECT: sarg=effect name, a=ticks, b=amplifier, c=visible(0/1) MobEffect::getByName + Actor::addEffect
AActRemoveEffect 10 AActRemoveEffect is PIER_AACT_REMOVE_EFFECT: sarg=effect name Actor::removeEffect(id)
AActClearEffects 11 AActClearEffects is PIER_AACT_CLEAR_EFFECTS: Actor::removeAllEffects
AActHurt 12 AActHurt is PIER_AACT_HURT: a=damage (generic damage source) Actor::hurt
AActAttributeGet 13 AActAttributeGet is PIER_AACT_ATTRIBUTE_GET: sarg=attribute name ("minecraft:health"…) β†’ out value
AActSetVariant 14 AActSetVariant is PIER_AACT_SET_VARIANT: a=variant Actor::setVariant
AActSetMarkVariant 15 AActSetMarkVariant is PIER_AACT_SET_MARK_VARIANT: a=variant Actor::setMarkVariant
AActSetPersistent 16 AActSetPersistent is PIER_AACT_SET_PERSISTENT: Actor::setPersistent
AActSetLeashHolder 17 AActSetLeashHolder is PIER_AACT_SET_LEASH_HOLDER: a=holder ActorUniqueID Actor::setLeashHolder
AActSetInvisible 18 AActSetInvisible is PIER_AACT_SET_INVISIBLE: a=0/1 Actor::setInvisible
AActSetSneaking 19 AActSetSneaking is PIER_AACT_SET_SNEAKING: a=0/1 Actor::setSneaking
AActSetNameTagVisible 20 AActSetNameTagVisible is PIER_AACT_SET_NAME_TAG_VISIBLE: a=0/1 Actor::setNameTagVisible
AActSetTarget 21 AActSetTarget is PIER_AACT_SET_TARGET: a=target ActorUniqueID Actor::setTarget
AActSetOwner 22 AActSetOwner is PIER_AACT_SET_OWNER: a=owner ActorUniqueID Actor::setOwner
AActBurn 23 AActBurn is PIER_AACT_BURN: a=damage Actor::burn
AActStopFire 24 AActStopFire is PIER_AACT_STOP_FIRE: Actor::extinguishFire
AActSetVelocity 25 AActSetVelocity is PIER_AACT_SET_VELOCITY: a,b,c=vel Actor::setVelocity
AActApplyImpulse 26 AActApplyImpulse is PIER_AACT_APPLY_IMPULSE: a,b,c=impulse Actor::applyImpulse
AActSetScoreTag 27 AActSetScoreTag is PIER_AACT_SET_SCORE_TAG: sarg=text Actor::setScoreTag
AActSetSkinId 28 AActSetSkinId is PIER_AACT_SET_SKIN_ID: a=skin id Actor::setSkinID
AActSetStrength 29 AActSetStrength is PIER_AACT_SET_STRENGTH: a=strength Actor::setStrength
AActRemoveAllPassengers 30 AActRemoveAllPassengers is PIER_AACT_REMOVE_ALL_PASSENGERS: Actor::removeAllPassengers
AActExecuteEvent 31 AActExecuteEvent is PIER_AACT_EXECUTE_EVENT: sarg=event name Actor::executeEvent
AActSetRotation 32 AActSetRotation is PIER_AACT_SET_ROTATION: a=pitch b=yaw Actor::setRotationWrapped