A package for creating and modifying code templates for the DiamondFire Minecraft server.
Project description
pyre
A package for external creation of code templates for the DiamondFire Minecraft server (mcDiamondFire.com).
PyPi Link: https://pypi.org/project/dfpyre/
Installation
Run the following command in a terminal:
pip install dfpyre
CodeClient Installation
This module works best with CodeClient installed. Once you've installed it, enable CodeClient API in the General config tab.
Features
- All code block types
- All code item types
- Direct sending to DF via recode or codeclient
- Automatic type conversion (
inttoNumber,strtoString) - Auto completed action names (if your IDE supports type hints)
- Warnings for unrecognized actions and tags
- Shorthand format for variables
- Convert existing templates into equivalent Python code (see Script Generation)
Documentation
Basics
Var Items
Conditionals and Loops
Functions and Procedures
Extras
Setup
To start creating in pyre, use the player_event, entity_event, function, or process functions to start a template.
from dfpyre import *
template = player_event('Join', [
])
You can then insert additional codeblocks inside of that first function call.
Here's a complete program that prints a message to every player when a player joins:
from dfpyre import *
player_event('Join', [
player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS)
]).build_and_send('codeclient')
Events and Actions
You can find a list of events and actions here
The following program sends a message to all players and gives a player 10 apples upon joining:
from dfpyre import *
player_event('Join', [
player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS),
player_action('GiveItems', Item('apple', 10))
]).build_and_send('codeclient')
Building
You have 2 different options for building your code line. You can either:
- Save the compressed template code to a variable and send it to minecraft later
- Use the
buildmethod on a template object
- Use the
- Build and send directly to your minecraft client (recommended)
- Use the
build_and_sendmethod on a template object
- Use the
Variable Items
Text
Represents a DiamondFire text item:
Text('hello %default.')
If a regular string is passed to a method as a chest parameter, it will automatically be converted to a text object:
# These do the same thing:
player_action('SendMessage', Text('%default joined.'))
player_action('SendMessage', '%default joined.')
Number
Alias: Num
Represents a DiamondFire number item:
Number(5)
Number(3.14)
If a regular integer or float is passed to a method as a chest parameter, it will automatically be converted to a num object:
# These do the same thing:
set_variable('=', Variable('number'), Number(10))
set_variable('=', Variable('number'), 10)
Variable
Alias: Var
Represents a DiamondFire variable item:
Variable('num')
Variable('text1')
You can set variable values by using the set_variable method:
set_variable('=', Variable('num'), 12) # sets 'num' to 12
set_variable('x', Variable('doubled'), Variable('num'), 2) # sets 'doubled' to 24
You can set the scope of the variable using the scope argument:
set_variable('=', Variable('num1', scope='unsaved'), 12) # `unsaved` is the same as a game variable.
set_variable('=', Variable('num2', scope='saved'), 12)
set_variable('=', Variable('num3', scope='local'), 12)
Shorthand Variables
You can also use the variable shorthand format to express variables more tersely:
# These do the same thing:
set_variable('=', Variable('lineVar', scope='line'), 5)
set_variable('=', '$i lineVar', 5)
Shorthand vars should be formatted like this: $[scope id] [var name]
Here's the list of scope IDs:
g= Game (unsaved)s= Savedl= Locali= Line
Location
Alias: Loc
Represents a DiamondFire location item:
Location(x=25.5, y=50, z=25.5, pitch=0, yaw=-90)
Example:
# Teleport player on join
from dfpyre import *
player_event('Join', [
player_action('Teleport', Location(10, 50, 10))
])
Item
Represents a minecraft item:
Item('stick', count=5)
Item('stone', 64)
To add extra data to an item, you can use any methods from the mcitemlib library
Sound
Alias: Snd
Represents a DiamondFire sound item:
Sound('Wood Break', pitch=1.5, vol=2.0)
Example:
# Plays 'Grass Place' sound on join
from dfpyre import *
player_event('Join', [
player_action('PlaySound', Sound('Grass Place'))
])
Particle
Represents a DiamondFire particle item:
Particle({'particle':'Cloud','cluster':{'amount':1,'horizontal':0.0,'vertical':0.0},'data':{'x':1.0,'y':0.0,'z':0.0,'motionVariation':100}})
Example:
# Plays a white cloud particle effect at 5, 50, 5
from dfpyre import *
part = Particle({'particle':'Cloud','cluster':{'amount':1,'horizontal':0.0,'vertical':0.0},'data':{'x':1.0,'y':0.0,'z':0.0,'motionVariation':100}})
player_event('Join', [
player_action('Particle', part, Location(5, 50, 5))
])
Currently, the particle object does not support colors.
Potion
Alias: Pot
Represents a DiamondFire potion item:
# Gives speed 1 for 1 minute
Potion('Speed', dur=1200, amp=0)
Example:
# Gives the player infinite saturation 10
from dfpyre import *
player_event('Join', [
player_action('GivePotion', Potion('Saturation', amp=10))
])
Game Value
Represents a DiamondFire game value item:
GameValue('Player Count')
GameValue('Location' target='Selection')
Example:
# Function that prints player count and CPU usage
from dfpyre import *
function('printData', [
player_action('SendMessage', GameValue('Player Count'), GameValue('CPU Usage'))
])
Vector
Alias: Vec
Represents a DiamondFire vector item:
Vector(x=1.1, y=0.0, z=0.5)
Example:
# Sets the player's x velocity to 1.0 on join
from dfpyre import *
player_event('Join', [
player_action('SetVelocity', Vector(x=1.0, y=0.0, z=0.0))
])
Parameter
Represents a DiamondFire parameter item:
Parameter('text', ParameterType.STRING)
Example:
# Builds a function that says "Hello, [name]" where `name` is the inputted parameter.
from dfpyre import *
name_parameter = parameter('name', ParameterType.TEXT)
function('SayHi', name_parameter, codeblocks=[
player_action('SendMessage', 'Hello, ', Variable('name', 'line'))
])
Conditionals and Brackets
A list of conditionals and loops can be found here.
To create code inside of brackets, use the codeblocks argument. Here's an example:
# Prints 'clicked' when a player right clicks with a stick in their hand
from dfpyre import *
player_event('RightClick', [
if_player('IsHolding', Item('stick'), codeblocks=[
player_action('SendMessage', 'clicked')
])
])
To create an else statement, use the else_ method:
# Says the player is 'on the ground' when grounded and 'in the air' otherwise.
from dfpyre import *
function('grounded', codeblocks=[
if_player('IsGrounded', codeblocks=[
player_action('ActionBar', 'on the ground')
]),
else_([
player_action('ActionBar', 'in the air')
])
])
Note that player_event, entity_event, and else_ do not require codeblocks=, but all other bracket blocks do.
Loops
As for loops, the syntax is the same and will automatically change to "repeat-type" brackets:
# Prints numbers 1-5
from dfpyre import *
player_event('Join', [
repeat('Multiple', Variable('i'), 5, codeblocks=[
player_action('SendMessage', Variable('i'))
])
])
Creating Functions and Processes
To create a function or process, just start the template with function or process:
# Function that gives a player 64 golden apples
from dfpyre import *
function('giveApples', codeblocks=[
player_action('GiveItems', Item('golden_apple', 64))
])
Calling Functions and Processes
Calling Functions and processes is also simple:
from dfpyre import *
player_event('Join', [
call_function('giveApples')
])
Editing Tags
You can modify an action's tags by passing the tags argument to a template method:
from dfpyre import *
player_event('Join', [
player_action('SendMessage', 'hello', tags={'Alignment Mode': 'Centered'})
])
If you choose not to modify a specific tag, its default value will be used. Order does not matter when adding multiple tag entries.
Importing from Code
You can import existing templates from their built code using the from_code method:
from dfpyre import *
template_code = 'H4sIAGVyIGYC/3WOMQ7CMAxFz4LnDsw5AhITI6qQSaw2IrGrxkJCVe5eh3boAJP9n/Kfs8AziX8VcPcFYgC3Zej26YDexGoZvUZhAxeJ3PI8WMtKSrnV+1q7P4op4Yfmx244qG7E4Uql4EA/jNv2Jc3qJU/2KqBiY4yZjI6UkpzAjkNJouDO1X7S1xUDaGUl2QAAAA=='
t = DFTemplate.from_code(template_code)
# Do stuff with the template here
Script Generation
You can also generate an equivalent Python script for a template from a template object:
from dfpyre import *
template_code = 'H4sIAGVyIGYC/3WOMQ7CMAxFz4LnDsw5AhITI6qQSaw2IrGrxkJCVe5eh3boAJP9n/Kfs8AziX8VcPcFYgC3Zej26YDexGoZvUZhAxeJ3PI8WMtKSrnV+1q7P4op4Yfmx244qG7E4Uql4EA/jNv2Jc3qJU/2KqBiY4yZjI6UkpzAjkNJouDO1X7S1xUDaGUl2QAAAA=='
t = DFTemplate.from_code(template_code)
t.generate_script('my_template.py') # generated python script will be written to my_template.py
This feature is useful for getting a text representation of existing templates.
Inserting Codeblocks
Use the insert method to insert additional codeblocks into an existing template. By default, codeblocks will be added to the end of the template.
from dfpyre import *
my_template = player_event('Join', [
player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS)
])
my_template.insert(player_action('SendMessage', 'Welcome!')) # Add a new codeblock to the end
Function List
-
Events / Function / Process
- player_event
- entity_event
- function
- process
- call_function
- start_process
-
Actions
- player_action
- game_action
- entity_action
-
Control Flow
- if_player
- if_variable
- if_game
- if_entity
- else_
- repeat
-
Other
- control
- select_object
- set_variable
Project details
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