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Flare datapack compiler framework

Project description

Flare

Flare is a modern, programmatic framework for building Minecraft datapacks natively in Python. With Flare, you can write Minecraft commands and logic using standard Python syntax, variables, conditionals, and loops, and compile them effortlessly into highly-optimized .mcfunction datapacks. Because Flare is just Python, you have the full power of the Python language and any external libraries at your disposal!

Installation

pip install flaremc

Quick Start

Create a main.py file with your datapack logic:

from flare import namespace, score

namespace("my_pack")

# Scores are automatically compiled to scoreboard operations
health = score(20)
damage = score(5)
health -= damage

if health < 10:
    print("Warning: Low Health!")

Then compile and run your code using the built-in emulator:

flare main.py --run

CLI Usage

The flare command-line tool has several useful flags:

  • flare init - Initializes a basic Flare project in the current directory.
  • flare <file> --watch - Compiles your datapack and watches for any file changes to rebuild automatically.
  • flare <file> --run - Compiles and runs the datapack using the internal mcemu emulator.
  • flare <file> --run=5 - Runs the datapack in the emulator with an automatic timeout of 5 seconds.

Writing Minecraft Commands Natively

Flare includes a smart preprocessor that allows you to write literal Minecraft commands directly within your Python script! You don't need to wrap them in functions or strings—just write them as you would in an .mcfunction file.

from flare import namespace, score

namespace("my_pack")

# Write raw commands natively! Flare translates them automatically.
say Hello World!
/tp @a ~ ~ ~
execute as @a run particle flame ~ ~ ~

# You can still use standard Python logic around them!
health = score(20)
if health < 10:
    title @a title "Low Health!"

Debugging Output (print & dbg)

In Flare, calling the standard print() function is automatically intercepted and translated into a highly-formatted Minecraft tellraw command so the output appears directly in the game chat!

If you want to debug the raw underlying Python objects, use Flare's dbg() function. It prints the raw <score object ...> string directly to your local compiler console, and simultaneously emits a raw tellraw command to the game!

from flare import score, dbg

x = score(10)

print("The value of x is:", x)  # Emits a nicely formatted tellraw command to the game!
dbg("Raw representation:", x)   # Prints raw representation to BOTH the compiler console and the game!

The score Object

A score represents a Minecraft scoreboard objective. Flare handles the tedious parts of allocating and managing temporary scoreboards behind the scenes.

from flare import score

x = score(100)
y = score(50)
z = x + y  # Behind the scenes, Flare generates 'scoreboard players operation ...'

Fixed Precision (fixed)

In Minecraft, scoreboards can only store integers. To work with decimal numbers, Flare scales values. You can use the fixed class to specify decimal precision natively!

from flare import fixed

# fixed[5] means the number has 5 decimal places of precision (multiplier of 1e-5)
# So 1.5 in Python will be stored as 150000 on the scoreboard.
a = fixed[5](1.5)
b = fixed[5](2.0)
c = a * b  # Flare handles all scaling math for you!

NBT Variables

Flare supports full, programmatic NBT data manipulation! You define the NBT type you want using nbt[type].

Basic NBT

from flare import nbt, nbtint

# Shorthand for NBT Integers
level = nbtint(5, addr="storage mypack:data Level")

# Standard generic NBT type
health = nbt[float](20.0, addr="@s Health")

Arrays and Lists

from flare import nbtintarray, nbtlist

my_array = nbtintarray([1, 2, 3], addr="storage mypack:data MyArray")
my_array.append(4)
my_array.prepend(0)

NBT Path Chaining

You can dynamically traverse NBT Compounds using standard Python dot notation or dictionary indexing!

from flare import nbtdict, storage

player_data = nbtdict(addr="storage mypack:data Player")

# Access sub-paths dynamically
inventory = player_data.Inventory
first_slot = inventory[0]

# If your NBT key has a space, use indexing!
weird_key = player_data["Custom Key With Space"]

# Or cleanly build storage namespaces on the fly using the built-in 'storage' variable!
# This automatically maps to nbt(addr="storage mypack:data Player.Inventory[0]")
fast_slot = storage["mypack:data"].Player.Inventory[0]

Note: Flare dynamically generates the string path behind the scenes. Commands are only emitted when you read or write to these endpoints!

NBT Type Casting

If you are dynamically traversing NBT and need to interact with a specific type (like an int or a list), you can natively cast the untyped path by indexing it with a Python type!

# 'test' is an untyped NBT path. By appending [int], Flare knows it should be treated as an integer!
x = storage.hello.test[int]

# If you need to force a type change on an already-typed NBT variable, you must explicitly cast to None first:
x = my_typed_nbt[None][list]

The tagged Object

If you need to dynamically assign and manage entity tags, use the tagged class. When you create a tagged variable, Flare generates a unique tag name and seamlessly applies it to your specified selector. It behaves like a native string selector in commands!

from flare import tagged

# This physically tags all players within distance 5 with a unique tag!
# `tag @e remove my_tag` followed by `tag @a[distance=..5] add my_tag`
close_players = tagged("@a[distance=..5]")

# The preprocessor automatically turns this into `kill @e[tag=my_tag]`!
kill {close_players}

# You can easily reassign it to move the tag!
close_players[:] = "@p"

Avoiding Copies with ref

By default, in Flare, if you assign a variable to another variable (y = x), it generates a Minecraft command to physically copy the data from x's address to y's address.

If you just want to pass a variable around in Python without emitting a command, wrap it in a ref!

from flare import score, ref

x = score(10)

z = x       # COPIES the value. Flare emits a command to map a new variable 'z' and copy 'x'.
y = ref(x)  # NO COPY. 'y' acts as a Python reference pointing to the exact same 'x' address.

x += 5      # Modifies 'x' (now 15). Because 'y' is a ref, 'y' is also 15. 'z' remains 10.
y += 5      # Modifies 'x' again (now 20).

print(x, y, z)  # Output in game will be: 20 20 10

Execute Modifiers and Context Managers

Flare provides a powerful, stackable context manager system that allows you to intuitively build execute command chains natively in Python using the with statement!

# 1. Native Execute Contexts
with as(@a):
    say Hi everyone!

# 2. You can use standard Python selectors as context managers directly!
with @a:
    say Hello again!

# 3. Stack modifiers cleanly using method chaining
with as(@a).at(@s).rotated(@s):
    say I'm looking at you!

# 4. You can even chain off selectors directly
with @s.as().at(@s):
    pass
    
# 5. Multiple contexts merge seamlessly
with as(@a), at(@s), rotated(10, 20):
    pass

Iterating Selectors (for loops)

You can loop through a selector natively to execute commands dynamically on each target. The loop variable acts as a proxy for @s, allowing you to execute terminal commands on it directly!

for s in @a:
    s.kill()
    s.tp("@p")

Note: This generates an optimized execute block similar to with as(@a):

Selector Proxy & Dynamic NBT

Selectors act as powerful proxy objects in Flare. You can call arbitrary Minecraft commands directly on any selector as a method, and Flare will automatically pass the target to the command!

# Terminal commands
@a[distance="..10"].kill()
@s.teleport(10, 20, 30)

Furthermore, any attribute accessed on a selector that is not called as a method automatically evaluates as an NBT data path on that entity! This allows you to effortlessly interact with entity NBT natively. Flare natively supports multi-level subscripting.

Thanks to the built-in NBT Schema parser, Flare automatically infers the correct datatypes for standard entity paths! You don't need to manually typecast properties like Count or Pos.

# Evaluates as NBT path 'Inventory' on entity '@s'
inv = @s.Inventory

# Flare automatically infers that 'Count' is a Byte! No typecasting required!
@s.Inventory[0].Count = 10
@s.Pos[1] = 20.5

# For arbitrary storage or custom NBT, you can still use inline typecasting:
storage.my_data.test[int] = 10

Storing Results (store())

You can effortlessly execute commands and store their results back into Flare variables by chaining .store() onto any score or nbt variable!

x = score(10)
y = nbt[int](20)

# Executes: store result score ...
with x.store():
    say Storing into x!
    
# Executes: store result storage ... double 0.02
with y.store().datatype(double).multiplier(0.02):
    say Storing into y with a custom datatype and multiplier!

Automatic Inlining

Flare is smart. If your with block only contains a single command, Flare will intelligently inline the execute chain directly onto the command line instead of spawning an unnecessary .mcfunction file!

with as(@a):
    kill @s
# Compiles seamlessly into: execute as @a run kill @s

Supported Modifiers

  • as(target) or @selector.as() (supports string targets like as("@a"))
  • at(target) or @selector.at() (supports string targets like at("@s"))
  • positioned(x, y, z) or positioned(target) or @selector.positioned() (supports strings positioned("~ ~ ~"), positioned("@a"))
  • aligned("axes") (e.g. aligned("xyz"))
  • facing(target) or facing(x, y, z) or @selector.facing() (supports strings facing("@a"), facing("~ ~ ~"))
  • anchored("anchor") (e.g. anchored("eyes"))
  • rotated(y, x) or rotated(target) or @selector.rotated() (supports strings rotated("~ ~"), rotated("@a"))
  • dimension("dim") (e.g. dimension("overworld"))
  • on("relation") or applyon("relation") or @selector.<relation>() (e.g. on("attacker") or @s.attacker())
  • summon("entity") (e.g. summon("zombie"))
  • store(variable) or variable.store()

Control Flow (If, For, While)

Flare seamlessly translates standard Python control flow into execute logic and dynamically generated mcfunction blocks!

x = score(5)
y = score(10)

if x > y:
    print("X is bigger!")
elif x == y:
    print("They are equal!")
else:
    print("Y is bigger!")

# Loops
for item in my_array:
    print(item)

Compile-Time Optimization

Flare is highly optimized. It checks conditions at compile-time.

If a condition relies purely on standard Python variables (and not Minecraft score or nbt objects), Flare resolves the logic natively and never generates Minecraft commands for branches that it knows will never run!

y = 5
x = score(5)

# 'x' is dynamic, so Flare generates an 'execute if score...' command for this branch
if x > 4:
    print("Maybe!")
    
# 'y' is a static Python variable. Flare checks '5 > 4' at compile-time.
# Because it evaluates to True, Flare runs this block unconditionally and ignores the else block!
elif y > 4:
    print("Definitely!")

# This block is physically discarded and will NOT exist in the final datapack!
else:
    print("Never!")

Under the Hood: __icopy__ vs __iset__

Flare uses standard Python assignment (=) heavily, but it treats new and existing variables differently to prevent memory leaks and optimize command generation:

  • __icopy__ (New Variables): If you type y = x and y hasn't been used yet, Flare dynamically creates a completely new Minecraft variable for y and emits commands to physically copy the data from x's address to y. This safely isolates the two variables.
  • __iset__ (Existing Variables): If y is an already existing Flare variable and you want to update its value, you shouldn't use y = x (as this would try to create a new y and potentially overwrite the Python reference, losing track of your NBT structure or scoreboard address). Instead, use y[:] = x (or call y.__iset__(x) directly). This tells Flare to emit commands to update the existing address of y with the value from x!

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