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MinecraftGameTestHelper & | operator= (MinecraftGameTestHelper const &) |
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| MinecraftGameTestHelper (MinecraftGameTestHelper const &) |
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virtual void | succeedWhenEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z, bool isPresent) |
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virtual void | succeedWhenEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, bool isPresent) |
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virtual void | succeedWhenEntityData (::BlockPos const &pos, ::ActorDefinitionIdentifier const &actorIdentifier, ::std::function< bool(::Actor &)> dataPredicate) |
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virtual void | succeedWhenEntityHasComponent (::ActorDefinitionIdentifier const &actorIdentifier, ::std::string const &componentName, ::BlockPos const &pos, bool hasComponent) |
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virtual void | succeedWhenBlockPresent (::Block const &block, int x, int y, int z, bool isPresent) |
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virtual void | succeedWhenBlockPresent (::Block const &block, ::BlockPos const &pos, bool isPresent) |
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virtual void | succeedWhenBlockPresent (::BlockLegacy const &block, ::BlockPos const &position, bool isPresent) |
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virtual void | setNight () |
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virtual void | setDayTime (int time) |
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virtual ::std::optional<::gametest::GameTestError > | setBlock (int x, int y, int z, ::Block const &block, int updateFlags) |
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virtual ::std::optional<::gametest::GameTestError > | setBlock (::BlockPos const &pos, ::Block const &block, int updateFlags) |
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virtual ::std::optional<::gametest::GameTestError > | destroyBlock (::BlockPos const &pos, bool dropResources) |
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virtual ::std::optional<::gametest::GameTestError > | pressButton (int x, int y, int z) |
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virtual ::std::optional<::gametest::GameTestError > | pressButton (::BlockPos const &buttonPos) |
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virtual ::std::optional<::gametest::GameTestError > | pullLever (int x, int y, int z) |
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virtual ::std::optional<::gametest::GameTestError > | pullLever (::BlockPos const &leverPos) |
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virtual ::std::optional<::gametest::GameTestError > | killAllEntities () |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawn (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z) |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawn (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos) |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawn (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos) |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawnItem (::ItemStack const &itemType, ::Vec3 const &pos) |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawnWithoutBehaviors (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos) |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawnWithoutBehaviors (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos) |
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virtual ::std::optional<::gametest::GameTestError > | walkTo (::Mob &mob, ::BlockPos const &pos, float speedModifier) |
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virtual ::std::optional<::gametest::GameTestError > | walkTo (::Mob &mob, ::Vec3 const &pos, float speedModifier) |
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virtual ::std::optional<::gametest::GameTestError > | setTntFuse (::Actor &actor, int fuseLength) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, float const distance, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityInstancePresent (::Actor const *actor, ::BlockPos const &pos, bool expectedPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityInstancePresent (::Actor const *actor, bool expectedPresent) const |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityTouching (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos, bool isTouching) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityState (::BlockPos const &pos, ::ActorDefinitionIdentifier const &actorIdentifier, ::std::function< bool(::Actor &)> dataPredicate) |
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virtual ::std::optional<::gametest::GameTestError > | assertBlockPresent (::BlockLegacy const &blockType, int x, int y, int z, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertBlockPresent (::BlockLegacy const &blockType, ::BlockPos const &pos, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertBlockState (::BlockPos const &blockPos, ::std::function< bool(::Block const &)> predicate) |
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virtual ::std::optional<::gametest::GameTestError > | assertItemEntityPresent (::Item const &item, int x, int y, int z, float searchDistance, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertItemEntityPresent (::Item const &item, ::BlockPos const &pos, float searchDistance, bool isPresent) |
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virtual ::std::optional<::gametest::GameTestError > | assertItemEntityCountIs (::Item const &itemType, ::BlockPos const &pos, float searchDistance, int expectedCount) |
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virtual ::std::optional<::gametest::GameTestError > | assertContainerEmpty (::BlockPos const &pos) |
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virtual ::std::optional<::gametest::GameTestError > | assertContainerContains (::ItemStack const &item, ::BlockPos const &pos) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityHasComponent (::ActorDefinitionIdentifier const &actorIdentifier, ::std::string const &componentName, ::BlockPos const &pos, bool hasComponent) |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityHasArmor (::ActorDefinitionIdentifier const &actorIdentifier, ::SharedTypes::Legacy::ArmorSlot armorSlot, ::std::string const &armorName, int dataValue, ::BlockPos const &pos, bool hasArmor) |
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virtual ::std::optional<::gametest::GameTestError > | print (::std::string const &text) |
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virtual ::std::optional<::gametest::GameTestError > | assertRedstonePower (::BlockPos const &pos, int expectedPower) |
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virtual ::std::optional<::gametest::GameTestError > | assertIsWaterlogged (::BlockPos const &pos, bool expectedWaterlogged) |
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virtual ::std::optional<::gametest::GameTestError > | pulseRedstone (::BlockPos const &pos, int duration) |
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virtual ::std::variant<::gametest::GameTestError, ::ScriptModuleGameTest::ScriptGameTestConnectivity > | getFenceConnectivity (::BlockPos const &relativePos) |
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virtual ::std::optional<::gametest::GameTestError > | setFluidContainer (::BlockPos const &pos, int _fluidType) |
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virtual ::std::optional<::gametest::GameTestError > | triggerInternalBlockEvent (::BlockPos const &pos, ::std::string const &event, ::std::vector< float > const ¶meters) |
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virtual ::std::variant<::gametest::GameTestError, ::BlockPos > | worldPosition (::BlockPos const &relativePos) const |
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virtual ::std::variant<::gametest::GameTestError, ::Vec3 > | worldPosition (::Vec3 const &relativePos) const |
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virtual ::std::variant<::gametest::GameTestError, ::BlockPos > | relativePosition (::BlockPos const &worldPos) const |
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virtual ::std::variant<::gametest::GameTestError, ::Vec3 > | relativePosition (::Vec3 const &worldPos) const |
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virtual ::std::optional<::gametest::GameTestError > | assertCanReachLocation (::Mob &mob, ::BlockPos const &pos, bool expectedReach) |
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virtual ::std::optional<::gametest::GameTestError > | spreadFromFaceTowardDirection (::BlockPos const &pos, ::ScriptModuleMinecraft::ScriptFacing fromFace, ::ScriptModuleMinecraft::ScriptFacing direction) |
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virtual ::std::optional<::gametest::GameTestError > | getBlockSource (::BlockSource *&blockSourceResult) |
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virtual ::std::variant<::gametest::GameTestError, ::SimulatedPlayer * > | spawnSimulatedPlayer (::std::string const &name, ::BlockPos const &pos, ::GameType gameMode) |
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virtual void | removeSimulatedPlayer (::SimulatedPlayer &simulatedPlayer) |
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virtual ::std::variant<::gametest::GameTestError, ::Dimension * > | getDimension () |
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virtual ::std::optional<::gametest::GameTestError > | onPlayerJump (::Mob &mob, int jumpAmount) |
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MCAPI ::std::optional<::gametest::GameTestError > | _assertEntityInstancePresent (::Actor const *actor, ::AABB const &searchBounds, ::BlockPos const &relativeTestPosition, bool expectedPresent) const |
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MCAPI ::std::optional<::gametest::GameTestError > | _assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::AABB const &searchBounds, ::BlockPos const &pos, bool expectedPresent) const |
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MCAPI::Block const & | _getBlock (::BlockPos const &pos) |
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MCAPI::Container const * | _getContainer (::BlockPos const &pos) |
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MCAPI ::std::optional<::gametest::GameTestError > | _getStructureBlockMissingError () const |
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MCAPI void | $succeedWhenEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z, bool isPresent) |
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MCAPI void | $succeedWhenEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, bool isPresent) |
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MCAPI void | $succeedWhenEntityData (::BlockPos const &pos, ::ActorDefinitionIdentifier const &actorIdentifier, ::std::function< bool(::Actor &)> dataPredicate) |
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MCAPI void | $succeedWhenEntityHasComponent (::ActorDefinitionIdentifier const &actorIdentifier, ::std::string const &componentName, ::BlockPos const &pos, bool hasComponent) |
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MCAPI void | $succeedWhenBlockPresent (::Block const &block, int x, int y, int z, bool isPresent) |
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MCAPI void | $succeedWhenBlockPresent (::Block const &block, ::BlockPos const &pos, bool isPresent) |
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MCAPI void | $succeedWhenBlockPresent (::BlockLegacy const &block, ::BlockPos const &position, bool isPresent) |
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MCAPI void | $setNight () |
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MCAPI void | $setDayTime (int time) |
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MCAPI ::std::optional<::gametest::GameTestError > | $setBlock (int x, int y, int z, ::Block const &block, int updateFlags) |
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MCAPI ::std::optional<::gametest::GameTestError > | $setBlock (::BlockPos const &pos, ::Block const &block, int updateFlags) |
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MCAPI ::std::optional<::gametest::GameTestError > | $destroyBlock (::BlockPos const &pos, bool dropResources) |
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MCAPI ::std::optional<::gametest::GameTestError > | $pressButton (int x, int y, int z) |
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MCAPI ::std::optional<::gametest::GameTestError > | $pressButton (::BlockPos const &buttonPos) |
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MCAPI ::std::optional<::gametest::GameTestError > | $pullLever (int x, int y, int z) |
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MCAPI ::std::optional<::gametest::GameTestError > | $pullLever (::BlockPos const &leverPos) |
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MCAPI ::std::optional<::gametest::GameTestError > | $killAllEntities () |
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MCAPI ::std::variant<::gametest::GameTestError, ::Actor * > | $spawn (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z) |
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MCAPI ::std::variant<::gametest::GameTestError, ::Actor * > | $spawn (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos) |
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MCAPI ::std::variant<::gametest::GameTestError, ::Actor * > | $spawn (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos) |
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MCAPI ::std::variant<::gametest::GameTestError, ::Actor * > | $spawnItem (::ItemStack const &itemType, ::Vec3 const &pos) |
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MCAPI ::std::variant<::gametest::GameTestError, ::Actor * > | $spawnWithoutBehaviors (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos) |
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MCAPI ::std::variant<::gametest::GameTestError, ::Actor * > | $spawnWithoutBehaviors (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos) |
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MCAPI ::std::optional<::gametest::GameTestError > | $walkTo (::Mob &mob, ::BlockPos const &pos, float speedModifier) |
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MCAPI ::std::optional<::gametest::GameTestError > | $walkTo (::Mob &mob, ::Vec3 const &pos, float speedModifier) |
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MCAPI ::std::optional<::gametest::GameTestError > | $setTntFuse (::Actor &actor, int fuseLength) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, float const distance, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityInstancePresent (::Actor const *actor, ::BlockPos const &pos, bool expectedPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityInstancePresent (::Actor const *actor, bool expectedPresent) const |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityTouching (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos, bool isTouching) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityState (::BlockPos const &pos, ::ActorDefinitionIdentifier const &actorIdentifier, ::std::function< bool(::Actor &)> dataPredicate) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertBlockPresent (::BlockLegacy const &blockType, int x, int y, int z, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertBlockPresent (::BlockLegacy const &blockType, ::BlockPos const &pos, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertBlockState (::BlockPos const &blockPos, ::std::function< bool(::Block const &)> predicate) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertItemEntityPresent (::Item const &item, int x, int y, int z, float searchDistance, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertItemEntityPresent (::Item const &item, ::BlockPos const &pos, float searchDistance, bool isPresent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertItemEntityCountIs (::Item const &itemType, ::BlockPos const &pos, float searchDistance, int expectedCount) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertContainerEmpty (::BlockPos const &pos) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertContainerContains (::ItemStack const &item, ::BlockPos const &pos) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityHasComponent (::ActorDefinitionIdentifier const &actorIdentifier, ::std::string const &componentName, ::BlockPos const &pos, bool hasComponent) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertEntityHasArmor (::ActorDefinitionIdentifier const &actorIdentifier, ::SharedTypes::Legacy::ArmorSlot armorSlot, ::std::string const &armorName, int dataValue, ::BlockPos const &pos, bool hasArmor) |
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MCAPI ::std::optional<::gametest::GameTestError > | $print (::std::string const &text) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertRedstonePower (::BlockPos const &pos, int expectedPower) |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertIsWaterlogged (::BlockPos const &pos, bool expectedWaterlogged) |
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MCAPI ::std::optional<::gametest::GameTestError > | $pulseRedstone (::BlockPos const &pos, int duration) |
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MCAPI ::std::variant<::gametest::GameTestError, ::ScriptModuleGameTest::ScriptGameTestConnectivity > | $getFenceConnectivity (::BlockPos const &relativePos) |
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MCAPI ::std::optional<::gametest::GameTestError > | $setFluidContainer (::BlockPos const &pos, int _fluidType) |
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MCAPI ::std::optional<::gametest::GameTestError > | $triggerInternalBlockEvent (::BlockPos const &pos, ::std::string const &event, ::std::vector< float > const ¶meters) |
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MCAPI ::std::variant<::gametest::GameTestError, ::BlockPos > | $worldPosition (::BlockPos const &relativePos) const |
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MCAPI ::std::variant<::gametest::GameTestError, ::Vec3 > | $worldPosition (::Vec3 const &relativePos) const |
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MCAPI ::std::variant<::gametest::GameTestError, ::BlockPos > | $relativePosition (::BlockPos const &worldPos) const |
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MCAPI ::std::variant<::gametest::GameTestError, ::Vec3 > | $relativePosition (::Vec3 const &worldPos) const |
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MCAPI ::std::optional<::gametest::GameTestError > | $assertCanReachLocation (::Mob &mob, ::BlockPos const &pos, bool expectedReach) |
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MCAPI ::std::optional<::gametest::GameTestError > | $spreadFromFaceTowardDirection (::BlockPos const &pos, ::ScriptModuleMinecraft::ScriptFacing fromFace, ::ScriptModuleMinecraft::ScriptFacing direction) |
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MCAPI ::std::optional<::gametest::GameTestError > | $getBlockSource (::BlockSource *&blockSourceResult) |
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MCAPI ::std::variant<::gametest::GameTestError, ::SimulatedPlayer * > | $spawnSimulatedPlayer (::std::string const &name, ::BlockPos const &pos, ::GameType gameMode) |
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MCAPI void | $removeSimulatedPlayer (::SimulatedPlayer &simulatedPlayer) |
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MCAPI ::std::variant<::gametest::GameTestError, ::Dimension * > | $getDimension () |
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MCAPI ::std::optional<::gametest::GameTestError > | $onPlayerJump (::Mob &mob, int jumpAmount) |
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MCAPI::Vec3 | _absoluteVec (::Vec3 const &relativeVec) const |
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MCAPI ::std::optional<::gametest::GameTestError > | assertCondition (bool condition, ::std::string const &message) |
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MCAPI void | failIf (::std::function<::std::optional<::gametest::GameTestError >()> fn) |
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MCAPI::gametest::GameTestError | generateErrorWithContext (::gametest::GameTestErrorType message, ::std::string relativePos, ::BlockPos const &errorType) const |
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MCAPI::gametest::GameTestError | generateErrorWithContext (::gametest::GameTestErrorType errorType, ::std::string message, ::std::vector<::std::string > params, ::BlockPos const &relativePos) const |
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MCAPI ::std::variant<::gametest::GameTestError, uchar > | rotateDirection (uchar direction) const |
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MCAPI void | runAfterDelay (int ticksToDelay, ::std::function<::std::optional<::gametest::GameTestError >()> fn) |
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MCAPI void | runAtTickTime (int tickTime, ::std::function<::std::optional<::gametest::GameTestError >()> fn) |
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MCAPI void | succeedWhen (::std::function<::std::optional<::gametest::GameTestError >()> fn) |
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MCAPI void | until (::std::function<::std::optional<::gametest::GameTestError >()> testFn, ::std::function<::std::optional<::gametest::GameTestError >()> doneFn) |
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MCFOLD void * | $ctor () |
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MCFOLD void * | $ctor (::Bedrock::EnableNonOwnerReferences const &) |
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MCFOLD void | $dtor () |
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