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BaseGameTestHelper & | operator= (BaseGameTestHelper const &) |
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| BaseGameTestHelper (BaseGameTestHelper const &) |
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virtual void | succeedWhenEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z, bool isPresent)=0 |
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virtual void | succeedWhenEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, bool isPresent)=0 |
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virtual void | succeedWhenEntityData (::BlockPos const &pos, ::ActorDefinitionIdentifier const &actorIdentifier, ::std::function< bool(::Actor &)> dataPredicate)=0 |
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virtual void | succeedWhenEntityHasComponent (::ActorDefinitionIdentifier const &actorIdentifier, ::std::string const &componentName, ::BlockPos const &pos, bool hasComponent)=0 |
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virtual void | succeedWhenBlockPresent (::Block const &block, int x, int y, int z, bool isPresent)=0 |
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virtual void | succeedWhenBlockPresent (::Block const &block, ::BlockPos const &pos, bool isPresent)=0 |
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virtual void | succeedWhenBlockPresent (::BlockType const &block, ::BlockPos const &position, bool isPresent)=0 |
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virtual void | setNight ()=0 |
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virtual void | setDayTime (int time)=0 |
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virtual ::std::optional<::gametest::GameTestError > | setBlock (int x, int y, int z, ::Block const &block, int updateFlags)=0 |
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virtual ::std::optional<::gametest::GameTestError > | setBlock (::BlockPos const &pos, ::Block const &block, int updateFlags)=0 |
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virtual ::std::optional<::gametest::GameTestError > | destroyBlock (::BlockPos const &pos, bool dropResources)=0 |
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virtual ::std::optional<::gametest::GameTestError > | pressButton (int x, int y, int z)=0 |
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virtual ::std::optional<::gametest::GameTestError > | pressButton (::BlockPos const &buttonPos)=0 |
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virtual ::std::optional<::gametest::GameTestError > | pullLever (int x, int y, int z)=0 |
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virtual ::std::optional<::gametest::GameTestError > | pullLever (::BlockPos const &leverPos)=0 |
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virtual ::std::optional<::gametest::GameTestError > | killAllEntities ()=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawn (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawn (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawn (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawnItem (::ItemStack const &itemType, ::Vec3 const &pos)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawnWithoutBehaviors (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Actor * > | spawnWithoutBehaviors (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos)=0 |
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virtual ::std::optional<::gametest::GameTestError > | walkTo (::Mob &mob, ::BlockPos const &pos, float speedModifier)=0 |
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virtual ::std::optional<::gametest::GameTestError > | walkTo (::Mob &mob, ::Vec3 const &pos, float speedModifier)=0 |
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virtual ::std::optional<::gametest::GameTestError > | setTntFuse (::Actor &actor, int fuseLength)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, int x, int y, int z, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityPresent (::ActorDefinitionIdentifier const &actorIdentifier, ::BlockPos const &pos, float const distance, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityInstancePresent (::Actor const *actor, ::BlockPos const &pos, bool expectedPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityInstancePresent (::Actor const *actor, bool expectedPresent) const =0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityTouching (::ActorDefinitionIdentifier const &actorIdentifier, ::Vec3 const &pos, bool isTouching)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityState (::BlockPos const &pos, ::ActorDefinitionIdentifier const &actorIdentifier, ::std::function< bool(::Actor &)> dataPredicate)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertBlockPresent (::BlockType const &blockType, int x, int y, int z, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertBlockPresent (::BlockType const &blockType, ::BlockPos const &pos, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertBlockState (::BlockPos const &blockPos, ::std::function< bool(::Block const &)> predicate)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertItemEntityPresent (::Item const &item, int x, int y, int z, float searchDistance, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertItemEntityPresent (::Item const &item, ::BlockPos const &pos, float searchDistance, bool isPresent)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertItemEntityCountIs (::Item const &itemType, ::BlockPos const &pos, float searchDistance, int expectedCount)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertContainerEmpty (::BlockPos const &pos)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertContainerContains (::ItemStack const &item, ::BlockPos const &pos)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertEntityHasComponent (::ActorDefinitionIdentifier const &actorIdentifier, ::std::string const &componentName, ::BlockPos const &pos, bool hasComponent)=0 |
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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)=0 |
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virtual ::std::optional<::gametest::GameTestError > | print (::std::string const &text)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertRedstonePower (::BlockPos const &pos, int expectedPower)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertIsWaterlogged (::BlockPos const &pos, bool expectedWaterlogged)=0 |
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virtual ::std::optional<::gametest::GameTestError > | pulseRedstone (::BlockPos const &pos, int duration)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::ScriptModuleGameTest::ScriptGameTestConnectivity > | getFenceConnectivity (::BlockPos const &relativePos)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::BlockPos > | worldPosition (::BlockPos const &relativePos) const =0 |
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virtual ::std::variant<::gametest::GameTestError, ::Vec3 > | worldPosition (::Vec3 const &relativePos) const =0 |
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virtual ::std::variant<::gametest::GameTestError, ::BlockPos > | relativePosition (::BlockPos const &worldPos) const =0 |
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virtual ::std::variant<::gametest::GameTestError, ::Vec3 > | relativePosition (::Vec3 const &worldPos) const =0 |
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virtual ::std::optional<::gametest::GameTestError > | setFluidContainer (::BlockPos const &pos, int _fluidType)=0 |
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virtual ::std::optional<::gametest::GameTestError > | triggerInternalBlockEvent (::BlockPos const &pos, ::std::string const &event, ::std::vector< float > const ¶meters)=0 |
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virtual ::std::optional<::gametest::GameTestError > | assertCanReachLocation (::Mob &mob, ::BlockPos const &pos, bool expectedReach)=0 |
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virtual ::std::optional<::gametest::GameTestError > | spreadFromFaceTowardDirection (::BlockPos const &pos, ::ScriptModuleMinecraft::ScriptFacing fromFace, ::ScriptModuleMinecraft::ScriptFacing direction)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::SimulatedPlayer * > | spawnSimulatedPlayer (::std::string const &name, ::BlockPos const &pos, ::GameType gameMode)=0 |
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virtual void | removeSimulatedPlayer (::SimulatedPlayer &simulatedPlayer)=0 |
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virtual ::std::variant<::gametest::GameTestError, ::Dimension * > | getDimension ()=0 |
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virtual ::std::optional<::gametest::GameTestError > | getBlockSource (::BlockSource *&blockSourceResult)=0 |
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virtual ::std::optional<::gametest::GameTestError > | onPlayerJump (::Mob &mob, int jumpAmount)=0 |
| MCAPI::Vec3 | _absoluteVec (::Vec3 const &relativeVec) const |
| MCAPI void | failIf (::std::function<::std::optional<::gametest::GameTestError >()> fn) |
| MCAPI::gametest::GameTestError | generateErrorWithContext (::gametest::GameTestErrorType errorType, ::std::string message, ::BlockPos const &relativePos) const |
| MCAPI::gametest::GameTestError | generateErrorWithContext (::gametest::GameTestErrorType errorType, ::std::string message, ::std::vector<::std::string > params, ::BlockPos const &relativePos) const |
| MCAPI ::std::variant<::gametest::GameTestError, uchar > | rotateDirection (uchar direction) const |
| MCAPI void | runAfterDelay (int ticksToDelay, ::std::function<::std::optional<::gametest::GameTestError >()> fn) |
| MCAPI void | runAtTickTime (int tickTime, ::std::function<::std::optional<::gametest::GameTestError >()> fn) |
| MCAPI void | succeedWhen (::std::function<::std::optional<::gametest::GameTestError >()> fn) |
| 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 () |