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gametest::BaseGameTestHelper Class Referenceabstract
Inheritance diagram for gametest::BaseGameTestHelper:

Public Member Functions

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

Static Public Member Functions

static MCAPI void ** $vftable ()

Public Attributes

::ll::UntypedStorage< 8, 8 > mUnke35c4d
::ll::UntypedStorage< 4, 4 > mUnkc5acb7
::ll::UntypedStorage< 4, 4 > mUnkb12e2a
::ll::UntypedStorage< 4, 4 > mUnkdc6962
::ll::UntypedStorage< 1, 1 > mUnka5d88f
::std::shared_ptr<::Bedrock::EnableNonOwnerReferences::ControlBlock > mControlBlock

Member Function Documentation

◆ assertCondition()

MCAPI ::std::optional<::gametest::GameTestError > gametest::BaseGameTestHelper::assertCondition ( bool condition,
::std::string const & message )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ fail()

MCAPI void gametest::BaseGameTestHelper::fail ( ::gametest::GameTestError error)
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ failIf()

MCAPI void gametest::BaseGameTestHelper::failIf ( ::std::function<::std::optional<::gametest::GameTestError >()> fn)
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ generateErrorWithContext() [1/2]

MCAPI::gametest::GameTestError gametest::BaseGameTestHelper::generateErrorWithContext ( ::gametest::GameTestErrorType errorType,
::std::string message,
::BlockPos const & relativePos ) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ generateErrorWithContext() [2/2]

MCAPI::gametest::GameTestError gametest::BaseGameTestHelper::generateErrorWithContext ( ::gametest::GameTestErrorType errorType,
::std::string message,
::std::vector<::std::string > params,
::BlockPos const & relativePos ) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getTestName()

MCAPI::std::string gametest::BaseGameTestHelper::getTestName ( ) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ rotateDirection()

MCAPI ::std::variant<::gametest::GameTestError, uchar > gametest::BaseGameTestHelper::rotateDirection ( uchar direction) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ runAfterDelay()

MCAPI void gametest::BaseGameTestHelper::runAfterDelay ( int ticksToDelay,
::std::function<::std::optional<::gametest::GameTestError >()> fn )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ succeedIf()

MCAPI void gametest::BaseGameTestHelper::succeedIf ( ::std::function<::std::optional<::gametest::GameTestError >()> fn)
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ succeedOnTickWhen()

MCAPI void gametest::BaseGameTestHelper::succeedOnTickWhen ( int tick,
::std::function<::std::optional<::gametest::GameTestError >()> fn )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ succeedWhen()

MCAPI void gametest::BaseGameTestHelper::succeedWhen ( ::std::function<::std::optional<::gametest::GameTestError >()> fn)
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ until()

MCAPI void gametest::BaseGameTestHelper::until ( ::std::function<::std::optional<::gametest::GameTestError >()> testFn,
::std::function<::std::optional<::gametest::GameTestError >()> doneFn )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ $vftable()

MCAPI void ** Bedrock::EnableNonOwnerReferences::$vftable ( )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

The documentation for this class was generated from the following file: