👀 View#
#bs.view:help
Execute commands based on what an entity sees.
“Vision is the act of seeing things as they could be, not as they are.”
—Gretchen Rubin
🔧 Functions#
You can find below all functions available in this module.
Aimed block#
- #bs.view:at_aimed_block {run:<command>,with:{}}
Run a command at the aligned coordinates of the block an entity is aiming at.
- Inputs:
Execution
as <entities>
: Entity whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run at the targeted block position.
- with: Optional settings (see advanced usage below).
- Arguments
Change the block you are looking at:
# Once (will run if you are targeting a block)
function #bs.view:at_aimed_block {run:"setblock ~ ~ ~ minecraft:sponge",with:{}}
Advanced usage
This system is a simplified, specific use case of the #bs.raycast:run
function. It internally relies on it, allowing you to read its output and providing the flexibility to alter its behavior by modifying its input. Learn more here
Credits: Aksiome
Aimed entity#
- #bs.view:as_aimed_entity {run:<command>,with:{}}
Run a command as the entity that is aimed by the current entity.
- Inputs:
Execution
as <entities>
: Entity whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run as the targeted entity.
- with: Optional settings (see advanced usage below).
- Arguments
Run a command as the entity that you are looking at:
# Once (will run if you are targeting an entity)
function #bs.view:as_aimed_entity {run:"say I'm sorry, are you hitting on me?",with:{}}
- #bs.view:at_aimed_entity {run:<command>,with:{}}
Run a command at the entity that is aimed by the current entity.
- Inputs:
Execution
as <entities>
: Entity whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run at the targeted entity.
- with: Optional settings (see advanced usage below).
- Arguments
Run a command at the entity that you are looking at:
# Once (will run if you are targeting an entity)
function #bs.view:at_aimed_entity {run:"particle minecraft:heart ~ ~2 ~ 0 0 0 0 1",with:{}}
Advanced usage
This system is a simplified, specific use case of the #bs.raycast:run
function. It internally relies on it, allowing you to read its output and providing the flexibility to alter its behavior by modifying its input. Learn more here
Performance tip
In Minecraft, predicates can check if a player is looking at an entity. If you only need a simple player specific check, you should consider using the Looked entity functions.
Credits: Aksiome
Aimed point#
- #bs.view:at_aimed_point {run:<command>,with:{}}
Run a command at the point that was hit by a raycast.
- Inputs:
Execution
as <entities>
: Entity whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run at the hit point.
- with: Optional settings (see advanced usage below).
- Arguments
Run a command at the point you are looking at:
# Once (will run if you are aiming at a solid block or entity)
function #bs.view:at_aimed_point {run:"particle minecraft:flame ~ ~ ~ 0 0 0 0 1 force",with:{}}
Advanced usage
This system is a simplified, specific use case of the #bs.raycast:run
function. It internally relies on it, allowing you to read its output and providing the flexibility to alter its behavior by modifying its input. Learn more here
Credits: Aksiome
Block placement#
- #bs.view:at_block_placement {run:<command>,with:{}}
Run a command at the precise coordinates where a block would align if placed, considering the collision block and its normal.
- Inputs:
Execution
as <entities>
: Entity whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run before the targeted block position.
- with: Optional settings (see advanced usage below).
- Arguments
Set a block as if the player was placing it:
# Once (will run if you are targeting a block)
function #bs.view:at_block_placement {run:"setblock ~ ~ ~ minecraft:sponge"}
Advanced usage
This system is a simplified, specific use case of the #bs.raycast:run
function. It internally relies on it, allowing you to read its output and providing the flexibility to alter its behavior by modifying its input. Learn more here
Avoid the advancement
This function simulates block placement but is discouraged for use with the placed_block
advancement due to potential differences in precision compared to Minecraft. Rapid mouse movements during the same tick may also result in the wrong block being targeted.
Credits: Aksiome
Can see “as to at”#
- #bs.view:can_see_ata {with:{}}
Determine if an entity, from its current position, can have an unobstructed view to the execution position.
- Inputs:
Execution
as <entities>
: Entities that are being checked.Execution
at <entity>
orpositioned <x> <y> <z>
: Position you want to check for visibility.Function macro:
- Arguments
- with: Optional settings (see advanced usage below).
- Arguments
- Outputs:
Return: Whether the check is a success or a failure (1 or 0).
See if the nearest entity is able to see you:
# Once
execute at @s as @e[distance=0.1..,sort=nearest,limit=1] store success score #success bs.data run function #bs.view:can_see_ata {with:{}}
execute if score #success bs.data matches 1 run say You're not hiding very well...
Advanced usage
This system is a simplified, specific use case of the #bs.raycast:run
function. It internally relies on it, allowing you to read its output and providing the flexibility to alter its behavior by modifying its input. Learn more here
Credits: Aksiome, Leirof
In view “as to at”#
- #bs.view:in_view_ata {angle:<value>}
Determine if an entity has a specific position within its field of view, which is represented as a cone originating from the entity’s eye.
- Inputs:
Execution
as <entities>
: Entities whose field of view is being checked.Execution
at <entity>
orpositioned <x> <y> <z>
: Position you want to check if it’s within the entity’s field of view cone.Function macro:
- Arguments
- angle: Angle that represents the field of view. This is the angle of the cone’s aperture, based on the world coordinates and not the fov option.
- Arguments
Check whether the position 0 5 0 is in your field of view::
# Once
execute as @s positioned 0 5 0 run function #bs.view:in_view_ata {angle:90}
Credits: Aksiome, Leirof
Looked entity#
- #bs.view:as_looked_entity {run:<command>}
Run a command as the entity a player is looking at.
- Inputs:
Execution
as <players>
: Player whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run as the looked at entity.
Tag
bs.view.is_lookable
: Tag that must be added to entities that can be looked at.- Arguments
Make the armor_stand the player is looking at glow:
# Once
tag @e[type=minecraft:armor_stand] add bs.view.is_lookable
function #bs.view:as_looked_entity {run:"effect give @s minecraft:glowing 1 0 true"}
- #bs.view:at_looked_entity {run:<command>}
Run a command at the entity a player is looking at.
- Inputs:
Execution
as <players>
: Player whose eyes determine the vision origin.Function macro:
- Arguments
- run: Command to run at the looked at entity.
Tag
bs.view.is_lookable
: Tag that must be added to entities that can be looked at.- Arguments
Summon particles at the armor_stand the player is looking at:
# Once
tag @e[type=minecraft:armor_stand] add bs.view.is_lookable
function #bs.view:at_looked_entity {run:"particle minecraft:crit ~ ~2 ~ 0 0 0 0 1"}
Technical limitations
As this function relies on a player specific predicate, it is exclusively designed for players. Additionally, to optimize performance, only a maximum of 255 entities are allowed to have the bs.view.is_lookable
tag simultaneously.
Credits: Aksiome
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