👀 View#

#bs.view:help

Execute commands based on what an entity sees.

../../_images/view.png

“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)

Example: 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

Avoid advancements

This function can be used with the placed_block advancement to detect block placement, but this is discouraged due to potential precision differences compared to Minecraft’s native detection. Additionally, rapid mouse movements within the same tick may cause the wrong block to be targeted.

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)

Example: run a command as the entity you are looking at

# Once (will run if you are targeting an entity)
function #bs.view:as_aimed_entity {run:"say I am 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)

Example: run a command at the entity 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)

Example: 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 at the block placement position

    • with: optional settings (see advanced usage below)

Example: 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",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


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 to check

Execution at <entity> or positioned <x> <y> <z>: position to check for visibility

Function macro:

  • arguments

    • with: optional settings (see advanced usage below)

Outputs:

Return: whether the check is successful (1 or 0)

Example: see if the nearest entity is able to see you

# Once

execute at @s as @e[distance=0.1..,sort=nearest,limit=1] store result score #result bs.data run function #bs.view:can_see_ata {with:{}}
execute if score #result 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> or positioned <x> <y> <z>: position to check if within the field of view cone

Function macro:

  • arguments

    • angle: angle of the field of view cone, based on world coordinates (not the fov option)

Outputs:

Return: whether the check is successful (1 or 0)

Example: 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

Example: 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

Example: 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


🏷️ Tags#

You can find below all tags available in this module.


Can see through#

#bs.view:can_see_through

Determine if the block is transparent.

Credits: Aksiome


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