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Entity that you wish to test the location against.
Structure-relative location to test whether the specified mob can reach.
Optional
canReach: booleanIf true, tests whether the mob can reach the location. If false, tests whether the mob is not able to reach the location.
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Location of the block with a container (for example, a chest) to test is empty of contents.
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Identifier of the entity to match (e.g., 'minecraft:skeleton').
Container slot index to test.
Name of the armor to look for.
Data value integer to look for.
Location of the entity with armor to test for.
Optional
hasArmor: booleanWhether or not the entity is expected to have the specified armor equipped.
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Identifier of the specified entity (e.g., 'minecraft:skeleton'). If the namespace is not specified, 'minecraft:' is assumed.
Identifier of the component to check for. If the namespace is not specified, 'minecraft:' is assumed.
Location of the block with a container (for example, a chest.)
Optional
hasComponent: booleanDetermines whether to test that the component exists, or does not.
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Entity instance to test for.
Optional
isPresent: booleanIf true, this function tests whether the specified entity is present in the GameTest area. If false, tests that the specified entity is not present.
Tests that an entity instance is present within the GameTest area. If not, an exception is thrown.
import * as gameTest from '@minecraft/server-gametest';
gameTest
.register('StarterTests', 'simpleMobTest', (test: gameTest.Test) => {
const attackerId = 'fox';
const victimId = 'chicken';
test.spawn(attackerId, { x: 5, y: 2, z: 5 });
const victim = test.spawn(victimId, { x: 2, y: 2, z: 2 });
test.assertEntityInstancePresentInArea(victim, true);
test.succeedWhen(() => {
test.assertEntityInstancePresentInArea(victim, false);
});
})
.maxTicks(400)
.structureName('gametests:mediumglass');
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Type of entity to test for (e.g., 'minecraft:skeleton'). If an entity namespace is not specified, 'minecraft:' is assumed.
Location of the entity to test for.
Optional
searchDistance: numberThe distance to search for the entity from the blockLocation.
Optional
isPresent: booleanIf true, this function tests whether an entity of the specified type is present. If false, tests that an entity of the specified type is not present.
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Type of entity to test for (e.g., 'minecraft:skeleton'). If an entity namespace is not specified, 'minecraft:' is assumed.
Optional
isPresent: booleanIf true, this function tests whether an entity of the specified type is present in the GameTest area. If false, tests that an entity of the specified type is not present.
Tests that an entity of a specified type is present within the GameTest area. If not, an exception is thrown.
import * as gameTest from '@minecraft/server-gametest';
gameTest
.register('StarterTests', 'simpleMobTest', (test: gameTest.Test) => {
const attackerId = 'fox';
const victimId = 'chicken';
test.spawn(attackerId, { x: 5, y: 2, z: 5 });
test.spawn(victimId, { x: 2, y: 2, z: 2 });
test.assertEntityPresentInArea(victimId, true);
test.succeedWhen(() => {
test.assertEntityPresentInArea(victimId, false);
});
})
.maxTicks(400)
.structureName('gametests:mediumglass');
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Location of the entity to look for.
Identifier of the entity (e.g., 'minecraft:skeleton') to look for. Note if no namespace is specified, 'minecraft:' is assumed.
Callback function where facets of the selected entity can be tested for. If this callback function returns false or no entity with the specified identifier is found, an exception is thrown.
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Type of entity to test for (e.g., 'minecraft:skeleton'). If an entity namespace is not specified, 'minecraft:' is assumed.
Location of the entity to test for.
Optional
isTouching: booleanIf true, this function tests whether the entity is touching the specified location. If false, tests that an entity is not testing the specified location.
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Location of the block to test for.
Optional
isWaterlogged: booleanWhether to test that the block at position is expected to be waterlogged.
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Type of item to look for.
Location to search around for the specified set of items.
Range, in blocks, to aggregate a count of items around. If 0, will only search the particular block at position.
Number of items, at minimum, to look and test for.
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Type of item to test for.
Location of the item entity to test for.
Optional
searchDistance: numberRadius in blocks to look for the item entity.
Optional
isPresent: booleanIf true, this function tests whether an item entity of the specified type is present. If false, tests that an item entity of the specified type is not present.
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Location to test.
Expected power level.
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Location of the block to destroy.
Optional
dropResources: booleanWhether to add resources exposed with a particular drop.
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Callback function that runs. If the function runs successfully, the test is marked as a failure. Typically, this function will have .assertXyz method calls within it.
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Location of the block to retrieve.
Gets a block at the specified block location.
This function can't be called in read-only mode.
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Location of the block to retrieve.
If the block at the specified block location is a fence, this returns a helper object with details on how a fence is connected.
This function can't be called in read-only mode.
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Location of the block to retrieve a sculk spreader from.
Returns the SculkSpreader or undefined if no SculkSpreader is present on the block.
Retrieves a sculk spreader object that can be used to control and manage how sculk grows from a block.
This function can't be called in read-only mode.
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Amount of time to wait, in ticks.
This asynchronous function will wait for the specified time in ticks before continuing execution.
This function can't be called in read-only mode.
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Kills all entities within the GameTest structure.
This function can't be called in read-only mode.
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This function can't be called in read-only mode.
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Message to display.
Displays the specified message to all players.
This function can't be called in read-only mode.
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Location to pulse Redstone at.
Number of ticks to pulse Redstone.
Sends a Redstone pulse at a particular location by creating a temporary Redstone block.
This function can't be called in read-only mode.
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Absolute location in the world to convert to a relative location.
A location relative to the GameTest command block.
From a location, returns a new location with coordinates relative to the current GameTest structure block. For example, the relative coordinates for the block above the structure block are (0, 1, 0). Rotation of the GameTest structure is also taken into account.
This function can't be called in read-only mode.
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Direction to translate into a direction relative to the GameTest facing. Passing in Direction.south will return the test direction; Passing in Direction.north will return the opposite of the test direction, and so on.
Returns a relative direction given the current rotation of the current test. Passing in Direction.south will return the test direction; Passing in Direction.north will return the opposite of the test direction, and so on.
This function can't be called in read-only mode.
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Number of ticks to delay before running the specified callback.
Callback function to execute.
Runs a specific callback after a specified delay of ticks
This function can't be called in read-only mode.
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Tick (after the start of the GameTest) to run the callback at.
Callback function to execute.
Runs the given callback after a delay of tick ticks from the start of the GameTest.
This function can't be called in read-only mode.
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Permutation that contains the configuration data for a block.
Location of the block to set.
Sets a block to a particular configuration (a BlockPermutation) at the specified block location.
This function can't be called in read-only mode.
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Sets a block to a particular type at the specified block location.
This function can't be called in read-only mode.
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For blocks that are fluid containers - like a cauldron - changes the type of fluid within that container.
This function can't be called in read-only mode.
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Entity that is explodable.
Length of time, in ticks, before the entity explodes.
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Type of entity to create. If no namespace is provided,
'minecraft:' is assumed. Note that an optional initial spawn
event can be specified between less than/greater than signs
(e.g., namespace:entityType
The spawned entity. If the entity cannot be spawned, returns undefined.
import * as gameTest from '@minecraft/server-gametest';
gameTest
.register('StarterTests', 'simpleMobTest', (test: gameTest.Test) => {
const attackerId = 'fox';
const victimId = 'chicken';
test.spawn(attackerId, { x: 5, y: 2, z: 5 });
test.spawn(victimId, { x: 2, y: 2, z: 2 });
test.assertEntityPresentInArea(victimId, true);
test.succeedWhen(() => {
test.assertEntityPresentInArea(victimId, false);
});
})
.maxTicks(400)
.structureName('gametests:mediumglass');
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Type of entity to create. If no namespace is provided,
'minecraft:' is assumed. Note that an optional initial spawn
event can be specified between less than/greater than signs
(e.g., namespace:entityType
The spawned entity. If the entity cannot be spawned, returns undefined.
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Spawns an item entity at a specified location.
This function can't be called in read-only mode.
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Creates a new simulated player within the world.
This function can't be called in read-only mode.
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Location where the entity should be spawned.
Spawns an entity at a location without any AI behaviors. This method is frequently used in conjunction with methods like .walkTo to create predictable mob actions.
This function can't be called in read-only mode.
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Location where the entity should be spawned.
Spawns an entity at a location without any AI behaviors. This method is frequently used in conjunction with methods like .walkTo to create predictable mob actions.
This function can't be called in read-only mode.
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Tests that a particular item entity is present at a particular location. If not, an exception is thrown.
This function can't be called in read-only mode.
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A new GameTestSequence with chaining methods that facilitate creating a set of steps.
Creates a new GameTestSequence - A set of steps that play out sequentially within a GameTest.
This function can't be called in read-only mode.
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Callback function that runs. If the function runs successfully, the test is marked as a success. Typically, this function will have .assertXyz method calls within it.
Runs the given callback. If the callback does not throw an exception, the test is marked as a success.
This function can't be called in read-only mode.
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Tick after the start of the GameTest to mark the test as successful.
Marks the test as a success at the specified tick.
This function can't be called in read-only mode.
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Tick after the start of the GameTest to run the testing callback at.
Callback function that runs. If the function runs successfully, the test is marked as a success.
Runs the given callback at tick ticks after the start of the test. If the callback does not throw an exception, the test is marked as a failure.
This function can't be called in read-only mode.
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Testing callback function that runs. If the function runs successfully, the test is marked as a success.
Runs the given callback every tick. When the callback successfully executes, the test is marked as a success. Specifically, the test will succeed when the callback does not throw an exception.
This function can't be called in read-only mode.
import * as gameTest from '@minecraft/server-gametest';
gameTest
.register('StarterTests', 'simpleMobTest', (test: gameTest.Test) => {
const attackerId = 'fox';
const victimId = 'chicken';
test.spawn(attackerId, { x: 5, y: 2, z: 5 });
test.spawn(victimId, { x: 2, y: 2, z: 2 });
test.assertEntityPresentInArea(victimId, true);
test.succeedWhen(() => {
test.assertEntityPresentInArea(victimId, false);
});
})
.maxTicks(400)
.structureName('gametests:mediumglass');
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Depending on the condition of isPresent, tests for the presence of a block of a particular type on every tick. When the specified block of a type is found or not found (depending on isPresent), the test is marked as a success.
This function can't be called in read-only mode.
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Type of entity to look for. If no namespace is specified, 'minecraft:' is assumed.
Type of component to test for the presence of. If no namespace is specified, 'minecraft:' is assumed.
Block location of the entity to test.
If true, this function tests for the presence of a component. If false, this function tests for the lack of a component.
Tests for the presence of a component on every tick. Depending on the value of hasComponent, when the specified component is found, the test is marked as a success.
This function can't be called in read-only mode.
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Type of entity to test for (e.g., 'minecraft:skeleton'). If an entity namespace is not specified, 'minecraft:' is assumed.
Location of the entity to test for.
Optional
isPresent: booleanIf true, this function tests whether an entity of the specified type is present. If false, tests that an entity of the specified type is not present.
Depending on the value of isPresent, tests for the presence of an entity on every tick. When an entity of the specified type is found or not found (depending on isPresent), the test is marked as a success.
This function can't be called in read-only mode.
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Event to trigger. Valid values include minecraft:drip, minecraft:grow_stalagtite, minecraft:grow_stalagmite, minecraft:grow_up, minecraft:grow_down and minecraft:grow_sideways.
Optional
eventParameters: number[]Triggers a block event from a fixed list of available block events.
This function can't be called in read-only mode.
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Function with code to evaluate.
This asynchronous function will wait until the code in the specified callback successfully completes. until can be used in conjunction with .assert functions to evaluate that a condition is true.
This function can't be called in read-only mode.
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Forces a mob to walk to a particular location. Usually used in conjunction with methods like .spawnWithoutBehaviors to have more predictable mob behaviors. Mobs will stop navigation as soon as they intersect the target location.
This function can't be called in read-only mode.
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Forces a mob to walk to a particular location. Usually used in conjunction with methods like .spawnWithoutBehaviors to have more predictable mob behaviors. Mobs will stop navigation as soon as they intersect the target location.
This function can't be called in read-only mode.
Main class for GameTest functions, with helpers and data for manipulating the respective test. Note that all methods of this class expect BlockLocations and Locations relative to the GameTest structure block.