Expand description
A perception beat’s surface, and every game fact it is built on, in one file (spec-0085).
A perception beat is no verb of its own: it is a sequence of give-effect,
particle and play-sound effects addressed by the envelope’s audience
and in. What this module holds is the game facts those pieces consume —
which particle types exist and which take options, which status effects hide
the floor, which effects change what the player sees and how long each takes
to wind down — each with the wiki page or the measurement it came from, so a
re-pin is one diff here and the validator, the blind-reach proof and the
skill page all read the same table.
The rules built on the facts (DW0941, DW0943, DW0944) are authored
and live with the checks that state them.
Constants§
- BLINDING
- The status effects whose screen hides the floor (spec-0085 §4.1, §6.2) —
the effects a grant of which owes the blind-reach proof (
DW0943), each with the wiki page that says what it does to the screen and whether it forbids the sprint. - PERCEPTION_
AUDIENCE_ ON_ A_ PARTY_ FACT - (spec-0085 §3.3) An audience on a party fact. An effect states the
envelope’s
audienceorinon a verb the emitter fires once for the world (crate::Verb::addresses_playersanswersfalse) — a flag, a gate, a block, a region, a timeline, a rocket. A box has no party and a world fact has no audience; asequence’s steps each state their own. - PERCEPTION_
SIGHT_ UNDER_ A_ CAMERA - (spec-0085 §5.3) A sight effect that ends under a camera. In one
timeline, a
give-effectof a sight effect (crate::perception::SIGHT) overlaps acutscenestep and ends inside it, or within the effect’s wind-down after it, so the effect starts ramping down on screen. Thegive-effecthalf of the findings-ledger row whose general form is that a granted sight effect outlasts any authored camera it can overlap. - PERCEPTION_
UNKNOWN_ PARTICLE - (spec-0085 §4.3) A particle the game does not draw from a bare id. A
particleeffect names an id the pinned registry (crates/dsl/data/particles-1.21.11.json) does not hold, or one whose type takes options (dust,block,item, …) — which the verb cannot carry, so the emitted command would be refused by the game. - SIGHT
- The sight effects (spec-0085 §5.3) — the status effects that change what the player sees, so that one ending under an authored camera begins ramping down on screen — each with its wind-down in ticks: how long before its end the screen starts to change back.
- WIKI_
PAGES - The wiki pages the facts below were read from (spec-0085 Research). Named so a re-pin knows what to re-read.
Functions§
- blinding
- Whether a status effect id hides the floor, and if so whether it forbids the
sprint:
Nonefor an effect that is not blinding. - namespaced
- The namespaced spelling of a particle id (
minecraft:when none is written). - particle_
registry id → takes options, over every particle type the pinned game registers.- particle_
takes_ options - What the pinned registry says about a particle id:
Nonefor an id the game does not register,Some(true)for a type that takes options,Some(false)for one a bare id spawns. - reach_
moves - The body moves a blinding grant of
secondsreaches (spec-0085 §6.2):ceil(seconds × speed), at walking speed for an effect that forbids the sprint and at sprinting speed for one that does not. - sight_
wind_ down_ ticks - The wind-down in ticks of a sight effect, or
Nonefor an effect that is not one.