clocks - GregHib/void GitHub Wiki
Clocks are used for tracking a future point in time either in game ticks or in seconds. Unlike Timers a clock does not count down and is only removed when stopped or a clocks time is checked and finished. This means clocks measured in seconds that are saved to a player's file can continue tracking even when the game is offline. Clocks measured in game ticks however should not be saved.
Here is a basic example where we start a clock for 1 tick to prevent spam clicking an inventory item. By default clocks are measured in game ticks.
inventoryOption("Bury", "inventory") {
// Check if we have already buried a bone this game tick
if (player.hasClock("bone_delay")) {
// If the player has buried a bone this tick return without doing anything
return@inventoryOption
}
player.start("bone_delay", 1)
// ... code here will only run once per tick
}
Clocks can also be used to measure seconds when the epochSeconds()
is passed as a base value.
Note
Info: Epoch also known as the Unix Epoch or Unix time, refers to number of seconds since the 1st of Janurary 1970.
In this example we prevent a potentially malicious player from closing doors for 60 seconds if they are caught closing doors too frequently.
objectOperate("Close", "door_*") {
// Check if the clock has any time remaining
val secondsRemaining = player.remaining("stuck_door", epochSeconds())
if (secondsRemaining > 0) {
// If they do pretend doors are stuck and can't be closed
player.message("The door seems to be stuck.")
return@objectOperate
}
// If a player closes doors too many times in a short duration they might be trying to trap another player.
if (player.keepsSlammingDoors()) {
// Start a clock to stop them closing anymore doors for 60 seconds.
player.start("stuck_door", 60, epochSeconds())
}
// Close the door like normal
}
By adding the stuck_door
clock as a persistant variable to the variables-custom.yml
file we make sure that the player can't reset the clock by logging out and back in.
stuck_door:
format: int
persist: true
Tip
See Character Variables for more details on how variables are saved