1.9 KiB
Timescale Mod with ModAPI
This mod will cover adding a new command that controls the speed that Eaglercraft runs at. This tutorial assumes that you have some knowledge on how to use BigInt in JavaScript.
Let's get our basic template code down:
(function TimescaleCommand() {
ModAPI.meta.title("Timescale Command");
ModAPI.meta.description("use /timescale to control time");
ModAPI.meta.credits("By <author_name>");
})()
Our mod is going to be split into 2 distinct parts: client-side and server-side. The client will modify ModAPI.mc.timer.timerSpeed
when a /timescale
command is sent, while the server will set the timescale to a global variable, and then modify net.minecraft.server.MinecraftServer
's getCurrentTimeMillis()
to change the rate calculations happen at on the server.
However, there is a slight logistical problem: the server gets the time in milliseconds as a JavaScript BigInt, which means we can't just multiply it by a number, we have to either multiply or divide it by another BigInt.
var x = 1n * 1.0; //TypeError
var x = 1n * 1n; //Success
To allow us to both speed up and slow down time, we'll need to check if the speed inputted is greater or equal to 1. If it is, we round it and then convert it to a BigInt
, which we'll store on the globalThis
object. If it's less we'll need to find the speed to the power of -1, or 1 / speed
. We can then round this value and convert that to a BigInt
to store on globalThis
. We'll also set globalThis.timeScaleDividing
to true
, to signal to replaced getCurrentTimeMillis()
to divide by the BigInt
speed factor instead of multiply.
Finally, due to our BigInt
rounding shenanigans on the server, we have to replicate the rounding inaccuracy on the client.