first version, join and very basic death messages
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.gitignore
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node_modules
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bot.db
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97
bot.js
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97
bot.js
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import Telegraf from 'telegraf'
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import { saveChat, getChats } from './database'
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import {
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TYPE_JOIN, TYPE_DEATH, DEATH_TYPE_CONTACT, DEATH_TYPE_BLOCK_EXPLOSION, DEATH_TYPE_ENTITY_ATTACK,
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DEATH_TYPE_ENTITY_SWEEP_ATTACK, DEATH_TYPE_PROJECTILE, DEATH_TYPE_FALL, DEATH_TYPE_FIRE,
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DEATH_TYPE_FIRE_TICK, DEATH_TYPE_SUFFOCATION, DEATH_TYPE_MELTING, DEATH_TYPE_LAVA, DEATH_TYPE_DROWNING,
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DEATH_TYPE_ENTITY_EXPLOSION, DEATH_TYPE_VOID, DEATH_TYPE_LIGHTNING, DEATH_TYPE_SUICIDE,
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DEATH_TYPE_STARVATION, DEATH_TYPE_POISON, DEATH_TYPE_MAGIC, DEATH_TYPE_FALLING_BLOCK,
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DEATH_TYPE_THORNS, DEATH_TYPE_DRAGON_BREATH, DEATH_TYPE_CUSTOM, DEATH_TYPE_HOT_FLOOR,
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DEATH_TYPE_FLY_INTO_WALL, DEATH_TYPE_CRAMMING, DEATH_TYPE_DRYOUT
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} from './types'
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const bot = new Telegraf('643297173:AAGuqfZx3GhiiARwvY7AtWTTFw1T-2FiwCM')
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bot.start(({ message: { chat: { id } } }) => saveChat(id))
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bot.launch()
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const sendMessageToAll = text => {
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getChats()
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.then(chats => chats.map(({ chatId }) => chatId))
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.then(chatIds => {
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for (let id of chatIds) {
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bot.telegram.sendMessage(id, text)
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}
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})
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}
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const getEntityDeathMessage = payload => {
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switch (payload.deathType) {
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case DEATH_TYPE_CONTACT:
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return 'умер от соприкосновения'
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case DEATH_TYPE_BLOCK_EXPLOSION:
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return 'взорвался'
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case DEATH_TYPE_ENTITY_ATTACK:
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return 'умер от существа'
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case DEATH_TYPE_ENTITY_SWEEP_ATTACK:
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return 'умер от урона по области'
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case DEATH_TYPE_PROJECTILE:
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return 'застрелили'
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case DEATH_TYPE_SUFFOCATION:
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return 'сплющило'
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case DEATH_TYPE_FALL:
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return 'упал насмерть'
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case DEATH_TYPE_FIRE:
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return 'сгорел'
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case DEATH_TYPE_FIRE_TICK:
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return 'умер от ожогов'
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case DEATH_TYPE_MELTING:
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return 'замерз'
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case DEATH_TYPE_LAVA:
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return 'от лавы'
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case DEATH_TYPE_DROWNING:
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return 'утонул'
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case DEATH_TYPE_ENTITY_EXPLOSION:
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return 'взорван вместе с существом'
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case DEATH_TYPE_VOID:
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return 'упал в бездну'
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case DEATH_TYPE_LIGHTNING:
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return 'скончался от удара молнией'
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case DEATH_TYPE_SUICIDE:
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return 'совершил самоубийство'
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case DEATH_TYPE_STARVATION:
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return 'скончался от голода'
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case DEATH_TYPE_POISON:
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return 'умер от яда'
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case DEATH_TYPE_MAGIC:
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return 'умер от магии'
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case DEATH_TYPE_FALLING_BLOCK:
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return 'погиб под упавшим блоком'
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case DEATH_TYPE_THORNS:
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return 'умер от шипов'
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case DEATH_TYPE_DRAGON_BREATH:
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return 'убит драконом'
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case DEATH_TYPE_CUSTOM:
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return ''
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case DEATH_TYPE_FLY_INTO_WALL:
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return 'убил сибя ап стену'
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case DEATH_TYPE_HOT_FLOOR:
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return 'не увидел, что пол - магма'
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case DEATH_TYPE_CRAMMING:
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return ''
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case DEATH_TYPE_DRYOUT:
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return ''
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}
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}
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export const sendEvent = ({ type, ...payload }) => {
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switch (type) {
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case TYPE_JOIN:
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sendMessageToAll(`Игрок ${payload.displayName} присоединился!`)
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break
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case TYPE_DEATH:
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console.log({ payload })
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sendMessageToAll(`Игрок ${payload.displayName} ${getEntityDeathMessage(payload)}. Убийца: ${payload.killerName}`)
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break
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}
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}
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32
database.js
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database.js
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import sqlite from 'sqlite3'
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const db = new sqlite.Database('bot.db')
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db.run(
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`CREATE TABLE IF NOT EXISTS chats (
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chatId INTEGER,
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UNIQUE(chatId)
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)`)
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export const saveChat = id => {
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return new Promise((resolve, reject) => {
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db.run(`INSERT OR IGNORE INTO chats (chatId) VALUES (?)`, [ id ], (err) => {
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if (err) {
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reject(err)
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} else {
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resolve({ id })
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}
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})
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})
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}
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export const getChats = () => {
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return new Promise((resolve, reject) => {
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db.all('SELECT * FROM chats', [], (err, rows) => {
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if (err) {
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reject(err)
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} else {
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resolve(rows)
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}
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})
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})
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}
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main.js
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main.js
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import Telegraf from 'telegraf'
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import express from 'express'
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import { sendEvent } from './bot'
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const web = express()
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const bot = new Telegraf('643297173:AAGuqfZx3GhiiARwvY7AtWTTFw1T-2FiwCM')
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web.get('/', (req, res) => {
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bot.telegram.sendMessage('test')
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web.use(express.json())
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web.post('/', (req, res) => {
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sendEvent(req.body)
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res.send({ ok: true })
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})
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web.listen(3000)
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603
package-lock.json
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603
package-lock.json
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Load Diff
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"@babel/node": "^7.2.2",
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"@babel/preset-env": "^7.3.1",
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"express": "^4.16.4",
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"telegraf": "^3.27.1"
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"sqlite3": "^4.0.6",
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"telegraf": "^3.27.1",
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"translate": "^1.0.3"
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}
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}
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201
types.js
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types.js
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export const TYPE_JOIN = 'join'
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export const TYPE_DEATH = 'death'
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/**
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* Damage caused when an entity contacts a block such as a Cactus.
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* <p>
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* Damage: 1 (Cactus)
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*/
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export const DEATH_TYPE_CONTACT = 'CONTACT'
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/**
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* Damage caused when an entity attacks another entity.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_ENTITY_ATTACK = 'ENTITY_ATTACK'
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/**
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* Damage caused when an entity attacks another entity in a sweep attack.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_ENTITY_SWEEP_ATTACK = 'ENTITY_SWEEP_ATTACK'
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/**
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* Damage caused when attacked by a projectile.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_PROJECTILE = 'PROJECTILE'
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/**
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* Damage caused by being put in a block
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_SUFFOCATION = 'SUFFOCATION'
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/**
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* Damage caused when an entity falls a distance greater than 3 blocks
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* <p>
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* Damage: fall height - 3.0
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*/
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export const DEATH_TYPE_FALL = 'FALL'
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/**
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* Damage caused by direct exposure to fire
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_FIRE = 'FIRE'
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/**
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* Damage caused due to burns caused by fire
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_FIRE_TICK = 'FIRE_TICK'
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/**
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* Damage caused due to a snowman melting
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_MELTING = 'MELTING'
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/**
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* Damage caused by direct exposure to lava
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* <p>
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* Damage: 4
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*/
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export const DEATH_TYPE_LAVA = 'LAVA'
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/**
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* Damage caused by running out of air while in water
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* <p>
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* Damage: 2
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*/
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export const DEATH_TYPE_DROWNING = 'DROWNING'
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/**
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* Damage caused by being in the area when a block explodes.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_BLOCK_EXPLOSION = 'BLOCK_EXPLOSION'
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/**
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* Damage caused by being in the area when an entity, such as a
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* Creeper, explodes.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_ENTITY_EXPLOSION = 'ENTITY_EXPLOSION'
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/**
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* Damage caused by falling into the void
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* <p>
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* Damage: 4 for players
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*/
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export const DEATH_TYPE_VOID = 'VOID'
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/**
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* Damage caused by being struck by lightning
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* <p>
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* Damage: 5
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*/
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export const DEATH_TYPE_LIGHTNING = 'LIGHTNING'
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/**
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* Damage caused by committing suicide using the command "/kill"
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* <p>
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* Damage: 1000
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*/
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export const DEATH_TYPE_SUICIDE = 'SUICIDE'
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/**
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* Damage caused by starving due to having an empty hunger bar
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_STARVATION = 'STARVATION'
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/**
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* Damage caused due to an ongoing poison effect
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_POISON = 'POISON'
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/**
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* Damage caused by being hit by a damage potion or spell
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_MAGIC = 'MAGIC'
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/**
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* Damage caused by Wither potion effect
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*/
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export const DEATH_TYPE_WITHER = 'WITHER'
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/**
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* Damage caused by being hit by a falling block which deals damage
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* <p>
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* <b>Note:</b> Not every block deals damage
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_FALLING_BLOCK = 'FALLING_BLOCK'
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/**
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* Damage caused in retaliation to another attack by the Thorns
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* enchantment.
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* <p>
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* Damage: 1-4 (Thorns)
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*/
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export const DEATH_TYPE_THORNS = 'THORNS'
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/**
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* Damage caused by a dragon breathing fire.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_DRAGON_BREATH = 'DRAGON_BREATH'
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/**
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* Custom damage.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_CUSTOM = 'CUSTOM'
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/**
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* Damage caused when an entity runs into a wall.
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* <p>
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* Damage: variable
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*/
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export const DEATH_TYPE_FLY_INTO_WALL = 'FLY_INTO_WALL'
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/**
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* Damage caused when an entity steps on {@link Material#MAGMA_BLOCK}.
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_HOT_FLOOR = 'HOT_FLOOR'
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/**
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* Damage caused when an entity is colliding with too many entities due
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* to the maxEntityCramming game rule.
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* <p>
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* Damage: 6
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*/
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export const DEATH_TYPE_CRAMMING = 'CRAMMING'
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/**
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* Damage caused when an entity that should be in water is not.
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* <p>
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* Damage: 1
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*/
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export const DEATH_TYPE_DRYOUT = 'DRYOUT'
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