Expand description
Beacon block entity implementation.
Beacons track the pyramid level and configured effects. The beam is re-scanned
incrementally, BLOCKS_CHECK_PER_TICK blocks per tick, and every 80 game ticks the
supporting pyramid is re-checked and the configured status effects are applied to nearby
players while the beam is unobstructed.
StructsΒ§
- Beacon
Block Entity - Beacon block entity.
- Beacon
State - Mutable beacon state shared with the menuβs data slots.
- Beam
Section - A contiguous run of beam blocks sharing one tint.
ConstantsΒ§
- BASE_
EFFECT_ πRANGE - BEACON_
EFFECTS π - The four valid beacon effects, indexed by pyramid level tier.
- BEACON_
TICK_ πINTERVAL - BLOCKS_
CHECK_ πPER_ TICK - Blocks of beam column scanned per tick.
- EFFECT_
RANGE_ πPER_ LEVEL - MAX_
LEVELS π