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		<h1><a href="/minecraft">minecraft</a> - options.go</h1>
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<span class="hidden"><a id="L1" href="#L1">     1</a>  </span><span>package minecraft</span>
<span class="hidden"><a id="L2" href="#L2">     2</a>  </span>
<span class="hidden"><a id="L3" href="#L3">     3</a>  </span><span>import &#34;vimagination.zapto.org</span><span>/minecraft</span><span>/nbt&#34;</span>
<span class="hidden"><a id="L4" href="#L4">     4</a>  </span>
<span class="hidden"><a id="L5" href="#L5">     5</a>  </span><span class="text">// Option is a function used to set an option for a minecraft level struct.</span>
<span class="hidden"><a id="L6" href="#L6">     6</a>  </span><span>type Option func(*Level)</span>
<span class="hidden"><a id="L7" href="#L7">     7</a>  </span>
<span class="hidden"><a id="L8" href="#L8">     8</a>  </span><span class="text">// GetLevelName sets the given string to the name of the minecraft level.</span>
<span class="hidden"><a id="L9" href="#L9">     9</a>  </span><span>func (l *Level) GetLevelName() string {</span>
<span class="hidden"><a id="L10" href="#L10">    10</a>  </span><span>	return string(l.levelData.Get(&#34;LevelName&#34;).Data().(nbt.String))</span>
<span class="hidden"><a id="L11" href="#L11">    11</a>  </span><span>}</span>
<span class="hidden"><a id="L12" href="#L12">    12</a>  </span>
<span class="hidden"><a id="L13" href="#L13">    13</a>  </span><span class="text">// LevelName sets the name of the minecraft level.</span>
<span class="hidden"><a id="L14" href="#L14">    14</a>  </span><span>func (l *Level) LevelName(name string) {</span>
<span class="hidden"><a id="L15" href="#L15">    15</a>  </span><span>	l.setOption(&#34;LevelName&#34;, nbt.String(name))</span>
<span class="hidden"><a id="L16" href="#L16">    16</a>  </span><span>}</span>
<span class="hidden"><a id="L17" href="#L17">    17</a>  </span>
<span class="hidden"><a id="L18" href="#L18">    18</a>  </span><span class="text">// Default minecraft generators</span>
<span class="hidden"><a id="L19" href="#L19">    19</a>  </span><span>const (</span>
<span class="hidden"><a id="L20" href="#L20">    20</a>  </span><span>	DefaultGenerator    = &#34;default&#34;</span>
<span class="hidden"><a id="L21" href="#L21">    21</a>  </span><span>	FlatGenerator       = &#34;flat&#34;</span>
<span class="hidden"><a id="L22" href="#L22">    22</a>  </span><span>	LargeBiomeGenerator = &#34;largeBiomes&#34;</span>
<span class="hidden"><a id="L23" href="#L23">    23</a>  </span><span>	AmplifiedGenerator  = &#34;amplified&#34;</span>
<span class="hidden"><a id="L24" href="#L24">    24</a>  </span><span>	CustomGenerator     = &#34;customized&#34;</span>
<span class="hidden"><a id="L25" href="#L25">    25</a>  </span><span>	DebugGenerator      = &#34;debug_all_block_states&#34;</span>
<span class="hidden"><a id="L26" href="#L26">    26</a>  </span><span>)</span>
<span class="hidden"><a id="L27" href="#L27">    27</a>  </span>
<span class="hidden"><a id="L28" href="#L28">    28</a>  </span><span class="text">// Generator sets the generator type.</span>
<span class="hidden"><a id="L29" href="#L29">    29</a>  </span><span>func (l *Level) Generator(generator string) {</span>
<span class="hidden"><a id="L30" href="#L30">    30</a>  </span><span>	l.setOption(&#34;generatorName&#34;, nbt.String(generator))</span>
<span class="hidden"><a id="L31" href="#L31">    31</a>  </span><span>}</span>
<span class="hidden"><a id="L32" href="#L32">    32</a>  </span>
<span class="hidden"><a id="L33" href="#L33">    33</a>  </span><span class="text">// GeneratorOptions sets the generator options for a flat or custom generator. The syntax is not checked.</span>
<span class="hidden"><a id="L34" href="#L34">    34</a>  </span><span>func (l *Level) GeneratorOptions(options string) {</span>
<span class="hidden"><a id="L35" href="#L35">    35</a>  </span><span>	l.setOption(&#34;generatorOptions&#34;, nbt.String(options))</span>
<span class="hidden"><a id="L36" href="#L36">    36</a>  </span><span>}</span>
<span class="hidden"><a id="L37" href="#L37">    37</a>  </span>
<span class="hidden"><a id="L38" href="#L38">    38</a>  </span><span class="text">// Seed sets the random seed for the level.</span>
<span class="hidden"><a id="L39" href="#L39">    39</a>  </span><span>func (l *Level) Seed(seed int64) {</span>
<span class="hidden"><a id="L40" href="#L40">    40</a>  </span><span>	l.setOption(&#34;RandomSeed&#34;, nbt.Long(seed))</span>
<span class="hidden"><a id="L41" href="#L41">    41</a>  </span><span>}</span>
<span class="hidden"><a id="L42" href="#L42">    42</a>  </span>
<span class="hidden"><a id="L43" href="#L43">    43</a>  </span><span class="text">// MapFeatures enables/disables map feature generation (villages, strongholds, mineshafts, etc.).</span>
<span class="hidden"><a id="L44" href="#L44">    44</a>  </span><span>func (l *Level) MapFeatures(mf bool) {</span>
<span class="hidden"><a id="L45" href="#L45">    45</a>  </span><span>	l.setOption(&#34;MapFeatures&#34;, boolToByte(mf))</span>
<span class="hidden"><a id="L46" href="#L46">    46</a>  </span><span>}</span>
<span class="hidden"><a id="L47" href="#L47">    47</a>  </span>
<span class="hidden"><a id="L48" href="#L48">    48</a>  </span><span class="text">// AllowCommands enables/disables the cheat commands.</span>
<span class="hidden"><a id="L49" href="#L49">    49</a>  </span><span>func (l *Level) AllowCommands(a bool) {</span>
<span class="hidden"><a id="L50" href="#L50">    50</a>  </span><span>	l.setOption(&#34;allowCommands&#34;, boolToByte(a))</span>
<span class="hidden"><a id="L51" href="#L51">    51</a>  </span><span>}</span>
<span class="hidden"><a id="L52" href="#L52">    52</a>  </span>
<span class="hidden"><a id="L53" href="#L53">    53</a>  </span><span class="text">// Hardcore enables/disables hardcore mode.</span>
<span class="hidden"><a id="L54" href="#L54">    54</a>  </span><span>func (l *Level) Hardcore(h bool) {</span>
<span class="hidden"><a id="L55" href="#L55">    55</a>  </span><span>	l.setOption(&#34;hardcore&#34;, boolToByte(h))</span>
<span class="hidden"><a id="L56" href="#L56">    56</a>  </span><span>}</span>
<span class="hidden"><a id="L57" href="#L57">    57</a>  </span>
<span class="hidden"><a id="L58" href="#L58">    58</a>  </span><span class="text">// Game Modes Settings.</span>
<span class="hidden"><a id="L59" href="#L59">    59</a>  </span><span>const (</span>
<span class="hidden"><a id="L60" href="#L60">    60</a>  </span><span>	Survival int32 = iota</span>
<span class="hidden"><a id="L61" href="#L61">    61</a>  </span><span>	Creative</span>
<span class="hidden"><a id="L62" href="#L62">    62</a>  </span><span>	Adventure</span>
<span class="hidden"><a id="L63" href="#L63">    63</a>  </span><span>	Spectator</span>
<span class="hidden"><a id="L64" href="#L64">    64</a>  </span><span>)</span>
<span class="hidden"><a id="L65" href="#L65">    65</a>  </span>
<span class="hidden"><a id="L66" href="#L66">    66</a>  </span><span class="text">// GameMode sets the game mode type.</span>
<span class="hidden"><a id="L67" href="#L67">    67</a>  </span><span>func (l *Level) GameMode(gm int32) {</span>
<span class="hidden"><a id="L68" href="#L68">    68</a>  </span><span>	l.setOption(&#34;GameType&#34;, nbt.Int(gm))</span>
<span class="hidden"><a id="L69" href="#L69">    69</a>  </span><span>}</span>
<span class="hidden"><a id="L70" href="#L70">    70</a>  </span>
<span class="hidden"><a id="L71" href="#L71">    71</a>  </span><span class="text">// Difficulty Settings.</span>
<span class="hidden"><a id="L72" href="#L72">    72</a>  </span><span>const (</span>
<span class="hidden"><a id="L73" href="#L73">    73</a>  </span><span>	Peaceful int8 = iota</span>
<span class="hidden"><a id="L74" href="#L74">    74</a>  </span><span>	Easy</span>
<span class="hidden"><a id="L75" href="#L75">    75</a>  </span><span>	Normal</span>
<span class="hidden"><a id="L76" href="#L76">    76</a>  </span><span>	Hard</span>
<span class="hidden"><a id="L77" href="#L77">    77</a>  </span><span>)</span>
<span class="hidden"><a id="L78" href="#L78">    78</a>  </span>
<span class="hidden"><a id="L79" href="#L79">    79</a>  </span><span class="text">// Difficulty sets the level difficulty.</span>
<span class="hidden"><a id="L80" href="#L80">    80</a>  </span><span>func (l *Level) Difficulty(d int8) {</span>
<span class="hidden"><a id="L81" href="#L81">    81</a>  </span><span>	l.setOption(&#34;Difficulty&#34;, nbt.Byte(d))</span>
<span class="hidden"><a id="L82" href="#L82">    82</a>  </span><span>}</span>
<span class="hidden"><a id="L83" href="#L83">    83</a>  </span>
<span class="hidden"><a id="L84" href="#L84">    84</a>  </span><span class="text">// DifficultyLocked locks the difficulty in game.</span>
<span class="hidden"><a id="L85" href="#L85">    85</a>  </span><span>func (l *Level) DifficultyLocked(dl bool) {</span>
<span class="hidden"><a id="L86" href="#L86">    86</a>  </span><span>	l.setOption(&#34;DifficultyLocked&#34;, boolToByte(dl))</span>
<span class="hidden"><a id="L87" href="#L87">    87</a>  </span><span>}</span>
<span class="hidden"><a id="L88" href="#L88">    88</a>  </span>
<span class="hidden"><a id="L89" href="#L89">    89</a>  </span><span class="text">// TicksExisted sets how many ticks have passed in game.</span>
<span class="hidden"><a id="L90" href="#L90">    90</a>  </span><span>func (l *Level) TicksExisted(t int64) {</span>
<span class="hidden"><a id="L91" href="#L91">    91</a>  </span><span>	l.setOption(&#34;Time&#34;, nbt.Long(t))</span>
<span class="hidden"><a id="L92" href="#L92">    92</a>  </span><span>}</span>
<span class="hidden"><a id="L93" href="#L93">    93</a>  </span>
<span class="hidden"><a id="L94" href="#L94">    94</a>  </span><span class="text">// Time-of-day convenience constants.</span>
<span class="hidden"><a id="L95" href="#L95">    95</a>  </span><span>const (</span>
<span class="hidden"><a id="L96" href="#L96">    96</a>  </span><span>	SunRise  = 0</span>
<span class="hidden"><a id="L97" href="#L97">    97</a>  </span><span>	Noon     = 6000</span>
<span class="hidden"><a id="L98" href="#L98">    98</a>  </span><span>	SunSet   = 12000</span>
<span class="hidden"><a id="L99" href="#L99">    99</a>  </span><span>	MidNight = 18000</span>
<span class="hidden"><a id="L100" href="#L100">   100</a>  </span><span>	Day      = 24000</span>
<span class="hidden"><a id="L101" href="#L101">   101</a>  </span><span>)</span>
<span class="hidden"><a id="L102" href="#L102">   102</a>  </span>
<span class="hidden"><a id="L103" href="#L103">   103</a>  </span><span class="text">// Time sets the in world time.</span>
<span class="hidden"><a id="L104" href="#L104">   104</a>  </span><span>func (l *Level) Time(t int64) {</span>
<span class="hidden"><a id="L105" href="#L105">   105</a>  </span><span>	l.setOption(&#34;DayTime&#34;, nbt.Long(t))</span>
<span class="hidden"><a id="L106" href="#L106">   106</a>  </span><span>}</span>
<span class="hidden"><a id="L107" href="#L107">   107</a>  </span>
<span class="hidden"><a id="L108" href="#L108">   108</a>  </span><span class="text">// GetSpawn sets the given x, y, z coordinates to the current spawn point.</span>
<span class="hidden"><a id="L109" href="#L109">   109</a>  </span><span>func (l *Level) GetSpawn() (x int32, y int32, z int32) {</span>
<span class="hidden"><a id="L110" href="#L110">   110</a>  </span><span>	xTag, yTag, zTag := l.levelData.Get(&#34;SpawnX&#34;), l.levelData.Get(&#34;SpawnY&#34;), l.levelData.Get(&#34;SpawnZ&#34;)</span>
<span class="hidden"><a id="L111" href="#L111">   111</a>  </span><span>	x = int32(xTag.Data().(nbt.Int))</span>
<span class="hidden"><a id="L112" href="#L112">   112</a>  </span><span>	y = int32(yTag.Data().(nbt.Int))</span>
<span class="hidden"><a id="L113" href="#L113">   113</a>  </span><span>	z = int32(zTag.Data().(nbt.Int))</span>
<span class="hidden"><a id="L114" href="#L114">   114</a>  </span>
<span class="hidden"><a id="L115" href="#L115">   115</a>  </span><span>	return x, y, z</span>
<span class="hidden"><a id="L116" href="#L116">   116</a>  </span><span>}</span>
<span class="hidden"><a id="L117" href="#L117">   117</a>  </span>
<span class="hidden"><a id="L118" href="#L118">   118</a>  </span><span class="text">// Spawn sets the spawn point to the given coordinates..</span>
<span class="hidden"><a id="L119" href="#L119">   119</a>  </span><span>func (l *Level) Spawn(x, y, z int32) {</span>
<span class="hidden"><a id="L120" href="#L120">   120</a>  </span><span>	l.levelData.Set(nbt.NewTag(&#34;SpawnX&#34;, nbt.Int(x)))</span>
<span class="hidden"><a id="L121" href="#L121">   121</a>  </span><span>	l.levelData.Set(nbt.NewTag(&#34;SpawnY&#34;, nbt.Int(y)))</span>
<span class="hidden"><a id="L122" href="#L122">   122</a>  </span><span>	l.levelData.Set(nbt.NewTag(&#34;SpawnZ&#34;, nbt.Int(z)))</span>
<span class="hidden"><a id="L123" href="#L123">   123</a>  </span>
<span class="hidden"><a id="L124" href="#L124">   124</a>  </span><span>	l.changed = true</span>
<span class="hidden"><a id="L125" href="#L125">   125</a>  </span><span>}</span>
<span class="hidden"><a id="L126" href="#L126">   126</a>  </span>
<span class="hidden"><a id="L127" href="#L127">   127</a>  </span><span class="text">// BorderCenter sets the position of the center of the World Border.</span>
<span class="hidden"><a id="L128" href="#L128">   128</a>  </span><span>func (l *Level) BorderCenter(x, z float64) {</span>
<span class="hidden"><a id="L129" href="#L129">   129</a>  </span><span>	l.levelData.Set(nbt.NewTag(&#34;BorderCenterX&#34;, nbt.Double(x)))</span>
<span class="hidden"><a id="L130" href="#L130">   130</a>  </span><span>	l.levelData.Set(nbt.NewTag(&#34;BorderCenterZ&#34;, nbt.Double(z)))</span>
<span class="hidden"><a id="L131" href="#L131">   131</a>  </span>
<span class="hidden"><a id="L132" href="#L132">   132</a>  </span><span>	l.changed = true</span>
<span class="hidden"><a id="L133" href="#L133">   133</a>  </span><span>}</span>
<span class="hidden"><a id="L134" href="#L134">   134</a>  </span>
<span class="hidden"><a id="L135" href="#L135">   135</a>  </span><span class="text">// BorderSize sets the width of the border.</span>
<span class="hidden"><a id="L136" href="#L136">   136</a>  </span><span>func (l *Level) BorderSize(w float64) {</span>
<span class="hidden"><a id="L137" href="#L137">   137</a>  </span><span>	l.setOption(&#34;BorderSize&#34;, nbt.Double(w))</span>
<span class="hidden"><a id="L138" href="#L138">   138</a>  </span><span>}</span>
<span class="hidden"><a id="L139" href="#L139">   139</a>  </span>
<span class="hidden"><a id="L140" href="#L140">   140</a>  </span><span class="text">// Raining sets the rain on or off.</span>
<span class="hidden"><a id="L141" href="#L141">   141</a>  </span><span>func (l *Level) Raining(raining bool) {</span>
<span class="hidden"><a id="L142" href="#L142">   142</a>  </span><span>	l.setOption(&#34;raining&#34;, boolToByte(raining))</span>
<span class="hidden"><a id="L143" href="#L143">   143</a>  </span><span>}</span>
<span class="hidden"><a id="L144" href="#L144">   144</a>  </span>
<span class="hidden"><a id="L145" href="#L145">   145</a>  </span><span class="text">// RainTime sets the time until the rain state changes.</span>
<span class="hidden"><a id="L146" href="#L146">   146</a>  </span><span>func (l *Level) RainTime(time int32) {</span>
<span class="hidden"><a id="L147" href="#L147">   147</a>  </span><span>	l.setOption(&#34;rainTime&#34;, nbt.Int(time))</span>
<span class="hidden"><a id="L148" href="#L148">   148</a>  </span><span>}</span>
<span class="hidden"><a id="L149" href="#L149">   149</a>  </span>
<span class="hidden"><a id="L150" href="#L150">   150</a>  </span><span class="text">// Thundering sets the lightning/thunder on or off.</span>
<span class="hidden"><a id="L151" href="#L151">   151</a>  </span><span>func (l *Level) Thundering(thundering bool) {</span>
<span class="hidden"><a id="L152" href="#L152">   152</a>  </span><span>	l.setOption(&#34;thundering&#34;, boolToByte(thundering))</span>
<span class="hidden"><a id="L153" href="#L153">   153</a>  </span><span>}</span>
<span class="hidden"><a id="L154" href="#L154">   154</a>  </span>
<span class="hidden"><a id="L155" href="#L155">   155</a>  </span><span class="text">// ThunderTime sets the tune until the thunder state changes.</span>
<span class="hidden"><a id="L156" href="#L156">   156</a>  </span><span>func (l *Level) ThunderTime(time int32) {</span>
<span class="hidden"><a id="L157" href="#L157">   157</a>  </span><span>	l.setOption(&#34;thunderTime&#34;, nbt.Int(time))</span>
<span class="hidden"><a id="L158" href="#L158">   158</a>  </span><span>}</span>
<span class="hidden"><a id="L159" href="#L159">   159</a>  </span>
<span class="hidden"><a id="L160" href="#L160">   160</a>  </span><span class="text">// CommandBlockOutput enables/disables chat echo for command blocks.</span>
<span class="hidden"><a id="L161" href="#L161">   161</a>  </span><span>func (l *Level) CommandBlockOutput(d bool) {</span>
<span class="hidden"><a id="L162" href="#L162">   162</a>  </span><span>	l.setGameRule(&#34;commandBlockOutput&#34;, d)</span>
<span class="hidden"><a id="L163" href="#L163">   163</a>  </span><span>}</span>
<span class="hidden"><a id="L164" href="#L164">   164</a>  </span>
<span class="hidden"><a id="L165" href="#L165">   165</a>  </span><span class="text">// DayLightCycle enables/disables the day/night cycle.</span>
<span class="hidden"><a id="L166" href="#L166">   166</a>  </span><span>func (l *Level) DayLightCycle(d bool) {</span>
<span class="hidden"><a id="L167" href="#L167">   167</a>  </span><span>	l.setGameRule(&#34;doDaylightCycle&#34;, d)</span>
<span class="hidden"><a id="L168" href="#L168">   168</a>  </span><span>}</span>
<span class="hidden"><a id="L169" href="#L169">   169</a>  </span>
<span class="hidden"><a id="L170" href="#L170">   170</a>  </span><span class="text">// FireTick enables/disables fire updates, such as spreading and extinguishing.</span>
<span class="hidden"><a id="L171" href="#L171">   171</a>  </span><span>func (l *Level) FireTick(d bool) {</span>
<span class="hidden"><a id="L172" href="#L172">   172</a>  </span><span>	l.setGameRule(&#34;doFireTick&#34;, d)</span>
<span class="hidden"><a id="L173" href="#L173">   173</a>  </span><span>}</span>
<span class="hidden"><a id="L174" href="#L174">   174</a>  </span>
<span class="hidden"><a id="L175" href="#L175">   175</a>  </span><span class="text">// MobLoot enables/disable mob loot drops.</span>
<span class="hidden"><a id="L176" href="#L176">   176</a>  </span><span>func (l *Level) MobLoot(d bool) {</span>
<span class="hidden"><a id="L177" href="#L177">   177</a>  </span><span>	l.setGameRule(&#34;doMobLoot&#34;, d)</span>
<span class="hidden"><a id="L178" href="#L178">   178</a>  </span><span>}</span>
<span class="hidden"><a id="L179" href="#L179">   179</a>  </span>
<span class="hidden"><a id="L180" href="#L180">   180</a>  </span><span class="text">// MobSpawning enables/disables mob spawning.</span>
<span class="hidden"><a id="L181" href="#L181">   181</a>  </span><span>func (l *Level) MobSpawning(d bool) {</span>
<span class="hidden"><a id="L182" href="#L182">   182</a>  </span><span>	l.setGameRule(&#34;doMobSpawning&#34;, d)</span>
<span class="hidden"><a id="L183" href="#L183">   183</a>  </span><span>}</span>
<span class="hidden"><a id="L184" href="#L184">   184</a>  </span>
<span class="hidden"><a id="L185" href="#L185">   185</a>  </span><span class="text">// TileDrops enables/disables the dropping of items upon block breakage.</span>
<span class="hidden"><a id="L186" href="#L186">   186</a>  </span><span>func (l *Level) TileDrops(d bool) {</span>
<span class="hidden"><a id="L187" href="#L187">   187</a>  </span><span>	l.setGameRule(&#34;doTileDrops&#34;, d)</span>
<span class="hidden"><a id="L188" href="#L188">   188</a>  </span><span>}</span>
<span class="hidden"><a id="L189" href="#L189">   189</a>  </span>
<span class="hidden"><a id="L190" href="#L190">   190</a>  </span><span class="text">// KeepInventory enables/disables the keeping of a players inventory upon death.</span>
<span class="hidden"><a id="L191" href="#L191">   191</a>  </span><span>func (l *Level) KeepInventory(d bool) {</span>
<span class="hidden"><a id="L192" href="#L192">   192</a>  </span><span>	l.setGameRule(&#34;keepInventory&#34;, d)</span>
<span class="hidden"><a id="L193" href="#L193">   193</a>  </span><span>}</span>
<span class="hidden"><a id="L194" href="#L194">   194</a>  </span>
<span class="hidden"><a id="L195" href="#L195">   195</a>  </span><span class="text">// LogAdminCommands enables/disables the logging of admin commands to the log.</span>
<span class="hidden"><a id="L196" href="#L196">   196</a>  </span><span>func (l *Level) LogAdminCommands(d bool) {</span>
<span class="hidden"><a id="L197" href="#L197">   197</a>  </span><span>	l.setGameRule(&#34;logAdminCommands&#34;, d)</span>
<span class="hidden"><a id="L198" href="#L198">   198</a>  </span><span>}</span>
<span class="hidden"><a id="L199" href="#L199">   199</a>  </span>
<span class="hidden"><a id="L200" href="#L200">   200</a>  </span><span class="text">// MobGriefing enables/disables the ability of mobs to destroy blocks.</span>
<span class="hidden"><a id="L201" href="#L201">   201</a>  </span><span>func (l *Level) MobGriefing(d bool) {</span>
<span class="hidden"><a id="L202" href="#L202">   202</a>  </span><span>	l.setGameRule(&#34;mobGriefing&#34;, d)</span>
<span class="hidden"><a id="L203" href="#L203">   203</a>  </span><span>}</span>
<span class="hidden"><a id="L204" href="#L204">   204</a>  </span>
<span class="hidden"><a id="L205" href="#L205">   205</a>  </span><span class="text">// HealthRegeneration enables/disables the regeneration of the players health</span>
<span class="hidden"><a id="L206" href="#L206">   206</a>  </span><span class="text">// when their hunger is high enough.</span>
<span class="hidden"><a id="L207" href="#L207">   207</a>  </span><span>func (l *Level) HealthRegeneration(d bool) {</span>
<span class="hidden"><a id="L208" href="#L208">   208</a>  </span><span>	l.setGameRule(&#34;naturalRegeneration&#34;, d)</span>
<span class="hidden"><a id="L209" href="#L209">   209</a>  </span><span>}</span>
<span class="hidden"><a id="L210" href="#L210">   210</a>  </span>
<span class="hidden"><a id="L211" href="#L211">   211</a>  </span><span class="text">// CommandFeedback enables/disables the echo for player commands in the chat.</span>
<span class="hidden"><a id="L212" href="#L212">   212</a>  </span><span>func (l *Level) CommandFeedback(d bool) {</span>
<span class="hidden"><a id="L213" href="#L213">   213</a>  </span><span>	l.setGameRule(&#34;sendCommandFeedback&#34;, d)</span>
<span class="hidden"><a id="L214" href="#L214">   214</a>  </span><span>}</span>
<span class="hidden"><a id="L215" href="#L215">   215</a>  </span>
<span class="hidden"><a id="L216" href="#L216">   216</a>  </span><span class="text">// DeathMessages enables/disables the logging of player deaths to the chat.</span>
<span class="hidden"><a id="L217" href="#L217">   217</a>  </span><span>func (l *Level) DeathMessages(d bool) {</span>
<span class="hidden"><a id="L218" href="#L218">   218</a>  </span><span>	l.setGameRule(&#34;showDeathMessages&#34;, d)</span>
<span class="hidden"><a id="L219" href="#L219">   219</a>  </span><span>}</span>
<span class="hidden"><a id="L220" href="#L220">   220</a>  </span>
<span class="hidden"><a id="L221" href="#L221">   221</a>  </span><span>func (l *Level) setOption(name string, data nbt.Data) {</span>
<span class="hidden"><a id="L222" href="#L222">   222</a>  </span><span>	l.levelData.Set(nbt.NewTag(name, data))</span>
<span class="hidden"><a id="L223" href="#L223">   223</a>  </span>
<span class="hidden"><a id="L224" href="#L224">   224</a>  </span><span>	l.changed = true</span>
<span class="hidden"><a id="L225" href="#L225">   225</a>  </span><span>}</span>
<span class="hidden"><a id="L226" href="#L226">   226</a>  </span>
<span class="hidden"><a id="L227" href="#L227">   227</a>  </span><span>func (l *Level) setGameRule(name string, data bool) {</span>
<span class="hidden"><a id="L228" href="#L228">   228</a>  </span><span>	var grc nbt.Compound</span>
<span class="hidden"><a id="L229" href="#L229">   229</a>  </span>
<span class="hidden"><a id="L230" href="#L230">   230</a>  </span><span>	gr := l.levelData.Get(&#34;GameRules&#34;)</span>
<span class="hidden"><a id="L231" href="#L231">   231</a>  </span>
<span class="hidden"><a id="L232" href="#L232">   232</a>  </span><span>	if gr.TagID() != 0 {</span>
<span class="hidden"><a id="L233" href="#L233">   233</a>  </span><span>		grc = gr.Data().(nbt.Compound)</span>
<span class="hidden"><a id="L234" href="#L234">   234</a>  </span><span>	}</span>
<span class="hidden"><a id="L235" href="#L235">   235</a>  </span>
<span class="hidden"><a id="L236" href="#L236">   236</a>  </span><span>	if grc.Type() == 0 {</span>
<span class="hidden"><a id="L237" href="#L237">   237</a>  </span><span>		l.levelData.Set(nbt.NewTag(&#34;GameRules&#34;, grc))</span>
<span class="hidden"><a id="L238" href="#L238">   238</a>  </span><span>	}</span>
<span class="hidden"><a id="L239" href="#L239">   239</a>  </span>
<span class="hidden"><a id="L240" href="#L240">   240</a>  </span><span>	var d nbt.String</span>
<span class="hidden"><a id="L241" href="#L241">   241</a>  </span>
<span class="hidden"><a id="L242" href="#L242">   242</a>  </span><span>	if data {</span>
<span class="hidden"><a id="L243" href="#L243">   243</a>  </span><span>		d = nbt.String(&#34;True&#34;)</span>
<span class="hidden"><a id="L244" href="#L244">   244</a>  </span><span>	} else {</span>
<span class="hidden"><a id="L245" href="#L245">   245</a>  </span><span>		d = nbt.String(&#34;False&#34;)</span>
<span class="hidden"><a id="L246" href="#L246">   246</a>  </span><span>	}</span>
<span class="hidden"><a id="L247" href="#L247">   247</a>  </span>
<span class="hidden"><a id="L248" href="#L248">   248</a>  </span><span>	grc.Set(nbt.NewTag(name, d))</span>
<span class="hidden"><a id="L249" href="#L249">   249</a>  </span>
<span class="hidden"><a id="L250" href="#L250">   250</a>  </span><span>	l.changed = true</span>
<span class="hidden"><a id="L251" href="#L251">   251</a>  </span><span>}</span>
<span class="hidden"><a id="L252" href="#L252">   252</a>  </span>
<span class="hidden"><a id="L253" href="#L253">   253</a>  </span><span>func boolToByte(b bool) nbt.Byte {</span>
<span class="hidden"><a id="L254" href="#L254">   254</a>  </span><span>	if b {</span>
<span class="hidden"><a id="L255" href="#L255">   255</a>  </span><span>		return nbt.Byte(1)</span>
<span class="hidden"><a id="L256" href="#L256">   256</a>  </span><span>	}</span>
<span class="hidden"><a id="L257" href="#L257">   257</a>  </span>
<span class="hidden"><a id="L258" href="#L258">   258</a>  </span><span>	return nbt.Byte(0)</span>
<span class="hidden"><a id="L259" href="#L259">   259</a>  </span><span>}</span>
<span class="hidden"><a id="L260" href="#L260">   260</a>  </span></pre>
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