time namespace
Namespace: DoriosLib.time · Package: DoriosLib/index.js
TICKS_PER_SECOND
TICKS_PER_SECOND: 20
The standard conversion used by DoriosLib scheduling helpers.
TICKS
{
second: 20,
minute: 1200,
hour: 72000,
day: 1728000,
}
Use these constants for readable tick-based configuration.
formatClock
formatClock(seconds: number): string
Floors and clamps seconds to zero, then returns m:ss or h:mm:ss when at least one hour is present.
DoriosLib.time.formatClock(65); // "1:05"
DoriosLib.time.formatClock(3661); // "1:01:01"
formatDuration
formatDuration(seconds: number): string
Formats the two largest relevant units:
- Days plus optional hours.
- Hours plus optional minutes.
- Minutes plus optional seconds.
- Seconds otherwise.
DoriosLib.time.formatDuration(93784); // "1 d 2 h"
runAfterTicks
runAfterTicks(ticks: number, callback: () => void): number
Schedules with system.runTimeout() after flooring the tick count and clamping it to zero. Returns the native run identifier.
runAfterSeconds
runAfterSeconds(seconds: number, callback: () => void): number
Converts seconds using 20 ticks per second, then delegates to runAfterTicks().
runAfterMinutes
runAfterMinutes(minutes: number, callback: () => void): number
Converts minutes to seconds and schedules the callback.
const runId = DoriosLib.time.runAfterSeconds(5, () => {
DoriosLib.messages.broadcast("§r§aFive seconds elapsed.");
});
Use the native system API with the returned run identifier when cancellation is required.
waitTicks
waitTicks(ticks: number): Promise<void>
Awaits native system.waitTicks() after flooring and clamping the delay to at least one tick.
waitSeconds
waitSeconds(seconds: number): Promise<void>
Converts seconds and awaits waitTicks().
waitMinutes
waitMinutes(minutes: number): Promise<void>
Converts minutes and awaits waitSeconds().
async function showDelayedMessage(player) {
await DoriosLib.time.waitSeconds(2);
DoriosLib.messages.send(player, "§r§7The operation finished.");
}
Scheduled callbacks and waits use game ticks, so real elapsed time changes when the world cannot maintain 20 TPS.