marker wall: got it!

This commit is contained in:
Starbeamrainbowlabs 2023-06-29 01:49:15 +01:00
parent a173edfbc4
commit 277da67dda
Signed by: sbrl
GPG key ID: 1BE5172E637709C2

View file

@ -100,15 +100,8 @@ end
-- @returns Entity<WEAPositionMarkerWall> -- @returns Entity<WEAPositionMarkerWall>
local function create_single(player_name, pos1, pos2, side) local function create_single(player_name, pos1, pos2, side)
local offset = Vector3.new()
if side == "x" then offset.x = 0.5
elseif side == "-x" then offset.x = -0.5
elseif side == "y" then offset.y = 0.5
elseif side == "-y" then offset.y = -0.5
elseif side == "z" then offset.z = 0.5
elseif side == "-z" then offset.z = -0.5 end
local pos_centre = ((pos2 - pos1) / 2) + pos1 + offset local pos_centre = ((pos2 - pos1) / 2) + pos1
local entity = minetest.add_entity(pos_centre, "worldeditadditions:marker_wall") local entity = minetest.add_entity(pos_centre, "worldeditadditions:marker_wall")
print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side, "SPAWN", pos_centre) print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side, "SPAWN", pos_centre)
@ -147,12 +140,12 @@ local function create_wall(player_name, pos1, pos2)
-- ██ ██ -- ██ ██
-- First, do positive x -- First, do positive x
local posx_pos1 = Vector3.new( local posx_pos1 = Vector3.new(
math.max(pos1s.x, pos2s.x), math.max(pos1s.x, pos2s.x) + 0.5,
math.min(pos1s.y, pos2s.y) - 0.5, math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5 math.min(pos1s.z, pos2s.z) - 0.5
) )
local posx_pos2 = Vector3.new( local posx_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x), math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5, math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5 math.max(pos1s.z, pos2s.z) + 0.5
) )
@ -188,12 +181,12 @@ local function create_wall(player_name, pos1, pos2)
-- ██ ██ -- ██ ██
-- Now, do negative x -- Now, do negative x
local negx_pos1 = Vector3.new( local negx_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x), math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5, math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5 math.min(pos1s.z, pos2s.z) - 0.5
) )
local negx_pos2 = Vector3.new( local negx_pos2 = Vector3.new(
math.min(pos1s.x, pos2s.x), math.min(pos1s.x, pos2s.x) - 0.5,
math.max(pos1s.y, pos2s.y) + 0.5, math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5 math.max(pos1s.z, pos2s.z) + 0.5
) )
@ -219,7 +212,169 @@ local function create_wall(player_name, pos1, pos2)
table.insert(entities, entity) table.insert(entities, entity)
end end
end end
-- ██ ██
-- ██ ██ ██
-- ██████ ████
-- ██ ██
-- ██
-- Now, positive y
local posy_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local posy_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
print("DEBUG ************ +Y pos1", posy_pos1, "pos2", posy_pos2)
for z = posy_pos2.z, posy_pos1.z, -entity_wall_size do
for x = posy_pos2.x, posy_pos1.x, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
posy_pos1.y,
z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, posy_pos1.x),
posy_pos1.y,
math.max(z - entity_wall_size, posy_pos1.z)
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"y"
)
table.insert(entities, entity)
end
end
-- ██ ██
-- ██ ██
-- ██████ ████
-- ██
-- ██
-- Now, negative y
local negy_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local negy_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
print("DEBUG ************ -Y pos1", negy_pos1, "pos2", negy_pos2)
for z = negy_pos2.z, negy_pos1.z, -entity_wall_size do
for x = negy_pos2.x, negy_pos1.x, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
negy_pos1.y,
z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, negy_pos1.x),
negy_pos1.y,
math.max(z - entity_wall_size, negy_pos1.z)
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"-y"
)
table.insert(entities, entity)
end
end
-- ███████
-- ██ ███
-- ██████ ███
-- ██ ███
-- ███████
-- Now, positive z. Almost there!
local posz_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
local posz_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
print("DEBUG ************ +Z pos1", posz_pos1, "pos2", posz_pos2)
for x = posz_pos2.x, posz_pos1.x, -entity_wall_size do
for y = posz_pos2.y, posz_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
y,
posz_pos1.z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, posz_pos1.x),
math.max(y - entity_wall_size, posz_pos1.y),
posz_pos1.z
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"z"
)
table.insert(entities, entity)
end
end
-- ███████
-- ███
-- ██████ ███
-- ███
-- ███████
-- Finally, negative z. Last one!
local negz_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local negz_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
print("DEBUG ************ -Z pos1", negz_pos1, "pos2", negz_pos2)
for x = negz_pos2.x, negz_pos1.x, -entity_wall_size do
for y = negz_pos2.y, negz_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
y,
negz_pos1.z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, negz_pos1.x),
math.max(y - entity_wall_size, negz_pos1.y),
negz_pos1.z
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"-z"
)
table.insert(entities, entity)
end
end
-- TODO: All the other sides. For testing we're doing 1 side for now, so we can vaoid having to do everything all over again if we make a mistake. -- TODO: All the other sides. For testing we're doing 1 side for now, so we can vaoid having to do everything all over again if we make a mistake.