From 2babba9c55d5272eec400c981cf14b79ef9a96f2 Mon Sep 17 00:00:00 2001 From: Starbeamrainbowlabs Date: Sun, 7 Nov 2021 17:14:11 +0000 Subject: [PATCH] first pass on writing an advanced axes parser, but it's untested --- worldeditadditions/utils/parse/axes.lua | 125 ++++++++++++++++++++---- 1 file changed, 108 insertions(+), 17 deletions(-) diff --git a/worldeditadditions/utils/parse/axes.lua b/worldeditadditions/utils/parse/axes.lua index 9cb29ed..3af6496 100644 --- a/worldeditadditions/utils/parse/axes.lua +++ b/worldeditadditions/utils/parse/axes.lua @@ -1,8 +1,80 @@ local wea = worldeditadditions local Vector3 = dofile(wea.modpath.."/utils/vector3.lua") --- BUG: This does not exist yet - need to merge @VorTechnix's branch first to get it --- TODO: Uncomment then once it's implemented --- local parse_axis = dofile(wea.modpath.."/utils/axis.lua") + + +--[[ +parse_axes("6",name) == return Vector3.new(6,6,6), Vector3.new(-6,-6,-6) +parse_axes("h 4",name) == return Vector3.new(4,0,4), Vector3.new(-4,0,-4) +parse_axes("v 4",name) == return Vector3.new(0,4,0), Vector3.new(0,-4,0) +parse_axes("-x 4 z 3 5",name) == return Vector3.new(0,0,3), Vector3.new(-4,0,-5) +parse_axes("x -10 y 14 true",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0) +parse_axes("x -10 y 14 r",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0) +parse_axes("x -10 y 14 rev",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0) + +-- Assuming player is facing +Z (north) +parse_axes("front 4 y 2 r",name) == return Vector3.new(0,2,4), Vector3.new(0,-2,0) +parse_axes("right 4 y 2 r",name) == return Vector3.new(0,2,0), Vector3.new(-4,-2,0) +]]-- + +--- Parses an absolute axis name to a Vector3 instance. +-- @example +-- local v3instance = parse_abs_axis_name("-x") +-- -- v3instance will now be equal to Vector3.new(-1, 0, 0) +-- @param axis_name string The axis name to parse. +-- @returns bool,Vector3|string A bool success value, followed by the resulting Vector3 instance (if succeeded) or an error message string (if failed). +local function parse_abs_axis_name(axis_name) + if type(axis_name) ~= "string" then + return false, "Error: Expected axis_name to be of type string, but found value of type '"..type(axis_name).."' instead." + end + + local result = Vector3.new() + if axis_name:match("-x") then result.x = -1 + elseif axis_name:match("x") then result.x = 1 end + if axis_name:match("-y") then result.y = -1 + elseif axis_name:match("y") then result.y = 1 end + if axis_name:match("-z") then result.z = -1 + elseif axis_name:match("z") then result.z = 1 end + + return true, result +end + +-- Parses a relative axis name (e.g. "front", "back", etc) to an absolute +-- Vector3 instance. +-- @param axis_name string The axis name to parse. +-- @param player_name PlayerDir The directional information that the parsing should be relative to. +-- @returns bool,Vector3|string A bool success value, followed by the resulting Vector3 instance (if succeeded) or an error message string (if failed). +local function parse_relative_axis_name(axis_name, facing_dir) + if type(axis_name) ~= "string" then + return false, "Error: Expected axis_name to be of type string, value was of type '"..type(axis_name).."' instead." + end + + local dir + local flip = Vector3.new(-1, -1, -1) + + if axis_name == "?" then dir = facing_dir.front end + if axis_name == "front" or axis_name == "f" then dir = facing_dir.front end + if axis_name == "back" or axis_name == "b" then dir = facing_dir.back end + if axis_name == "left" or axis_name == "l" then dir = facing_dir.left end + if axis_name == "right" or axis_name == "r" then dir = facing_dir.right end + if axis_name == "up" or axis_name == "u" then dir = facing_dir.up end + if axis_name == "down" or axis_name == "d" then dir = facing_dir.down end + + if not dir then return false, "Error: Unknown axis name '"..axis_name.."'. Valid values: ?, front, f, back, b, left, l, right, r, up, u, down, d." end + + axis_name = (dir.sign < 0 and "-" or "")..dir.axis + local success, result = parse_abs_axis_name(axis_name) + if not success then return success, result end + + return true, result +end + +local function parse_axis_name(axis_name, facing_dir) + local success, result = parse_relative_axis_name(axis_name, facing_dir) + if not success then + success, result = parse_abs_axis_name(axis_name) + end + return success, result +end --- Parses a token list of axes and counts into a Vector3. -- For example, "x 4" would become { x = 4, y = 0, z = 0 }, and "? 4 -z 10" @@ -11,9 +83,10 @@ local Vector3 = dofile(wea.modpath.."/utils/vector3.lua") -- recommended for this purpose. -- Uses wea.parse.axis for parsing axis names. -- @param token_list string[] A list of tokens to parse --- @returns Vector3 A Vector3 generated from parsing out the input token list. -local function parse_axes(token_list) - local vector_result = wea.Vector3.new() +-- @param facing_dir PlayerDir The direction the player is facing. Returned from wea.player_dir(name). +-- @returns Vector3,Vector3 A Vector3 pair generated from parsing out the input token list representing the delta change that can be applied to a defined pos1, pos2 region. +local function parse_axes(token_list, facing_dir) + local pos1, pos2 = Vector3.new(), Vector3.new() if #token_list < 2 then return false, "Error: Not enough arguments (at least 2 are required)" @@ -21,27 +94,45 @@ local function parse_axes(token_list) local state = "AXIS" local current_axis = nil + local current_axis_text = nil local success for i,token in ipairs(token_list) do if state == "AXIS" then - success, current_axis = parse_axis(token) - if not success then return success, current_axis end + if token == "h" or "horizontal" then + current_axis_text = "horizontal" + current_axis = Vector3.new(1, 0, 1) + elseif token == "v" or token == "vertical" then + current_axis_text = "vertical" + current_axis = Vector3.new(0, 1, 0) + else + current_axis_text = token + success, current_axis = parse_axis_name(token, facing_dir) + if not success then return success, current_axis end + end state = "VALUE" elseif state == "VALUE" then - local offset_this = tonumber(token) if not offset_this then - return false, "Error: Invalid count value for axis '"..current_axis.."'. Values may only be positive or negative integers." + return false, "Error: Invalid count value '"..tostring(token).."' for axis '"..current_axis_text.."'. Values may only be positive or negative integers." end - -- Handle negative axes - if current_axis:sub(1, 1) == "-" then - offset_this = -offset_this - current_axis = current_axis:sub(2, 2) - end + offset_this = current_axis * offset_this - vector_result[current_axis] = vector_result[current_axis] + offset_this + -- Apply the new offset to the virtual defined region + if current_axis_text == "horizontal" or current_axis_text == "vertical" then + -- We're horizonal / vertical + pos1 = pos1 + (offset_this * -1) + pos2 = pos2 + offset_this + else + -- It's a specific axis + if offset_this.x < 0 then pos1.x = pos1.x + offset_this.x + else pos2.x = pos2.x + offset_this.x end + if offset_this.y < 0 then pos1.y = pos1.y + offset_this.y + else pos2.y = pos2.y + offset_this.y end + if offset_this.z < 0 then pos1.z = pos1.z + offset_this.z + else pos2.z = pos2.z + offset_this.z end + end state = "AXIS" else @@ -49,7 +140,7 @@ local function parse_axes(token_list) end end - return vector_result + return true, pos1, pos2 end return parse_axes