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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-25 00:32:59 +00:00
Upgrade position system, add initial position markers
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6 changed files with 190 additions and 14 deletions
14
worldeditadditions_core/core/entities/init.lua
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14
worldeditadditions_core/core/entities/init.lua
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@ -0,0 +1,14 @@
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-- ███████ ███ ██ ████████ ██ ████████ ██ ███████ ███████
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-- ██ ████ ██ ██ ██ ██ ██ ██ ██
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-- █████ ██ ██ ██ ██ ██ ██ ██ █████ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ████ ██ ██ ██ ██ ███████ ███████
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--- Entities and functions to manage them.
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-- @namespace worldeditadditions_core.entities
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local wea_c = worldeditadditions_core
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return {
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pos_marker = dofile(wea_c.modpath.."/core/entities/pos_marker.lua"),
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}
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81
worldeditadditions_core/core/entities/pos_marker.lua
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81
worldeditadditions_core/core/entities/pos_marker.lua
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@ -0,0 +1,81 @@
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local wea_c = worldeditadditions_core
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local EventEmitter = worldeditadditions_core.EventEmitter
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local anchor
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local WEAPositionMarker = {
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initial_properties = {
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visual = "cube",
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visual_size = { x = 1.15, y = 1.1 },
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collisionbox = { -0.55, -0.55, -0.55, 0.55, 0.55, 0.55 },
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physical = false,
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collide_with_objects = false,
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static_save = false,
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textures = {
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"worldeditadditions_bg.png",
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"worldeditadditions_bg.png",
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"worldeditadditions_bg.png",
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"worldeditadditions_bg.png",
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"worldeditadditions_bg.png",
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"worldeditadditions_bg.png",
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}
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},
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on_activate = function(self, staticdata)
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-- noop
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end,
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on_punch = function(self, _)
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anchor.delete(self)
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end,
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on_blast = function(self, damage)
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return false, false, {} -- Do not damage or knockback the player
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end
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}
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minetest.register_entity(":worldeditadditions:position", WEAPositionMarker)
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local function create(player_name, pos, display_number)
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local entity = minetest.add_entity(pos, "worldeditadditions:position")
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entity:get_luaentity().player_name = player_name
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entity:get_luaentity().display_number = display_number
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anchor.set_number(entity, display_number)
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anchor:emit("create", {
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player_name = player_name,
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pos = pos,
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display_number = display_number,
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})
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return entity
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end
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local function delete(entity)
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local player_name = entity:get_luaentity().player_name
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local display_number = entity:get_luaentity().display_number
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entity:remove()
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anchor:emit("delete", {
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player_name = player_name,
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display_number = display_number
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})
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end
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local function set_number(entity, display_number)
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if type(display_number) ~= "number" then return false, "Error: The 'display_number' property must be of type number, but received value of unexpected type '"..type(display_number).."'." end
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-- marker:set_properties({ }) is our friend
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print("DEBUG:pos_marker_set_number display_number", display_number)
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print("DEBUG:pos_marker_set_number TODO_IMPLEMENT THIS. entity", wea_c.inspect(entity))
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end
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anchor = EventEmitter.new({
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create = create,
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delete = delete,
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set_number = set_number
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})
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return anchor
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@ -2,8 +2,16 @@ local wea_c = worldeditadditions_core
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local positions_count_limit = 999
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local positions = {}
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--- Position manager.
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-- @event set { player_name: string, i: number, pos: Vector3 } A new position has been set in a player's list at a specific position.
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-- @event push { player_name: string, i: number, pos: Vector3 } A new position has been pushed onto a player's stack.
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-- @event pop { player_name: string, i: number, pos: Vector3 } A new position has been pushed onto a player's stack.
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-- @event clear { player_name: string } The positions for a player have been cleared.
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local anchor = nil
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--- Ensures that a table exists for the given player.
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-- @param player_name string The name of the player to check.
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local function ensure_player(player_name)
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if player_name == nil then
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minetest.log("error", "[wea core:pos:ensure_player] player_name is nil")
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@ -15,55 +23,91 @@ end
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--- Gets the position with the given index for the given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @param
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-- @param i number The index of the position to fetch.
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-- @returns Vector3? The position requested, or nil if it doesn't exist.
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local function get_pos(player_name, i)
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ensure_player(player_name)
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return positions[player_name][i]
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end
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--- Convenience function that returns position 1 for the given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @returns Vector3? The position requested, or nil if it doesn't exist.
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local function get_pos1(player_name) return get_pos(player_name, 1) end
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--- Convenience function that returns position 1 for the given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @returns Vector3? The position requested, or nil if it doesn't exist.
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local function get_pos2(player_name) return get_pos(player_name, 2) end
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--- Gets a list of all the positions for the given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @returns Vector3[] A list of positions for the given player.
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local function get_pos_all(player_name)
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ensure_player(player_name)
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return positions[player_name]
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return wea_c.table.deepcopy(positions[player_name])
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end
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--- Counts the number of positioons registered to a given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @returns number The number of positions registered for the given player.
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local function pos_count(player_name)
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ensure_player(player_name)
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return #positions[player_name]
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end
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--- Sets the position at the given index for the given player.
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-- You probably want push_pos, not this function.
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-- @param player_name string The name of the player to set the position for.
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-- @param i number The index to set the position at.
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-- @param pos Vector3 The position to set.
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-- @returns bool Whether the operation was successful or not (players aren't allowed more than positions_count_limit number of positions at a time).
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local function set_pos(player_name, i, pos)
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if i > positions_count_limit then return false end
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ensure_player(player_name)
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positions[player_name][i] = pos
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anchor:emit("set", { i = i, pos = pos })
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anchor:emit("set", { player_name = player_name, i = i, pos = pos })
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return true
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end
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local function set_pos_all(player_name, i, pos_list)
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--- Sets the all the positions for the given player.
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-- You probably want push_pos, not this function.
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-- @param player_name string The name of the player to set the positions for.
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-- @param pos_list Vector3 The table of positions to set.
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-- @returns bool Whether the operation was successful or not (players aren't allowed more than positions_count_limit number of positions at a time).
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local function set_pos_all(player_name, pos_list)
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if #pos_list > positions_count_limit then return false end
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positions[player_name] = pos_list
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for _i,pos_new in ipairs(positions[player_name]) do
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anchor:emit("push", { pos = pos_new })
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for i,pos_new in ipairs(positions[player_name]) do
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anchor:emit("push", { player_name = player_name, pos = pos_new, i = i })
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end
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return true
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end
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--- Clears all the positions for the given player.
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-- @param player_name string The name of the player to clear the positions for.
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-- @returns void
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local function clear(player_name)
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if positions[player_name] then
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positions[player_name] = nil
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end
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anchor:emit("clear")
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anchor:emit("clear", { player_name = player_name })
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end
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--- Removes the last position from the for a given player and returns it.
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-- @param player_name string The name of the player to pop the position for.
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-- @returns Vector3? The position removed, or nil if it doesn't exist.
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local function pop_pos(player_name)
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ensure_player(player_name)
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if #positions[player_name] <= 0 then return nil end
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local count = #positions[player_name]
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local last_pos = table.remove(positions[player_name])
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anchor:emit("pop", { pos = last_pos })
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anchor:emit("pop", { player_name = player_name, pos = last_pos, i = count })
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return last_pos
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end
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--- Adds a position to the list for a given player.
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-- @param player_name string The name of the player to add the position for.
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-- @param pos Vector3 The position to add.
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-- @returns number The new number of positions for that player.
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local function push_pos(player_name, pos)
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ensure_player(player_name)
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table.insert(positions[player_name], pos)
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anchor:emit("push", { pos = pos })
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anchor:emit("push", { player_name = player_name, pos = pos, i = #positions[player_name] })
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return #positions[player_name]
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end
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36
worldeditadditions_core/core/pos_marker_manage.lua
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36
worldeditadditions_core/core/pos_marker_manage.lua
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local wea_c = worldeditadditions_core
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local position_entities = {}
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--- Ensures that a table exists for the given player.
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-- @param player_name string The name of the player to check.
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local function ensure_player(player_name)
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if player_name == nil then
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minetest.log("error", "[wea core:pos_manage:ensure_player] player_name is nil")
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end
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if not position_entities[player_name] then
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position_entities[player_name] = {}
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end
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end
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wea_c.pos:addEventListener("push", function(event)
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ensure_player(event.player_name)
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local new_entity = wea_c.entities.pos_marker.create(
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event.player_name,
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event.pos,
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event.i
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)
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position_entities[event.player_name][event.i] = new_entity
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end)
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wea_c.pos:addEventListener("pop", function(event)
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ensure_player(event.player_name)
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print("pos manage: pop", wea_c.inspect(event))
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if not position_entities[event.player_name][event.i] then return end
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wea_c.entities.pos_marker.delete(
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position_entities[event.player_name][event.i]
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)
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position_entities[event.player_name][event.i] = nil
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end)
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@ -58,11 +58,12 @@ dofile(wea_c.modpath.."/utils/player.lua") -- Player info functions
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wea_c.pos = dofile(modpath.."/core/pos.lua")
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wea_c.pos = dofile(modpath.."/core/pos.lua") -- AFTER EventEmitter
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wea_c.register_command = dofile(modpath.."/core/register_command.lua")
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wea_c.fetch_command_def = dofile(modpath.."/core/fetch_command_def.lua")
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wea_c.register_alias = dofile(modpath.."/core/register_alias.lua")
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print("WEA_C pos", wea_c.pos.push)
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wea_c.entities = dofile(modpath.."/core/entities/init.lua") -- AFTER pos
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dofile(modpath.."/core/pos_marker_manage.lua") -- AFTER pos, entities
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-- Initialise WorldEdit stuff if the WorldEdit mod is not present
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if minetest.global_exists("worldedit") then
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@ -1,6 +1,6 @@
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--- Event manager object.
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-- @class
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-- @class worldeditadditions_core.EventEmitter
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local EventEmitter = {}
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EventEmitter.__index = EventEmitter
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EventEmitter.__name = "EventEmitter" -- A hack to allow identification in wea.inspect
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@ -18,7 +18,7 @@ end
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--- Add a new listener to the given named event.
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-- @param this EventEmitter The EventEmitter instance to add the listener to.
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-- @param event_name string The name of the event to listen on.
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-- @param func function The callback function to call when the event is emitted.
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-- @param func function The callback function to call when the event is emitted. Will be passed a single argument - the object passed as the second argument to .emit().
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-- @returns number The number of listeners attached to that event.
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function EventEmitter.addEventListener(this, event_name, func)
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if this.events[event_name] == nil then this.events[event_name] = {} end
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