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Deprecate scol, scube & srect
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4 changed files with 15 additions and 113 deletions
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@ -1201,33 +1201,18 @@ This also synchronises with WorldEdit, as all other WorldEditAdditions commands
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### `//scol [<axis1> ] <length>`
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Short for _select column_. Sets the pos2 at a set distance along 1 axis from pos1. If the axis isn't specified, defaults the direction you are facing. Implementation thanks to @VorTechnix.
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```weacmd
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//scol 10
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//scol x 3
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```
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#### === DEPRECATED ===
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Please use `//srel` instead.
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### `//srect [<axis1> [<axis2>]] <length>`
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Short for _select rectangle_. Sets the pos2 at a set distance along 2 axes from pos1. If the axes aren't specified, defaults to positive y and the direction you are facing. Implementation thanks to @VorTechnix.
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```weacmd
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//srect x z 10
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//srect 3
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//srect -z y 25
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```
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#### === DEPRECATED ===
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Please use `//srel` instead.
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### `//scube [<axis1> [<axis2> [<axis3>]]] <length>`
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Short for _select cube_. Sets the pos2 at a set distance along 3 axes from pos1. If the axes aren't specified, defaults to positive y, the direction you are facing and the axis to the left of facing. Implementation thanks to @VorTechnix.
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```weacmd
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//scube 5
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//scube z a y 12
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//scube x z 3
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//scube -z 12
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```
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#### === DEPRECATED ===
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Please use `//srel` instead.
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### `//scloud <0-6|stop|reset>`
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@ -12,32 +12,10 @@ worldeditadditions_core.register_command("scol", {
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privs = {worldedit=true},
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require_pos = 1,
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parse = function(params_text)
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local vec, tmp = Vector3.new(0, 0, 0), {}
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local find = wea_c.split(params_text, "%s", false)
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local ax1, sn1, len = (tostring(find[1]):match('[xyz]') or "g"):sub(1,1), wea_c.getsign(find[1]), find[table.maxn(find)]
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tmp.len = tonumber(len)
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-- If len == nil cancel the operation
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if not tmp.len then return false, "No length specified." end
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-- If ax1 is bad send "get" order
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if ax1 == "g" then tmp.get = true
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else vec[ax1] = sn1 * tmp.len end
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return true, vec, tmp
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-- tmp carries:
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-- The length (len) arguement to the main function for use if "get" is invoked there
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-- The bool value "get" to tell the main function if it needs to populate missing information in vec
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-------------------------
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end,
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func = function(name, vec, tmp)
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if tmp.get then
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local ax, dir = wea_c.player_axis2d(name)
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vec[ax] = tmp.len * dir
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end
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local pos2 = vec + Vector3.clone(worldedit.pos1[name])
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worldedit.pos2[name] = pos2
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worldedit.mark_pos2(name)
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return true, "position 2 set to "..pos2
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func = function(name)
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return true, "DEPRECATED: please use //srel instead..."
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end,
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})
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@ -12,43 +12,10 @@ worldeditadditions_core.register_command("scube", {
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privs = { worldedit = true },
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require_pos = 1,
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parse = function(params_text)
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local vec, tmp = Vector3.new(0, 0, 0), {}
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local find = wea_c.split(params_text, "%s", false)
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local ax1, ax2, ax3 = (tostring(find[1]):match('[xyz]') or "g"):sub(1,1), (tostring(find[2]):match('[xyz]') or "g"):sub(1,1),
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(tostring(find[3]):match('[xyz]') or "g"):sub(1,1)
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local sn1, sn2, sn3, len = wea_c.getsign(find[1]), wea_c.getsign(find[2]), wea_c.getsign(find[3]), find[table.maxn(find)]
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tmp.len = tonumber(len)
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-- If len is nill cancel the operation
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if not tmp.len then return false, "No length specified." end
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-- If axis is bad send "get" order
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if ax1 == "g" then tmp.get = true
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else vec[ax1] = sn1 * tmp.len end
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if ax2 == "g" then tmp.get = true
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else vec[ax2] = sn2 * tmp.len end
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if ax3 == "g" then tmp.get = true
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else vec[ax3] = sn3 * tmp.len end
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tmp.axes = ax1..","..ax2..","..ax3
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return true, vec, tmp
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-- tmp carries:
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-- The length (len) arguement to the main function for use if "get" is invoked there
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-- The bool value "get" to tell the main function if it needs to populate missing information in vec
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-- The string "axes" to tell the main function what axes are and/or need to be populated if "get" is invoked
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-------------------------
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end,
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func = function(name, vec, tmp)
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if tmp.get then
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local ax, dir = wea_c.player_axis2d(name)
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local _, left, sn = wea_c.axis_left(ax,dir)
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if not tmp.axes:find("x") then vec.x = tmp.len * (ax == "x" and dir or sn) end
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if not tmp.axes:find("z") then vec.z = tmp.len * (ax == "z" and dir or sn) end
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if not tmp.axes:find("y") then vec.y = tmp.len end
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end
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local pos2 = vec + Vector3.clone(worldedit.pos1[name])
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worldedit.pos2[name] = pos2
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worldedit.mark_pos2(name)
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return true, "position 2 set to "..pos2
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func = function(name)
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return true, "DEPRECATED: please use //srel instead..."
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end,
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})
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@ -13,38 +13,10 @@ worldeditadditions_core.register_command("srect", {
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privs = { worldedit = true },
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require_pos = 1,
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parse = function(params_text)
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local vec, tmp = Vector3.new(0, 0, 0), {}
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local find = wea_c.split(params_text, "%s", false)
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local ax1, ax2 = (tostring(find[1]):match('[xyz]') or "g"):sub(1,1), (tostring(find[2]):match('[xyz]') or "g"):sub(1,1)
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local sn1, sn2, len = wea_c.getsign(find[1]), wea_c.getsign(find[2]), find[table.maxn(find)]
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tmp.len = tonumber(len)
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-- If len == nill cancel the operation
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if not tmp.len then return false, "No length specified." end
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-- If axis is bad send "get" order
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if ax1 == "g" then tmp.get = true
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else vec[ax1] = sn1 * tmp.len end
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if ax2 == "g" then tmp.get = true
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else vec[ax2] = sn2 * tmp.len end
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tmp.axes = ax1..","..ax2
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return true, vec, tmp
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-- tmp carries:
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-- The length (len) arguement to the main function for use if "get" is invoked there
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-- The bool value "get" to tell the main function if it needs to populate missing information in vec
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-- The string "axes" to tell the main function what axes are and/or need to be populated if "get" is invoked
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-------------------------
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end,
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func = function(name, vec, tmp)
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if tmp.get then
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local ax, dir = wea_c.player_axis2d(name)
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if not tmp.axes:find("[xz]") then vec[ax] = tmp.len * dir end
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if not tmp.axes:find("y") then vec.y = tmp.len end
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end
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local p2 = vec + Vector3.clone(worldedit.pos1[name])
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worldedit.pos2[name] = p2
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worldedit.mark_pos2(name)
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return true, "position 2 set to "..p2
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func = function(name)
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return true, "DEPRECATED: please use //srel instead..."
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end,
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})
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