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When any segment of the marker wall is punched, unmark the entire wall
Fixes #102
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5 changed files with 26 additions and 6 deletions
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@ -4,6 +4,10 @@ It's about time I started a changelog! This will serve from now on as the main c
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Note to self: See the bottom of this file for the release template text.
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## v1.14.4: The multipoint update, hotfix 4 (unreleased)
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- When any segment of the marker wall is punched, unmark the entire wall
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## v1.14.3: The multipoint update, hotfix 3 (18th July 2023)
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- Fix regions not remembering their state and being unresettable
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@ -54,6 +54,9 @@ local WEAPositionMarkerWall = {
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end,
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on_punch = function(self, _)
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anchor.delete(self)
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-- Only unmark the rest of the walls
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-- Unmark for the player that created this wall.... NOT the player who punched it!
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wea_c.pos.unmark(self.player_name, false, true)
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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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@ -33,7 +33,7 @@ local anchor = nil
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--- It is requested that all position/region marker UI elements be hidden for the given player.
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-- @event unmark
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-- @format { player_name: string }
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-- @format { player_name: string, markers: bool, walls: bool }
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--- It is requested that all position/region marker UI elements be shown once more for the given player.
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-- @event mark
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@ -268,15 +268,24 @@ end
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--- Hides the visual markers for the given player's positions and defined region, but does not clear the points.
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-- @param player_name string The name of the player to operate on.
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local function unmark(player_name)
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-- @param markers=true bool Whether to hide positional markers.
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-- @param walls=true bool Whether to hide the marker walls.
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-- @returns void
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local function unmark(player_name, markers, walls)
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if markers == nil then markers = true end
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if walls == nil then walls = true end
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anchor:emit("unmark", {
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player_name = player_name
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player_name = player_name,
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markers = markers,
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walls = walls
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})
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end
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--- Shows the visual markers for the given player's positions and defined region once more.
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-- Often used some time after calling worldeditadditions_core.pos.unmark().
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-- @param player_name string The name of the player to operate on.
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-- @returns void
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local function mark(player_name)
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anchor:emit("mark", {
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player_name = player_name
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@ -92,8 +92,9 @@ end)
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wea_c.pos:addEventListener("unmark", function(event)
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ensure_player(event.player_name)
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do_delete_all(event.player_name)
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if event.markers then
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do_delete_all(event.player_name)
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end
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-- Note that this function is NOT WorldEdit compatible, because it is only called through our override of WorldEdit's `//unmark`, and WorldEdit doesn't have an API function to call to unmark and everything is complicated.
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end)
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@ -85,13 +85,16 @@ local function handle_event(event)
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if needs_update(event) then do_update(event) end
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end
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local function handle_unmark(event)
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if event.walls then do_delete(event) end
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end
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weac.pos:addEventListener("set", handle_event)
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weac.pos:addEventListener("pop", handle_event)
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weac.pos:addEventListener("push", handle_event)
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weac.pos:addEventListener("clear", do_delete)
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weac.pos:addEventListener("unmark", do_delete)
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weac.pos:addEventListener("unmark", handle_unmark)
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weac.pos:addEventListener("mark", do_update)
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weac.entities.pos_marker_wall:addEventListener("update_entity", update_entity)
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