wall markers: it shouldn't work, but it does

....I'll take it!
This commit is contained in:
Starbeamrainbowlabs 2023-06-29 01:22:50 +01:00
parent c622fb554f
commit a173edfbc4
Signed by: sbrl
GPG key ID: 1BE5172E637709C2
2 changed files with 68 additions and 21 deletions

View file

@ -47,11 +47,13 @@ minetest.register_entity(
--- Updates the properties of a single wall to match it's side and size --- Updates the properties of a single wall to match it's side and size
local function single_setup(entity, size, side) local function single_setup(entity, size, side)
local new_props = { local new_props = {
visual_size = { visual_size = Vector3.min(
x = math.min(10, math.abs(size.x)+1), Vector3.new(10, 10, 10),
y = math.min(10, math.abs(size.y)+1), size:abs()
z = math.min(10, math.abs(size.z)+1) )
} -- x = math.min(10, math.abs(size.x)),
-- y = math.min(10, math.abs(size.y)),
-- z = math.min(10, math.abs(size.z))
} }
local cthick = Vector3.new( local cthick = Vector3.new(
@ -63,7 +65,9 @@ local function single_setup(entity, size, side)
local cpos2 = Vector3.clone(new_props.visual_size):divide(2):subtract(cthick) local cpos2 = Vector3.clone(new_props.visual_size):divide(2):subtract(cthick)
if side == "x" or side == "-x" then if side == "x" or side == "-x" then
new_props.visual_size.x = collision_thickness - 0.1 new_props.visual_size = new_props.visual_size + Vector3.new(
collision_thickness - 0.1
)
cpos1.x = -collision_thickness cpos1.x = -collision_thickness
cpos2.x = collision_thickness cpos2.x = collision_thickness
end end
@ -83,7 +87,7 @@ local function single_setup(entity, size, side)
cpos2.x, cpos2.y, cpos2.z cpos2.x, cpos2.y, cpos2.z
} }
print("DEBUG:marker_wall setup_single new_props", wea_c.inspect(new_props)) print("DEBUG:setup_single size", size, "side", side, "new_props", wea_c.inspect(new_props))
entity:set_properties(new_props) entity:set_properties(new_props)
end end
@ -95,7 +99,6 @@ end
-- @param side string The side that this wall is on. Valid values: x, -x, y, -y, z, -z. -- @param side string The side that this wall is on. Valid values: x, -x, y, -y, z, -z.
-- @returns Entity<WEAPositionMarkerWall> -- @returns Entity<WEAPositionMarkerWall>
local function create_single(player_name, pos1, pos2, side) local function create_single(player_name, pos1, pos2, side)
print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side)
local offset = Vector3.new() local offset = Vector3.new()
if side == "x" then offset.x = 0.5 if side == "x" then offset.x = 0.5
@ -107,7 +110,7 @@ local function create_single(player_name, pos1, pos2, side)
local pos_centre = ((pos2 - pos1) / 2) + pos1 + offset local pos_centre = ((pos2 - pos1) / 2) + pos1 + offset
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 --> spawned at", pos_centre) print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side, "SPAWN", pos_centre)
entity:get_luaentity().player_name = player_name entity:get_luaentity().player_name = player_name
@ -142,19 +145,20 @@ 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),
math.min(pos1s.y, pos2s.y), math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) 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),
math.max(pos1s.y, pos2s.y), math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) math.max(pos1s.z, pos2s.z) + 0.5
) )
print("DEBUG ************ +X pos1", posx_pos1, "pos2", posx_pos2)
for z = posx_pos2.z, posx_pos1.z, -entity_wall_size do for z = posx_pos2.z, posx_pos1.z, -entity_wall_size do
for y = posx_pos2.y, posx_pos1.y, -entity_wall_size do for y = posx_pos2.y, posx_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new( local single_pos1 = Vector3.new(
@ -167,13 +171,56 @@ local function create_wall(player_name, pos1, pos2)
math.max(y - entity_wall_size, posx_pos1.y), math.max(y - entity_wall_size, posx_pos1.y),
math.max(z - entity_wall_size, posx_pos1.z) math.max(z - entity_wall_size, posx_pos1.z)
) )
local entity = create_single(player_name, single_pos1, single_pos2, "x") local entity = create_single(player_name,
single_pos1, single_pos2,
"x"
)
table.insert(entities, entity) table.insert(entities, entity)
end end
end end
-- ██ ██
-- ██ ██
-- ██████ ███
-- ██ ██
-- ██ ██
-- Now, do negative x
local negx_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x),
math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local negx_pos2 = Vector3.new(
math.min(pos1s.x, pos2s.x),
math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
print("DEBUG ************ -X pos1", negx_pos1, "pos2", negx_pos2)
for z = negx_pos2.z, negx_pos1.z, -entity_wall_size do
for y = negx_pos2.y, negx_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new(
negx_pos1.x,
y,
z
)
local single_pos2 = Vector3.new(
negx_pos1.x,
math.max(y - entity_wall_size, negx_pos1.y),
math.max(z - entity_wall_size, negx_pos1.z)
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"-x"
)
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.

View file

@ -18,7 +18,7 @@ end
-- @returns void -- @returns void
local function do_delete(event) local function do_delete(event)
if not wall_entity_lists[event.player_name] then return end if not wall_entity_lists[event.player_name] then return end
print("DEBUG:marker_wall_manage do_delete --> deleting pre-existing wall with "..tostring(#wall_entity_lists[event.player_name]).." entities") -- print("DEBUG:marker_wall_manage do_delete --> deleting pre-existing wall with "..tostring(#wall_entity_lists[event.player_name]).." entities")
if #wall_entity_lists[event.player_name] > 0 then if #wall_entity_lists[event.player_name] > 0 then
weac.entities.pos_marker_wall.delete(wall_entity_lists[event.player_name]) weac.entities.pos_marker_wall.delete(wall_entity_lists[event.player_name])
end end
@ -30,17 +30,17 @@ end
-- @param event EventArgs<wea_c.pos.set> The event args for the set, push, or pop events on wea_c.pos. -- @param event EventArgs<wea_c.pos.set> The event args for the set, push, or pop events on wea_c.pos.
-- @returns void -- @returns void
local function do_update(event) local function do_update(event)
print("DEBUG:marker_wall_manage do_update --> START") -- print("DEBUG:marker_wall_manage do_update --> START")
-- We don't dynamically update, as that'd be too much work. -- We don't dynamically update, as that'd be too much work.
-- Instead, we just delete & recreate each time. -- Instead, we just delete & recreate each time.
if wall_entity_lists[event.player_name] then if wall_entity_lists[event.player_name] then
print("DEBUG:marker_wall_manage do_update --> do_delete") -- print("DEBUG:marker_wall_manage do_update --> do_delete")
do_delete(event) do_delete(event)
end end
local pos1 = weac.pos.get1(event.player_name) local pos1 = weac.pos.get1(event.player_name)
local pos2 = weac.pos.get2(event.player_name) local pos2 = weac.pos.get2(event.player_name)
print("DEBUG:marker_wall_manage do_update --> pos1", pos1, "pos2", pos2) -- print("DEBUG:marker_wall_manage do_update --> pos1", pos1, "pos2", pos2)
if not pos1 or not pos2 then return end if not pos1 or not pos2 then return end
@ -49,7 +49,7 @@ local function do_update(event)
pos1, pos1,
pos2 pos2
) )
print("DEBUG:marker_wall_manage do_update --> entitylist", weac.inspect(wall_entity_lists[event.player_name])) -- print("DEBUG:marker_wall_manage do_update --> entitylist", weac.inspect(wall_entity_lists[event.player_name]))
end end