core: add transparent WorldEdit compatibility to the position subsystem

This commit is contained in:
Starbeamrainbowlabs 2022-09-25 01:07:48 +01:00
parent c2d19105ed
commit a768378dfd
Signed by: sbrl
GPG Key ID: 1BE5172E637709C2
1 changed files with 62 additions and 0 deletions

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@ -22,12 +22,51 @@ local function ensure_player(player_name)
end
end
--- Transparently fetches from worldedit pos1 for compatibility.
-- Called whenever pos1 is accessed in this API.
-- @private
-- @param player_name string The name of the player to fetch the position for.
-- @returns void
local function compat_worldedit_pos1_get(player_name)
if worldedit and worldedit.pos1 and worldedit.pos1[player_name] then
positions[player_name][1] = Vector3.clone(worldedit.pos1[player_name])
end
end
--- Transparently fetches from worldedit pos2 for compatibility.
-- Called whenever pos2 is accessed in this API.
-- @private
-- @param player_name string The name of the player to fetch the position for.
-- @returns void
local function compat_worldedit_pos2_get(player_name)
if worldedit and worldedit.pos2 and worldedit.pos2[player_name] then
positions[player_name][2] = Vector3.clone(worldedit.pos2[player_name])
end
end
--- Sets pos1/pos2 in worldedit for compatibility.
-- @param player_name string The name of the player to set the position for.
-- @param i number The index of the position to set.
-- @returns Vector3? The position to set.
local function compat_worldedit_set(player_name, i, pos)
if not worldedit then return end
if i == 1 and worldedit.pos1 then
worldedit.pos1[player_name] = pos:clone()
if worldedit.mark_pos1 then worldedit.mark_pos1(player_name) end
elseif i == 2 and worldedit.pos2 then
worldedit.pos2[player_name] = pos:clone()
if worldedit.mark_pos2 then worldedit.mark_pos2(player_name) end
end
end
--- Gets the position with the given index for the given player.
-- @param player_name string The name of the player to fetch the position for.
-- @param i number The index of the position to fetch.
-- @returns Vector3? The position requested, or nil if it doesn't exist.
local function get_pos(player_name, i)
ensure_player(player_name)
if i == 1 then compat_worldedit_pos1_get(player_name)
elseif i == 2 then compat_worldedit_pos2_get(player_name) end
return positions[player_name][i]
end
@ -45,6 +84,9 @@ local function get_pos2(player_name) return get_pos(player_name, 2) end
-- @returns Vector3[] A list of positions for the given player.
local function get_all(player_name)
ensure_player(player_name)
compat_worldedit_pos1_get(player_name)
compat_worldedit_pos2_get(player_name)
return wea_c.table.deepcopy(positions[player_name])
end
@ -53,6 +95,8 @@ end
-- @returns nil|(Vector3,Vector3) 2 positions that define opposite corners of a region that fully encloses all the defined points for the given player, or nil ir the specified player has no points currently defined.
local function get_bounds(player_name)
ensure_player(player_name)
compat_worldedit_pos1_get(player_name)
compat_worldedit_pos2_get(player_name)
if #positions[player_name] < 1 then return nil end
local pos1, pos2 = positions[player_name][1], positions[player_name][1]
@ -69,6 +113,9 @@ end
-- @returns number The number of positions registered for the given player.
local function pos_count(player_name)
ensure_player(player_name)
compat_worldedit_pos1_get(player_name)
compat_worldedit_pos2_get(player_name)
return #positions[player_name]
end
--- Sets the position at the given index for the given player.
@ -80,7 +127,10 @@ end
local function set_pos(player_name, i, pos)
if i > positions_count_limit then return false end
ensure_player(player_name)
positions[player_name][i] = pos
compat_worldedit_set(player_name, i, pos)
anchor:emit("set", { player_name = player_name, i = i, pos = pos })
return true
end
@ -110,6 +160,7 @@ local function set_pos_all(player_name, pos_list)
if #pos_list > positions_count_limit then return false end
positions[player_name] = pos_list
for i,pos_new in ipairs(positions[player_name]) do
compat_worldedit_set(player_name, i, pos_new)
anchor:emit("push", { player_name = player_name, pos = pos_new, i = i })
end
return true
@ -121,6 +172,10 @@ local function clear(player_name)
if positions[player_name] then
positions[player_name] = nil
end
if worldedit then
if worldedit.pos1 then worldedit.pos1[player_name] = nil end
if worldedit.pos2 then worldedit.pos2[player_name] = nil end
end
anchor:emit("clear", { player_name = player_name })
end
--- Removes the last position from the for a given player and returns it.
@ -131,6 +186,11 @@ local function pop_pos(player_name)
if #positions[player_name] <= 0 then return nil end
local count = #positions[player_name]
local last_pos = table.remove(positions[player_name])
if worldedit then
if count == 2 and worldedit.pos2 then worldedit.pos2[player_name] = nil
elseif count == 1 and worldedit.pos1 then worldedit.pos1[player_name] = nil end
end
anchor:emit("pop", { player_name = player_name, pos = last_pos, i = count })
return last_pos
end
@ -141,6 +201,8 @@ end
local function push_pos(player_name, pos)
ensure_player(player_name)
table.insert(positions[player_name], pos)
compat_worldedit_set(player_name, #positions, pos)
anchor:emit("push", { player_name = player_name, pos = pos, i = #positions[player_name] })
return #positions[player_name]
end