local Vector3 if worldeditadditions then local wea = worldeditadditions Vector3 = dofile(wea.modpath.."/utils/vector3.lua") else Vector3 = require("worldeditadditions.utils.vector3") end --[[ parse_axes("6",name) == return Vector3.new(6,6,6), Vector3.new(-6,-6,-6) parse_axes("h 4",name) == return Vector3.new(4,0,4), Vector3.new(-4,0,-4) parse_axes("v 4",name) == return Vector3.new(0,4,0), Vector3.new(0,-4,0) parse_axes("-x 4 z 3 5",name) == return Vector3.new(0,0,3), Vector3.new(-4,0,-5) parse_axes("x -10 y 14 true",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0) parse_axes("x -10 y 14 r",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0) parse_axes("x -10 y 14 rev",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0) -- Assuming player is facing +Z (north) parse_axes("front 4 y 2 r",name) == return Vector3.new(0,2,4), Vector3.new(0,-2,0) parse_axes("right 4 y 2 r",name) == return Vector3.new(0,2,0), Vector3.new(-4,-2,0) ]]-- --- Parses an absolute axis name to a Vector3 instance. -- @example -- local v3instance = parse_abs_axis_name("-x") -- -- v3instance will now be equal to Vector3.new(-1, 0, 0) -- @param axis_name string The axis name to parse. -- @returns bool,Vector3|string A bool success value, followed by the resulting Vector3 instance (if succeeded) or an error message string (if failed). local function parse_abs_axis_name(axis_name) if type(axis_name) ~= "string" then return false, "Error: Expected axis_name to be of type string, but found value of type '"..type(axis_name).."' instead." end local result = Vector3.new() if axis_name:match("-x") then result.x = -1 elseif axis_name:match("x") then result.x = 1 end if axis_name:match("-y") then result.y = -1 elseif axis_name:match("y") then result.y = 1 end if axis_name:match("-z") then result.z = -1 elseif axis_name:match("z") then result.z = 1 end if Vector3.new() == result then return false, "Error: Unknown axis_name '"..axis_name.."'." end return true, result end -- Parses a relative axis name (e.g. "front", "back", etc) to an absolute -- Vector3 instance. -- @param axis_name string The axis name to parse. -- @param player_name PlayerDir The directional information that the parsing should be relative to. -- @returns bool,Vector3|string A bool success value, followed by the resulting Vector3 instance (if succeeded) or an error message string (if failed). local function parse_relative_axis_name(axis_name, facing_dir) if type(axis_name) ~= "string" then return false, "Error: Expected axis_name to be of type string, value was of type '"..type(axis_name).."' instead." end local dir local flip = Vector3.new(-1, -1, -1) if axis_name == "?" then dir = facing_dir.front end if axis_name == "front" or axis_name == "f" then dir = facing_dir.front end if axis_name == "back" or axis_name == "b" then dir = facing_dir.back end if axis_name == "left" or axis_name == "l" then dir = facing_dir.left end if axis_name == "right" or axis_name == "r" then dir = facing_dir.right end if axis_name == "up" or axis_name == "u" then dir = facing_dir.up end if axis_name == "down" or axis_name == "d" then dir = facing_dir.down end if not dir then return false, "Error: Unknown axis name '"..axis_name.."'. Valid values: ?, front, f, back, b, left, l, right, r, up, u, down, d." end axis_name = (dir.sign < 0 and "-" or "")..dir.axis local success, result = parse_abs_axis_name(axis_name) if not success then return success, result end return true, result end local function parse_axis_name(axis_name, facing_dir) local success, result = parse_relative_axis_name(axis_name, facing_dir) if not success then success, result = parse_abs_axis_name(axis_name) end return success, result end --- Parses a token list of axes and counts into a Vector3. -- For example, "x 4" would become { x = 4, y = 0, z = 0 }, and "? 4 -z 10" -- might become { x = 4, y = 0, z = -10 }. -- Note that the input here needs to be *post split*. wea.split_shell is -- recommended for this purpose. -- @param token_list string[] A list of tokens to parse -- @param facing_dir PlayerDir The direction the player is facing. Returned from wea.player_dir(name). -- @returns Vector3,Vector3 A Vector3 pair generated from parsing out the input token list representing the delta change that can be applied to a defined pos1, pos2 region. local function parse_axes(token_list, facing_dir) local pos1, pos2 = Vector3.new(), Vector3.new() if #token_list < 2 then return false, "Error: Not enough arguments (at least 2 are required)" end local state = "AXIS" local current_axis = nil local current_axis_text = nil local success for i,token in ipairs(token_list) do if state == "AXIS" then if token == "h" or "horizontal" then current_axis_text = "horizontal" current_axis = Vector3.new(1, 0, 1) elseif token == "v" or token == "vertical" then current_axis_text = "vertical" current_axis = Vector3.new(0, 1, 0) else current_axis_text = token success, current_axis = parse_axis_name(token, facing_dir) if not success then return success, current_axis end end state = "VALUE" elseif state == "VALUE" then local offset_this = tonumber(token) if not offset_this then return false, "Error: Invalid count value '"..tostring(token).."' for axis '"..current_axis_text.."'. Values may only be positive or negative integers." end offset_this = current_axis * offset_this -- Apply the new offset to the virtual defined region if current_axis_text == "horizontal" or current_axis_text == "vertical" then -- We're horizonal / vertical pos1 = pos1 + (offset_this * -1) pos2 = pos2 + offset_this else -- It's a specific axis if offset_this.x < 0 then pos1.x = pos1.x + offset_this.x else pos2.x = pos2.x + offset_this.x end if offset_this.y < 0 then pos1.y = pos1.y + offset_this.y else pos2.y = pos2.y + offset_this.y end if offset_this.z < 0 then pos1.z = pos1.z + offset_this.z else pos2.z = pos2.z + offset_this.z end end state = "AXIS" else return false, "Error: Failed to parse input due to unknown state '"..tostring(state).."' (this is probably a bug - please report it!)" end end return true, pos1, pos2 end return { parse_axes = parse_axes, parse_axis_name = parse_axis_name, parse_abs_axis_name = parse_abs_axis_name, parse_relative_axis_name = parse_relative_axis_name }