local wea_c = worldeditadditions_core local position_entities = {} local function compat_worldedit_hide_pos1(player_name) if not worldedit or not worldedit.pos1 or not worldedit.mark_pos1 then return end local pos1 = worldedit.pos1[player_name] worldedit.pos1[player_name] = nil worldedit.mark_pos1(player_name) worldedit.pos1[player_name] = nil end local function compat_worldedit_hide_pos2(player_name) if not worldedit or not worldedit.pos2 or not worldedit.mark_pos2 then return end local pos2 = worldedit.pos2[player_name] worldedit.pos2[player_name] = nil worldedit.mark_pos2(player_name) worldedit.pos2[player_name] = nil end --- Ensures that a table exists for the given player. -- @param player_name string The name of the player to check. local function ensure_player(player_name) if player_name == nil then minetest.log("error", "[wea core:pos_manage:ensure_player] player_name is nil") end if not position_entities[player_name] then position_entities[player_name] = {} end end local function do_create(event) ensure_player(event.player_name) if event.i == 1 then compat_worldedit_hide_pos1(event.player_name) end if event.i == 2 then compat_worldedit_hide_pos2(event.player_name) end local new_entity = wea_c.entities.pos_marker.create( event.player_name, event.pos, event.i ) position_entities[event.player_name][event.i] = new_entity end wea_c.pos:addEventListener("push", function(event) do_create(event) end) wea_c.pos:addEventListener("pop", function(event) ensure_player(event.player_name) if not position_entities[event.player_name][event.i] then return end wea_c.entities.pos_marker.delete( position_entities[event.player_name][event.i] ) position_entities[event.player_name][event.i] = nil end) wea_c.pos:addEventListener("set", function(event) ensure_player(event.player_name) -- Delete the old one, if it exists -- This is safer than attempting to reuse an entity that might not exist if position_entities[event.player_name][event.i] then wea_c.entities.pos_marker.delete( position_entities[event.player_name][event.i] ) position_entities[event.player_name][event.i] = nil end do_create(event) -- This works because the event obj for push and set is identical end) wea_c.pos:addEventListener("clear", function(event) ensure_player(event.player_name) if #position_entities[event.player_name] > 0 then for _, entity in pairs(position_entities[event.player_name]) do wea_c.entities.pos_marker.delete(entity) end end position_entities[event.player_name] = nil end)