Minetest-WorldEditAdditions/worldeditadditions_core/core/pos_marker_wall_manage.lua

100 lines
3.1 KiB
Lua

local weac = worldeditadditions_core
local wall_entity_lists = {}
--- 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 wall_entity_lists[player_name] then
wall_entity_lists[player_name] = {}
end
end
--- Deletes the currently displayed marker wall.
-- @param event EventArgs<wea_c.pos.set> The event args for the set, push, pop, or clear events on wea_c.pos.
-- @returns void
local function do_delete(event)
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")
if #wall_entity_lists[event.player_name] > 0 then
weac.entities.pos_marker_wall.delete(wall_entity_lists[event.player_name])
end
wall_entity_lists[event.player_name] = nil
end
--- Updates the marker wall as appropriate.
-- @param event EventArgs<wea_c.pos.set> The event args for the set, push, or pop events on wea_c.pos.
-- @returns void
local function do_update(event)
-- print("DEBUG:marker_wall_manage do_update --> START")
-- We don't dynamically update, as that'd be too much work.
-- Instead, we just delete & recreate each time.
if wall_entity_lists[event.player_name] then
-- print("DEBUG:marker_wall_manage do_update --> do_delete")
do_delete(event)
end
local pos1 = weac.pos.get1(event.player_name)
local pos2 = weac.pos.get2(event.player_name)
-- print("DEBUG:marker_wall_manage do_update --> pos1", pos1, "pos2", pos2)
if not pos1 or not pos2 then return end
wall_entity_lists[event.player_name] = weac.entities.pos_marker_wall.create(
event.player_name,
pos1,
pos2
)
-- print("DEBUG:marker_wall_manage do_update --> entitylist", weac.inspect(wall_entity_lists[event.player_name]))
end
local function garbage_collect(player_name)
if not wall_entity_lists[player_name] then return end -- Nothing to do
for i, entity in ipairs(wall_entity_lists[player_name]) do
if not entity:get_pos() then
table.remove(wall_entity_lists[player_name], i)
end
end
end
local function update_entity(event)
print("DEBUG:pos_marker_wall_manage UPDATE_ENTITY event", weac.inspect(event))
garbage_collect(event.player_name)
ensure_player(event.player_name)
table.insert(
wall_entity_lists[event.player_name],
event.entity
)
end
local function needs_update(event)
if event.i > 2 then
return false
end
return true
end
local function handle_event(event)
if needs_update(event) then do_update(event) end
end
local function handle_unmark(event)
if event.walls then do_delete(event) end
end
weac.pos:addEventListener("set", handle_event)
weac.pos:addEventListener("pop", handle_event)
weac.pos:addEventListener("push", handle_event)
weac.pos:addEventListener("clear", do_delete)
weac.pos:addEventListener("unmark", handle_unmark)
weac.pos:addEventListener("mark", do_update)
weac.entities.pos_marker_wall:addEventListener("update_entity", update_entity)