Minetest-WorldEditAdditions/worldeditadditions_core/core/entities/pos_marker_wall.lua

489 lines
13 KiB
Lua

local wea_c = worldeditadditions_core
local EventEmitter = worldeditadditions_core.EventEmitter
local Vector3 = wea_c.Vector3
local anchor
local entity_wall_size = 10
local collision_thickness = 0.2
local function make_id()
return tostring(wea_c.get_ms_time()) .. "_" .. tostring(math.floor(math.random() * 1000000))
end
local last_reset = make_id()
local WEAPositionMarkerWall = {
initial_properties = {
visual = "cube",
visual_size = { x = 1, y = 1, z = 1 },
collisionbox = { -0.55, -0.55, -0.55, 0.55, 0.55, 0.55 },
-- ^^ { xmin, ymin, zmin, xmax, ymax, zmax } relative to obj pos
physical = false,
collide_with_objects = false,
textures = {
"worldeditadditions_core_marker_wall.png",
"worldeditadditions_core_marker_wall.png",
"worldeditadditions_core_marker_wall.png",
"worldeditadditions_core_marker_wall.png",
"worldeditadditions_core_marker_wall.png",
"worldeditadditions_core_marker_wall.png",
}
},
on_activate = function(self, staticdata)
local data = minetest.parse_json(staticdata)
if type(data) ~= "table" or data.id ~= last_reset then
self.object:remove()
return
end
self.__id = data.id
self._size = Vector3.clone(data.size)
self._side = data.side
self.player_name = data.player_name
anchor.__single_setup(self.object, self._size, self._side)
anchor:emit("update_entity", {
entity = self.object,
player_name = self.player_name
})
end,
on_punch = function(self, _)
print("DEBUG:pos_marker_wall on_punch")
anchor.delete(self)
-- Only unmark the rest of the walls
-- Unmark for the player that created this wall.... NOT the player who punched it!
wea_c.pos.unmark(self.player_name, false, true)
end,
on_blast = function(self, damage)
return false, false, {} -- Do not damage or knockback the player
end,
get_staticdata = function(self)
return minetest.write_json({
id = self.__id,
size = self._size,
side = self._side,
player_name = self.player_name
})
end
}
minetest.register_entity(
":worldeditadditions:marker_wall",
WEAPositionMarkerWall
)
--- Updates the properties of a single wall to match it's side and size
local function single_setup(entity, size, side)
local new_props = {
visual_size = Vector3.min(
Vector3.new(10, 10, 10),
size:abs()
)
-- 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(
collision_thickness,
collision_thickness,
collision_thickness
)
local cpos1 = Vector3.clone(new_props.visual_size):multiply(-1):divide(2):add(cthick)
local cpos2 = Vector3.clone(new_props.visual_size):divide(2):subtract(cthick)
if side == "x" or side == "-x" then
new_props.visual_size = new_props.visual_size + Vector3.new(
collision_thickness - 0.1
)
cpos1.x = -collision_thickness
cpos2.x = collision_thickness
end
if side == "y" or side == "-y" then
new_props.visual_size.y = collision_thickness - 0.1
cpos1.y = -collision_thickness
cpos2.y = collision_thickness
end
if side == "z" or side == "-z" then
new_props.visual_size.z = collision_thickness - 0.1
cpos1.z = -collision_thickness
cpos2.z = collision_thickness
end
new_props.collisionbox = {
cpos1.x, cpos1.y, cpos1.z,
cpos2.x, cpos2.y, cpos2.z
}
-- print("DEBUG:setup_single size", size, "side", side, "new_props", wea_c.inspect(new_props))
entity:set_properties(new_props)
end
--- Creates a single marker wall entity.
-- @param player_name string The name of the player it should belong to.
-- @param pos1 Vector3 The pos1 corner of the area the SINGLE marker should cover.
-- @param pos2 Vector3 The pos2 corner of the area the SINGLE marker should cover.
-- @param side string The side that this wall is on. Valid values: x, -x, y, -y, z, -z.
-- @returns Entity<WEAPositionMarkerWall>
local function create_single(player_name, pos1, pos2, side)
local pos_centre = ((pos2 - pos1) / 2) + pos1
local entity = minetest.add_entity(pos_centre, "worldeditadditions:marker_wall", minetest.write_json({
id = last_reset,
size = pos2 - pos1,
side = side,
player_name = player_name
}))
-- print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side, "SPAWN", pos_centre, "last_reset", last_reset)
-- entity:get_luaentity().player_name = player_name
-- single_setup(entity, pos2 - pos1, side)
return entity
end
--- Creates a marker wall around the defined region.
-- @param player_name string The name of the player that the wall belongs to.
-- @param pos1 Vector3 pos1 of the defined region.
-- @param pos2 Vector3 pos2 of the defined region.
-- @param sides_to_display string The sides of the marker wall that should actually be displayed, squished together into a single string. Defaults to "+x-x+z-z". Use "+x-x+z-z+y-y" to display all sides; add and remove sides as desired.
-- @returns table<entitylist> A list of all created entities.
local function create_wall(player_name, pos1, pos2, sides_to_display)
if not sides_to_display then
sides_to_display = "+x-x+z-z" -- this matches WorldEdit
-- To display all of them:
-- sides_to_display = "+x-x+z-z+y-y"
end
-- print("DEBUG:marker_wall create_wall --> START player_name", player_name, "pos1", pos1, "pos2", pos2)
local pos1s, pos2s = Vector3.sort(pos1, pos2)
local entities = {}
-- local dim1, dim2
-- if side == "x" or side == "-x" then dim1, dim2 = size.z, size.y
-- elseif side == "z" or size == "-z" then dim1, dim2 = size.x, size.y
-- elseif side == "y" or size == "-y" then dim1, dim2 = size.x, size.z
-- end
-- x → z, y
-- z → x, y
-- y → x, z
-- ██ ██
-- ██ ██ ██
-- ██████ ███
-- ██ ██ ██
-- ██ ██
-- First, do positive x
if string.find(sides_to_display, "+x") then
local posx_pos1 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local posx_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
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 y = posx_pos2.y, posx_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new(
posx_pos1.x,
y,
z
)
local single_pos2 = Vector3.new(
posx_pos1.x,
math.max(y - entity_wall_size, posx_pos1.y),
math.max(z - entity_wall_size, posx_pos1.z)
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"x"
)
table.insert(entities, entity)
end
end
end
-- ██ ██
-- ██ ██
-- ██████ ███
-- ██ ██
-- ██ ██
-- Now, do negative x
if string.find(sides_to_display, "-x") then
local negx_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
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) - 0.5,
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
end
-- ██ ██
-- ██ ██ ██
-- ██████ ████
-- ██ ██
-- ██
-- Now, positive y
if string.find(sides_to_display, "+y") then
local posy_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local posy_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
-- print("DEBUG ************ +Y pos1", posy_pos1, "pos2", posy_pos2)
for z = posy_pos2.z, posy_pos1.z, -entity_wall_size do
for x = posy_pos2.x, posy_pos1.x, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
posy_pos1.y,
z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, posy_pos1.x),
posy_pos1.y,
math.max(z - entity_wall_size, posy_pos1.z)
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"y"
)
table.insert(entities, entity)
end
end
end
-- ██ ██
-- ██ ██
-- ██████ ████
-- ██
-- ██
-- Now, negative y
if string.find(sides_to_display, "-y") then
local negy_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local negy_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
-- print("DEBUG ************ -Y pos1", negy_pos1, "pos2", negy_pos2)
for z = negy_pos2.z, negy_pos1.z, -entity_wall_size do
for x = negy_pos2.x, negy_pos1.x, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
negy_pos1.y,
z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, negy_pos1.x),
negy_pos1.y,
math.max(z - entity_wall_size, negy_pos1.z)
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"-y"
)
table.insert(entities, entity)
end
end
end
-- ███████
-- ██ ███
-- ██████ ███
-- ██ ███
-- ███████
-- Now, positive z. Almost there!
if string.find(sides_to_display, "+z") then
local posz_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
local posz_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.max(pos1s.z, pos2s.z) + 0.5
)
-- print("DEBUG ************ +Z pos1", posz_pos1, "pos2", posz_pos2)
for x = posz_pos2.x, posz_pos1.x, -entity_wall_size do
for y = posz_pos2.y, posz_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
y,
posz_pos1.z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, posz_pos1.x),
math.max(y - entity_wall_size, posz_pos1.y),
posz_pos1.z
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"z"
)
table.insert(entities, entity)
end
end
end
-- ███████
-- ███
-- ██████ ███
-- ███
-- ███████
-- Finally, negative z. Last one!
if string.find(sides_to_display, "-z") then
local negz_pos1 = Vector3.new(
math.min(pos1s.x, pos2s.x) - 0.5,
math.min(pos1s.y, pos2s.y) - 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
local negz_pos2 = Vector3.new(
math.max(pos1s.x, pos2s.x) + 0.5,
math.max(pos1s.y, pos2s.y) + 0.5,
math.min(pos1s.z, pos2s.z) - 0.5
)
-- print("DEBUG ************ -Z pos1", negz_pos1, "pos2", negz_pos2)
for x = negz_pos2.x, negz_pos1.x, -entity_wall_size do
for y = negz_pos2.y, negz_pos1.y, -entity_wall_size do
local single_pos1 = Vector3.new(
x,
y,
negz_pos1.z
)
local single_pos2 = Vector3.new(
math.max(x - entity_wall_size, negz_pos1.x),
math.max(y - entity_wall_size, negz_pos1.y),
negz_pos1.z
)
local entity = create_single(player_name,
single_pos1, single_pos2,
"-z"
)
table.insert(entities, entity)
end
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.
-- for z = pos2.z, pos1.z, -entity_wall_size do
-- for y = pos2.y, pos1.y, -entity_wall_size do
-- for x = pos2.x, pos1.x, -entity_wall_size do
-- end
-- end
-- end
return entities
end
--- Deletes all entities in the given entity list
-- @param entitylist table<entity> A list of wall entities that make up the wall to delete.
local function delete(entitylist)
-- print("DEBUG:marker_wall delete --> START with "..#entitylist.." entities")
local player_name
for _, entity in ipairs(entitylist) do
if not entity.get_luaentity or not entity:get_luaentity() then return end -- Ensure the entity is still valid
if not player_name then
player_name = entity:get_luaentity().player_name
end
entity:remove()
end
last_reset = make_id()
-- print("DEBUG:marker_wall delete --> LAST_RESET is now", last_reset, "type", type(last_reset))
anchor:emit("delete", {
player_name = player_name
})
end
anchor = EventEmitter.new({
create = create_wall,
delete = delete,
__single_setup = single_setup
})
return anchor