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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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local positions_count_limit = 999
local positions = { }
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--- Position manager.
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-- @namespace worldeditadditions_core.pos
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local anchor = nil
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--- A new position has been set in a player's list at a specific position.
-- @event set
-- @format { player_name: string, i: number, pos: Vector3 }
-- @example
-- {
-- player_name = "some_player_name",
-- i = 3,
-- pos = <Vector3> { x = 456, y = 64, z = 9045 }
-- }
--- A new position has been pushed onto a player's stack.
-- @event push
-- @format { player_name: string, i: number, pos: Vector3 }
--- A new position has been pushed onto a player's stack.
-- @event pop
-- @format { player_name: string, i: number, pos: Vector3 }
--- The positions for a player have been cleared.
-- @event clear
-- @format { player_name: string }
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--- It is requested that all position/region marker UI elements be hidden for the given player.
-- @event unmark
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-- @format { player_name: string, markers: bool, walls: bool }
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--- It is requested that all position/region marker UI elements be shown once more for the given player.
-- @event mark
-- @format { player_name: string }
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--- Ensures that a table exists for the given player.
-- @param player_name string The name of the player to check.
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local function ensure_player ( player_name )
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if player_name == nil then
minetest.log ( " error " , " [wea core:pos:ensure_player] player_name is nil " )
end
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if not positions [ player_name ] then
positions [ player_name ] = { }
end
end
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--- Transparently fetches from worldedit pos1 for compatibility.
-- Called whenever pos1 is accessed in this API.
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-- @internal
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-- @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
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ensure_player ( player_name )
local new_pos1 = Vector3.clone ( worldedit.pos1 [ player_name ] )
local existing_pos1 = positions [ player_name ] [ 1 ]
positions [ player_name ] [ 1 ] = new_pos1
if new_pos1 ~= existing_pos1 then
anchor : emit ( " set " , { player_name = player_name , i = 1 , pos = new_pos1 } )
end
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end
end
--- Transparently fetches from worldedit pos2 for compatibility.
-- Called whenever pos2 is accessed in this API.
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-- @internal
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-- @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
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ensure_player ( player_name )
local new_pos2 = Vector3.clone ( worldedit.pos2 [ player_name ] )
local existing_pos2 = positions [ player_name ] [ 2 ]
positions [ player_name ] [ 2 ] = new_pos2
if new_pos2 ~= existing_pos2 then
anchor : emit ( " set " , { player_name = player_name , i = 2 , pos = new_pos2 } )
end
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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.
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-- @param pos Vector3 The position to set.
-- @param do_update=true bool Whether to call worldedit.marker_update() or not.
-- @returns nil
local function compat_worldedit_set ( player_name , i , pos , do_update )
if do_update == nil then do_update = false end
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if not worldedit then return end
if i == 1 and worldedit.pos1 then
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worldedit.pos1 [ player_name ] = nil
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if do_update and worldedit.marker_update then
worldedit.marker_update ( player_name ) end
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worldedit.pos1 [ player_name ] = pos : clone ( )
elseif i == 2 and worldedit.pos2 then
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worldedit.pos2 [ player_name ] = nil
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if do_update and worldedit.marker_update then
worldedit.marker_update ( player_name ) end
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worldedit.pos2 [ player_name ] = pos : clone ( )
end
end
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--- Fetches pos1/pos2 from WorldEdit (if available) and sets them in WorldEditAdditions' postional subsystem
-- @param player_name string The name of the player to sync the positions for.
local function compat_worldedit_get ( player_name )
compat_worldedit_pos1_get ( player_name )
compat_worldedit_pos2_get ( player_name )
end
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--- 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.
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-- @param i number The index of the position to fetch.
-- @returns Vector3? The position requested, or nil if it doesn't exist.
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local function get ( player_name , i )
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ensure_player ( player_name )
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if i == 2 then compat_worldedit_pos1_get ( player_name )
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elseif i == 2 then compat_worldedit_pos2_get ( player_name ) end
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return positions [ player_name ] [ i ]
end
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--- Convenience function that returns position 1 for the given player.
-- @param player_name string The name of the player to fetch the position for.
-- @returns Vector3? The position requested, or nil if it doesn't exist.
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local function get1 ( player_name ) return get ( player_name , 1 ) end
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--- Convenience function that returns position 1 for the given player.
-- @param player_name string The name of the player to fetch the position for.
-- @returns Vector3? The position requested, or nil if it doesn't exist.
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local function get2 ( player_name ) return get ( player_name , 2 ) end
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--- Gets a list of all the positions for the given player.
-- @param player_name string The name of the player to fetch the position for.
-- @returns Vector3[] A list of positions for the given player.
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local function get_all ( player_name )
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ensure_player ( player_name )
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compat_worldedit_pos1_get ( player_name )
compat_worldedit_pos2_get ( player_name )
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return wea_c.table . deepcopy ( positions [ player_name ] )
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end
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--- Get a bounding box that encloses all the positions currently defined by a given player.
-- @param player_name string The name of the player to fetch the boudnign box for.
-- @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 )
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compat_worldedit_pos1_get ( player_name )
compat_worldedit_pos2_get ( player_name )
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if # positions [ player_name ] < 1 then return nil end
local pos1 , pos2 = positions [ player_name ] [ 1 ] , positions [ player_name ] [ 1 ]
for _ , pos in pairs ( positions [ player_name ] ) do
pos1 , pos2 = Vector3.expand_region ( pos , pos1 , pos2 )
end
return pos1 , pos2
end
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--- Counts the number of positioons registered to a given player.
-- @param player_name string The name of the player to fetch the position for.
-- @returns number The number of positions registered for the given player.
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local function count ( player_name )
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ensure_player ( player_name )
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compat_worldedit_pos1_get ( player_name )
compat_worldedit_pos2_get ( player_name )
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return # positions [ player_name ]
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end
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--- Sets the position at the given index for the given player.
-- You probably want push_pos, not this function.
-- @param player_name string The name of the player to set the position for.
-- @param i number The index to set the position at.
-- @param pos Vector3 The position to set.
-- @returns bool Whether the operation was successful or not (players aren't allowed more than positions_count_limit number of positions at a time).
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local function set ( player_name , i , pos )
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-- It's a shame that Lua doesn't have a throw/raise, 'cause we could sure use it here
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if i > positions_count_limit then return false end
ensure_player ( player_name )
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positions [ player_name ] [ i ] = pos
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compat_worldedit_set ( player_name , i , pos )
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anchor : emit ( " set " , { player_name = player_name , i = i , pos = pos } )
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return true
end
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--- Convenience function that set position 1 for the given player.
-- @param player_name string The name of the player to set pos1 for.
-- @param pos Vector3? The new Vector3 for pos1 to set.
-- @returns bool Whether the operation was successful or not, but in this case will always return true so can be ignored.
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local function set1 ( player_name , pos )
return set ( player_name , 1 , pos )
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end
--- Convenience function that set position 2 for the given player.
-- @param player_name string The name of the player to set pos1 for.
-- @param pos Vector3? The new Vector3 for pos2 to set.
-- @returns bool Whether the operation was successful or not, but in this case will always return true so can be ignored.
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local function set2 ( player_name , pos )
return set ( player_name , 2 , pos )
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end
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--- Sets the all the positions for the given player.
-- You probably want push_pos, not this function.
-- @param player_name string The name of the player to set the positions for.
-- @param pos_list Vector3 The table of positions to set.
-- @returns bool Whether the operation was successful or not (players aren't allowed more than positions_count_limit number of positions at a time).
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local function set_all ( player_name , pos_list )
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if # pos_list > positions_count_limit then return false end
positions [ player_name ] = pos_list
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for i , pos_new in ipairs ( positions [ player_name ] ) do
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compat_worldedit_set ( player_name , i , pos_new )
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anchor : emit ( " push " , { player_name = player_name , pos = pos_new , i = i } )
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end
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return true
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end
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--- Clears all the positions for the given player.
-- @param player_name string The name of the player to clear the positions for.
-- @returns void
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local function clear ( player_name )
if positions [ player_name ] then
positions [ player_name ] = nil
end
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if worldedit then
if worldedit.pos1 then worldedit.pos1 [ player_name ] = nil end
if worldedit.pos2 then worldedit.pos2 [ player_name ] = nil end
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if worldedit.set_pos then worldedit.set_pos [ player_name ] = nil end
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end
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anchor : emit ( " clear " , { player_name = player_name } )
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end
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--- Removes the last position from the for a given player and returns it.
-- @param player_name string The name of the player to pop the position for.
-- @returns Vector3? The position removed, or nil if it doesn't exist.
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local function pop ( player_name )
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ensure_player ( player_name )
if # positions [ player_name ] <= 0 then return nil end
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local pos_count = # positions [ player_name ]
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local last_pos = table.remove ( positions [ player_name ] )
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if worldedit then
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if pos_count == 2 and worldedit.pos2 then worldedit.pos2 [ player_name ] = nil
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elseif pos_count == 1 and worldedit.pos1 then
worldedit.pos1 [ player_name ] = nil
worldedit.marker_update ( player_name )
end
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end
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anchor : emit ( " pop " , { player_name = player_name , pos = last_pos , i = pos_count } )
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return last_pos
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end
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--- Adds a position to the list for a given player.
-- @param player_name string The name of the player to add the position for.
-- @param pos Vector3 The position to add.
-- @returns number The new number of positions for that player.
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local function push ( player_name , pos )
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ensure_player ( player_name )
table.insert ( positions [ player_name ] , pos )
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compat_worldedit_set ( player_name , # positions [ player_name ] , pos )
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anchor : emit ( " push " , { player_name = player_name , pos = pos , i = # positions [ player_name ] } )
return # positions [ player_name ]
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end
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--- Hides the visual markers for the given player's positions and defined region, but does not clear the points.
-- @param player_name string The name of the player to operate on.
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-- @param markers=true bool Whether to hide positional markers.
-- @param walls=true bool Whether to hide the marker walls.
-- @returns void
local function unmark ( player_name , markers , walls )
if markers == nil then markers = true end
if walls == nil then walls = true end
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anchor : emit ( " unmark " , {
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player_name = player_name ,
markers = markers ,
walls = walls
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} )
end
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--- Shows the visual markers for the given player's positions and defined region once more.
-- Often used some time after calling worldeditadditions_core.pos.unmark().
-- @param player_name string The name of the player to operate on.
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-- @returns void
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local function mark ( player_name )
anchor : emit ( " mark " , {
player_name = player_name
} )
end
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anchor = wea_c.EventEmitter . new ( {
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get = get ,
get1 = get1 ,
get2 = get2 ,
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get_all = get_all ,
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get_bounds = get_bounds ,
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count = count ,
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clear = clear ,
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pop = pop ,
push = push ,
set = set ,
set1 = set1 ,
set2 = set2 ,
set_all = set_all ,
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unmark = unmark ,
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mark = mark ,
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compat_worldedit_get = compat_worldedit_get ,
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} )
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anchor.debug = false
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return anchor