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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-08-20 21:44:06 +02:00
marker wall: got it!
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@ -100,15 +100,8 @@ end
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-- @returns Entity<WEAPositionMarkerWall>
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-- @returns Entity<WEAPositionMarkerWall>
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local function create_single(player_name, pos1, pos2, side)
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local function create_single(player_name, pos1, pos2, side)
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local offset = Vector3.new()
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if side == "x" then offset.x = 0.5
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elseif side == "-x" then offset.x = -0.5
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elseif side == "y" then offset.y = 0.5
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elseif side == "-y" then offset.y = -0.5
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elseif side == "z" then offset.z = 0.5
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elseif side == "-z" then offset.z = -0.5 end
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local pos_centre = ((pos2 - pos1) / 2) + pos1 + offset
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local pos_centre = ((pos2 - pos1) / 2) + pos1
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local entity = minetest.add_entity(pos_centre, "worldeditadditions:marker_wall")
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local entity = minetest.add_entity(pos_centre, "worldeditadditions:marker_wall")
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print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side, "SPAWN", pos_centre)
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print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side, "SPAWN", pos_centre)
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@ -147,12 +140,12 @@ local function create_wall(player_name, pos1, pos2)
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-- ██ ██
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-- ██ ██
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-- First, do positive x
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-- First, do positive x
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local posx_pos1 = Vector3.new(
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local posx_pos1 = Vector3.new(
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math.max(pos1s.x, pos2s.x),
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math.max(pos1s.x, pos2s.x) + 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.z, pos2s.z) - 0.5
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math.min(pos1s.z, pos2s.z) - 0.5
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)
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)
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local posx_pos2 = Vector3.new(
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local posx_pos2 = Vector3.new(
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math.max(pos1s.x, pos2s.x),
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math.max(pos1s.x, pos2s.x) + 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.z, pos2s.z) + 0.5
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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)
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@ -188,12 +181,12 @@ local function create_wall(player_name, pos1, pos2)
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-- ██ ██
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-- ██ ██
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-- Now, do negative x
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-- Now, do negative x
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local negx_pos1 = Vector3.new(
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local negx_pos1 = Vector3.new(
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math.min(pos1s.x, pos2s.x),
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math.min(pos1s.x, pos2s.x) - 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.z, pos2s.z) - 0.5
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math.min(pos1s.z, pos2s.z) - 0.5
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)
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)
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local negx_pos2 = Vector3.new(
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local negx_pos2 = Vector3.new(
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math.min(pos1s.x, pos2s.x),
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math.min(pos1s.x, pos2s.x) - 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.z, pos2s.z) + 0.5
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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)
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@ -219,7 +212,169 @@ local function create_wall(player_name, pos1, pos2)
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table.insert(entities, entity)
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table.insert(entities, entity)
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end
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end
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end
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end
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-- ██ ██
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-- ██ ██ ██
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-- ██████ ████
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-- ██ ██
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-- ██
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-- Now, positive y
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local posy_pos1 = Vector3.new(
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math.min(pos1s.x, pos2s.x) - 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.min(pos1s.z, pos2s.z) - 0.5
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)
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local posy_pos2 = Vector3.new(
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math.max(pos1s.x, pos2s.x) + 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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print("DEBUG ************ +Y pos1", posy_pos1, "pos2", posy_pos2)
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for z = posy_pos2.z, posy_pos1.z, -entity_wall_size do
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for x = posy_pos2.x, posy_pos1.x, -entity_wall_size do
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local single_pos1 = Vector3.new(
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x,
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posy_pos1.y,
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z
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)
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local single_pos2 = Vector3.new(
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math.max(x - entity_wall_size, posy_pos1.x),
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posy_pos1.y,
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math.max(z - entity_wall_size, posy_pos1.z)
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)
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local entity = create_single(player_name,
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single_pos1, single_pos2,
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"y"
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)
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table.insert(entities, entity)
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end
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end
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-- ██ ██
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-- ██ ██
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-- ██████ ████
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-- ██
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-- ██
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-- Now, negative y
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local negy_pos1 = Vector3.new(
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math.min(pos1s.x, pos2s.x) - 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.z, pos2s.z) - 0.5
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)
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local negy_pos2 = Vector3.new(
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math.max(pos1s.x, pos2s.x) + 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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print("DEBUG ************ -Y pos1", negy_pos1, "pos2", negy_pos2)
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for z = negy_pos2.z, negy_pos1.z, -entity_wall_size do
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for x = negy_pos2.x, negy_pos1.x, -entity_wall_size do
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local single_pos1 = Vector3.new(
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x,
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negy_pos1.y,
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z
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)
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local single_pos2 = Vector3.new(
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math.max(x - entity_wall_size, negy_pos1.x),
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negy_pos1.y,
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math.max(z - entity_wall_size, negy_pos1.z)
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)
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local entity = create_single(player_name,
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single_pos1, single_pos2,
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"-y"
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)
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table.insert(entities, entity)
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end
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end
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-- ███████
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-- ██ ███
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-- ██████ ███
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-- ██ ███
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-- ███████
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-- Now, positive z. Almost there!
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local posz_pos1 = Vector3.new(
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math.min(pos1s.x, pos2s.x) - 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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local posz_pos2 = Vector3.new(
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math.max(pos1s.x, pos2s.x) + 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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print("DEBUG ************ +Z pos1", posz_pos1, "pos2", posz_pos2)
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for x = posz_pos2.x, posz_pos1.x, -entity_wall_size do
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for y = posz_pos2.y, posz_pos1.y, -entity_wall_size do
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local single_pos1 = Vector3.new(
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x,
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y,
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posz_pos1.z
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)
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local single_pos2 = Vector3.new(
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math.max(x - entity_wall_size, posz_pos1.x),
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math.max(y - entity_wall_size, posz_pos1.y),
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posz_pos1.z
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)
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local entity = create_single(player_name,
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single_pos1, single_pos2,
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"z"
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)
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table.insert(entities, entity)
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end
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end
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-- ███████
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-- ███
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-- ██████ ███
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-- ███
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-- ███████
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-- Finally, negative z. Last one!
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local negz_pos1 = Vector3.new(
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math.min(pos1s.x, pos2s.x) - 0.5,
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.z, pos2s.z) - 0.5
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)
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local negz_pos2 = Vector3.new(
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math.max(pos1s.x, pos2s.x) + 0.5,
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.min(pos1s.z, pos2s.z) - 0.5
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)
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print("DEBUG ************ -Z pos1", negz_pos1, "pos2", negz_pos2)
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for x = negz_pos2.x, negz_pos1.x, -entity_wall_size do
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for y = negz_pos2.y, negz_pos1.y, -entity_wall_size do
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local single_pos1 = Vector3.new(
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x,
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y,
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negz_pos1.z
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)
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local single_pos2 = Vector3.new(
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math.max(x - entity_wall_size, negz_pos1.x),
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math.max(y - entity_wall_size, negz_pos1.y),
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negz_pos1.z
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)
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local entity = create_single(player_name,
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single_pos1, single_pos2,
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"-z"
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)
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table.insert(entities, entity)
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end
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end
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-- 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.
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-- 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.
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