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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-08-20 13:34:05 +02:00
wall markers: it shouldn't work, but it does
....I'll take it!
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c622fb554f
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@ -47,11 +47,13 @@ minetest.register_entity(
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--- Updates the properties of a single wall to match it's side and size
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--- Updates the properties of a single wall to match it's side and size
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local function single_setup(entity, size, side)
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local function single_setup(entity, size, side)
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local new_props = {
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local new_props = {
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visual_size = {
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visual_size = Vector3.min(
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x = math.min(10, math.abs(size.x)+1),
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Vector3.new(10, 10, 10),
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y = math.min(10, math.abs(size.y)+1),
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size:abs()
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z = math.min(10, math.abs(size.z)+1)
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)
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}
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-- x = math.min(10, math.abs(size.x)),
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-- y = math.min(10, math.abs(size.y)),
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-- z = math.min(10, math.abs(size.z))
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}
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}
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local cthick = Vector3.new(
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local cthick = Vector3.new(
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@ -63,7 +65,9 @@ local function single_setup(entity, size, side)
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local cpos2 = Vector3.clone(new_props.visual_size):divide(2):subtract(cthick)
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local cpos2 = Vector3.clone(new_props.visual_size):divide(2):subtract(cthick)
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if side == "x" or side == "-x" then
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if side == "x" or side == "-x" then
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new_props.visual_size.x = collision_thickness - 0.1
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new_props.visual_size = new_props.visual_size + Vector3.new(
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collision_thickness - 0.1
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)
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cpos1.x = -collision_thickness
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cpos1.x = -collision_thickness
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cpos2.x = collision_thickness
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cpos2.x = collision_thickness
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end
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end
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@ -83,7 +87,7 @@ local function single_setup(entity, size, side)
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cpos2.x, cpos2.y, cpos2.z
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cpos2.x, cpos2.y, cpos2.z
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}
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}
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print("DEBUG:marker_wall setup_single new_props", wea_c.inspect(new_props))
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print("DEBUG:setup_single size", size, "side", side, "new_props", wea_c.inspect(new_props))
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entity:set_properties(new_props)
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entity:set_properties(new_props)
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end
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end
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@ -95,7 +99,6 @@ end
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-- @param side string The side that this wall is on. Valid values: x, -x, y, -y, z, -z.
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-- @param side string The side that this wall is on. Valid values: x, -x, y, -y, z, -z.
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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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print("DEBUG:marker_wall create_single --> START player_name", player_name, "pos1", pos1, "pos2", pos2, "side", side)
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local offset = Vector3.new()
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local offset = Vector3.new()
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if side == "x" then offset.x = 0.5
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if side == "x" then offset.x = 0.5
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@ -107,7 +110,7 @@ local function create_single(player_name, pos1, pos2, side)
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local pos_centre = ((pos2 - pos1) / 2) + pos1 + offset
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local pos_centre = ((pos2 - pos1) / 2) + pos1 + offset
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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 --> spawned at", 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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entity:get_luaentity().player_name = player_name
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entity:get_luaentity().player_name = player_name
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@ -142,19 +145,20 @@ local function create_wall(player_name, pos1, pos2)
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-- ██████ ███
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-- ██████ ███
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-- ██ ██ ██
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-- ██ ██ ██
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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),
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math.min(pos1s.y, pos2s.y),
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math.min(pos1s.y, pos2s.y) - 0.5,
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math.min(pos1s.z, pos2s.z)
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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),
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math.max(pos1s.y, pos2s.y),
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math.max(pos1s.y, pos2s.y) + 0.5,
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math.max(pos1s.z, pos2s.z)
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math.max(pos1s.z, pos2s.z) + 0.5
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)
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)
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print("DEBUG ************ +X pos1", posx_pos1, "pos2", posx_pos2)
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for z = posx_pos2.z, posx_pos1.z, -entity_wall_size do
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for z = posx_pos2.z, posx_pos1.z, -entity_wall_size do
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for y = posx_pos2.y, posx_pos1.y, -entity_wall_size do
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for y = posx_pos2.y, posx_pos1.y, -entity_wall_size do
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local single_pos1 = Vector3.new(
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local single_pos1 = Vector3.new(
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@ -167,13 +171,56 @@ local function create_wall(player_name, pos1, pos2)
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math.max(y - entity_wall_size, posx_pos1.y),
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math.max(y - entity_wall_size, posx_pos1.y),
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math.max(z - entity_wall_size, posx_pos1.z)
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math.max(z - entity_wall_size, posx_pos1.z)
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)
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)
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local entity = create_single(player_name, single_pos1, single_pos2, "x")
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local entity = create_single(player_name,
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single_pos1, single_pos2,
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"x"
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)
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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, do negative x
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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.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 negx_pos2 = Vector3.new(
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math.min(pos1s.x, pos2s.x),
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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 ************ -X pos1", negx_pos1, "pos2", negx_pos2)
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for z = negx_pos2.z, negx_pos1.z, -entity_wall_size do
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for y = negx_pos2.y, negx_pos1.y, -entity_wall_size do
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local single_pos1 = Vector3.new(
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negx_pos1.x,
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y,
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z
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)
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local single_pos2 = Vector3.new(
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negx_pos1.x,
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math.max(y - entity_wall_size, negx_pos1.y),
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math.max(z - entity_wall_size, negx_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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"-x"
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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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@ -18,7 +18,7 @@ end
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-- @returns void
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-- @returns void
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local function do_delete(event)
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local function do_delete(event)
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if not wall_entity_lists[event.player_name] then return end
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if not wall_entity_lists[event.player_name] then return end
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print("DEBUG:marker_wall_manage do_delete --> deleting pre-existing wall with "..tostring(#wall_entity_lists[event.player_name]).." entities")
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-- print("DEBUG:marker_wall_manage do_delete --> deleting pre-existing wall with "..tostring(#wall_entity_lists[event.player_name]).." entities")
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if #wall_entity_lists[event.player_name] > 0 then
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if #wall_entity_lists[event.player_name] > 0 then
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weac.entities.pos_marker_wall.delete(wall_entity_lists[event.player_name])
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weac.entities.pos_marker_wall.delete(wall_entity_lists[event.player_name])
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end
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end
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@ -30,17 +30,17 @@ end
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-- @param event EventArgs<wea_c.pos.set> The event args for the set, push, or pop events on wea_c.pos.
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-- @param event EventArgs<wea_c.pos.set> The event args for the set, push, or pop events on wea_c.pos.
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-- @returns void
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-- @returns void
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local function do_update(event)
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local function do_update(event)
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print("DEBUG:marker_wall_manage do_update --> START")
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-- print("DEBUG:marker_wall_manage do_update --> START")
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-- We don't dynamically update, as that'd be too much work.
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-- We don't dynamically update, as that'd be too much work.
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-- Instead, we just delete & recreate each time.
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-- Instead, we just delete & recreate each time.
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if wall_entity_lists[event.player_name] then
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if wall_entity_lists[event.player_name] then
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print("DEBUG:marker_wall_manage do_update --> do_delete")
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-- print("DEBUG:marker_wall_manage do_update --> do_delete")
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do_delete(event)
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do_delete(event)
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end
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end
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local pos1 = weac.pos.get1(event.player_name)
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local pos1 = weac.pos.get1(event.player_name)
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local pos2 = weac.pos.get2(event.player_name)
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local pos2 = weac.pos.get2(event.player_name)
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print("DEBUG:marker_wall_manage do_update --> pos1", pos1, "pos2", pos2)
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-- print("DEBUG:marker_wall_manage do_update --> pos1", pos1, "pos2", pos2)
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if not pos1 or not pos2 then return end
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if not pos1 or not pos2 then return end
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@ -49,7 +49,7 @@ local function do_update(event)
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pos1,
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pos1,
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pos2
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pos2
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)
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)
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print("DEBUG:marker_wall_manage do_update --> entitylist", weac.inspect(wall_entity_lists[event.player_name]))
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-- print("DEBUG:marker_wall_manage do_update --> entitylist", weac.inspect(wall_entity_lists[event.player_name]))
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end
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end
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