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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-27 01:23:45 +01:00
initial pos marker wall for +x only
it's not hooked up yet.
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8cc2c735b1
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196
worldeditadditions_core/core/entities/pos_marker_wall.lua
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196
worldeditadditions_core/core/entities/pos_marker_wall.lua
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@ -0,0 +1,196 @@
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local wea_c = worldeditadditions_core
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local EventEmitter = worldeditadditions_core.EventEmitter
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local Vector3 = wea_c.Vector3
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local anchor
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local entity_wall_size = 10
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local collision_thickness = 0.2
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local WEAPositionMarkerWall = {
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initial_properties = {
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visual = "cube",
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visual_size = { x = 1, y = 1, z = 1 },
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collisionbox = { -0.55, -0.55, -0.55, 0.55, 0.55, 0.55 },
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-- ^^ { xmin, ymin, zmin, xmax, ymax, zmax } relative to obj pos
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physical = false,
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collide_with_objects = false,
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static_save = false,
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textures = {
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"worldeditadditions_core_marker_wall.png",
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"worldeditadditions_core_marker_wall.png",
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"worldeditadditions_core_marker_wall.png",
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"worldeditadditions_core_marker_wall.png",
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"worldeditadditions_core_marker_wall.png",
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"worldeditadditions_core_marker_wall.png",
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}
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},
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on_activate = function(self, staticdata)
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-- noop
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end,
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on_punch = function(self, _)
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anchor.delete(self)
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end,
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on_blast = function(self, damage)
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return false, false, {} -- Do not damage or knockback the player
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end
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}
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minetest.register_entity(":worldeditadditions:marker_wall", WEAPositionMarker)
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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 new_props = {
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visual_size = {
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x = math.min(10, size.x),
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y = math.min(10, size.y),
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z = math.min(10, size.z)
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}
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}
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local cthick = Vector3.new(
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collision_thickness,
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collision_thickness,
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collision_thickness
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)
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local cpos1 = Vector3.clone(new_props.visual_size):multiply(-1):divide(2):add(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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new_props.visual_size.x = collision_thickness - 0.1
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cpos1.x = -collision_thickness
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cpos2.x = collision_thickness
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end
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if side == "y" or side == "-y" then
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new_props.visual_size.y = collision_thickness - 0.1
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cpos1.y = -collision_thickness
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cpos2.y = collision_thickness
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end
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if side == "z" or side == "-z" then
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new_props.visual_size.z = collision_thickness - 0.1
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cpos1.z = -collision_thickness
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cpos2.z = collision_thickness
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end
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new_props.collisionbox = {
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cpos1.x, cpos1.y, cpos1.z,
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cpos2.x, cpos2.y, cpos2.z
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}
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entity:set_properties(new_props)
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end
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--- Creates a single marker wall entity.
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-- @param player_name string The name of the player it should belong to.
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-- @param pos1 Vector3 The pos1 corner of the area the SINGLE marker should cover.
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-- @param pos2 Vector3 The pos2 corner of the area the SINGLE marker should cover.
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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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local function create_single(player_name, pos1, pos2, side)
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local pos_centre = pos2 - pos1
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local entity = minetest.add_entity(pos_centre, name)
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entity:get_luaentity().player_name = player_name
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single_setup(entity, pos2 - pos1, side)
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return entity
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end
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--- Creates a marker wall around the defined region.
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-- @param player_name string The name of the player that the wall belongs to.
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-- @param pos1 Vector3 pos1 of the defined region.
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-- @param pos2 Vector3 pos2 of the defined region.
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-- @returns table<entitylist> A list of all created entities.
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local function create_wall(player_name, pos1, pos2)
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local pos1s, pos2s = Vector3.sort(pos1, pos2)
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local entities = {}
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-- local dim1, dim2
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-- if side == "x" or side == "-x" then dim1, dim2 = size.z, size.y
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-- elseif side == "z" or size == "-z" then dim1, dim2 = size.x, size.y
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-- elseif side == "y" or size == "-y" then dim1, dim2 = size.x, size.z
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-- end
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-- x → z, y
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-- z → x, y
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-- y → x, z
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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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local posx_pos1 = Vector3.new(
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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.z, pos2s.z)
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)
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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.y, pos2s.y),
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math.max(pos1s.z, pos2s.z)
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)
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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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local single_pos1 = Vector3.new(
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posx_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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posx_pos1.x,
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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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)
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local entity = create_single(player_name, single_pos1, single_pos2, "x")
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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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-- for z = pos2.z, pos1.z, -entity_wall_size do
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-- for y = pos2.y, pos1.y, -entity_wall_size do
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-- for x = pos2.x, pos1.x, -entity_wall_size do
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-- end
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-- end
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-- end
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return entities
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end
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--- Deletes all entities in the given entity list
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-- @param entitylist table<entity> A list of wall entities that make up the wall to delete.
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local function delete(entitylist)
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local player_name
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for _, entity in ipairs(entitylist) do
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if not entity.get_luaentity or not entity:get_luaentity() then return end -- Ensure the entity is still valid
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if not player_name then
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player_name = entity:get_luaentity().player_name
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end
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end
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anchor:emit("delete", {
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player_name = player_name
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})
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end
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anchor = EventEmitter.new({
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create = create_wall,
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delete = delete
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})
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