mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-08-21 05:54:06 +02:00
316 lines
12 KiB
Lua
316 lines
12 KiB
Lua
local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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local positions_count_limit = 999
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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.
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-- @event set
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-- @format { player_name: string, i: number, pos: Vector3 }
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-- @example
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-- {
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-- player_name = "some_player_name",
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-- i = 3,
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-- pos = <Vector3> { x = 456, y = 64, z = 9045 }
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-- }
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--- A new position has been pushed onto a player's stack.
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-- @event push
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-- @format { player_name: string, i: number, pos: Vector3 }
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--- A new position has been pushed onto a player's stack.
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-- @event pop
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-- @format { player_name: string, i: number, pos: Vector3 }
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--- The positions for a player have been cleared.
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-- @event clear
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-- @format { player_name: string }
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--- It is requested that all position/region marker UI elements be hidden for the given player.
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-- @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.
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-- @event mark
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-- @format { player_name: string }
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--- Ensures that a table exists for the given player.
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-- @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
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minetest.log("error", "[wea core:pos:ensure_player] player_name is nil")
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end
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if not positions[player_name] then
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positions[player_name] = {}
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end
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end
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--- Transparently fetches from worldedit pos1 for compatibility.
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-- Called whenever pos1 is accessed in this API.
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-- @private
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-- @param player_name string The name of the player to fetch the position for.
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-- @returns void
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local function compat_worldedit_pos1_get(player_name)
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if worldedit and worldedit.pos1 and worldedit.pos1[player_name] then
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ensure_player(player_name)
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local new_pos1 = Vector3.clone(worldedit.pos1[player_name])
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local existing_pos1 = positions[player_name][1]
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positions[player_name][1] = new_pos1
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if new_pos1 ~= existing_pos1 then
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anchor:emit("set", { player_name = player_name, i = 1, pos = new_pos1 })
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end
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end
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end
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--- Transparently fetches from worldedit pos2 for compatibility.
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-- Called whenever pos2 is accessed in this API.
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-- @private
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-- @param player_name string The name of the player to fetch the position for.
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-- @returns void
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local function compat_worldedit_pos2_get(player_name)
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if worldedit and worldedit.pos2 and worldedit.pos2[player_name] then
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ensure_player(player_name)
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local new_pos2 = Vector3.clone(worldedit.pos2[player_name])
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local existing_pos2 = positions[player_name][2]
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positions[player_name][2] = new_pos2
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if new_pos2 ~= existing_pos2 then
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anchor:emit("set", { player_name = player_name, i = 2, pos = new_pos2 })
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end
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end
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end
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--- Sets pos1/pos2 in worldedit for compatibility.
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-- @param player_name string The name of the player to set the position for.
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-- @param i number The index of the position to set.
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-- @param pos Vector3 The position to set.
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-- @param do_update=true bool Whether to call worldedit.marker_update() or not.
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-- @returns nil
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local function compat_worldedit_set(player_name, i, pos, do_update)
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if do_update == nil then do_update = false end
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if not worldedit then return end
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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
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worldedit.marker_update(player_name) end
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worldedit.pos1[player_name] = pos:clone()
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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
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worldedit.marker_update(player_name) end
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worldedit.pos2[player_name] = pos:clone()
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end
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end
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--- Fetches pos1/pos2 from WorldEdit (if available) and sets them in WorldEditAdditions' postional subsystem
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-- @param player_name string The name of the player to sync the positions for.
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local function compat_worldedit_get(player_name)
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compat_worldedit_pos1_get(player_name)
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compat_worldedit_pos2_get(player_name)
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end
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--- Gets the position with the given index for the given player.
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-- @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.
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-- @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]
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end
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--- Convenience function that returns position 1 for the given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @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.
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-- @param player_name string The name of the player to fetch the position for.
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-- @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.
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-- @param player_name string The name of the player to fetch the position for.
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-- @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)
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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.
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-- @param player_name string The name of the player to fetch the boudnign box for.
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-- @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.
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local function get_bounds(player_name)
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ensure_player(player_name)
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compat_worldedit_pos1_get(player_name)
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compat_worldedit_pos2_get(player_name)
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if #positions[player_name] < 1 then return nil end
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local pos1, pos2 = positions[player_name][1], positions[player_name][1]
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for _, pos in pairs(positions[player_name]) do
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pos1, pos2 = Vector3.expand_region(pos, pos1, pos2)
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end
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return pos1, pos2
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end
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--- Counts the number of positioons registered to a given player.
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-- @param player_name string The name of the player to fetch the position for.
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-- @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)
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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.
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-- You probably want push_pos, not this function.
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-- @param player_name string The name of the player to set the position for.
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-- @param i number The index to set the position at.
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-- @param pos Vector3 The position to set.
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-- @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
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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
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end
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--- Convenience function that set position 1 for the given player.
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-- @param player_name string The name of the player to set pos1 for.
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-- @param pos Vector3? The new Vector3 for pos1 to set.
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-- @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)
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return set(player_name, 1, pos)
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end
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--- Convenience function that set position 2 for the given player.
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-- @param player_name string The name of the player to set pos1 for.
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-- @param pos Vector3? The new Vector3 for pos2 to set.
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-- @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)
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return set(player_name, 2, pos)
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end
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--- Sets the all the positions for the given player.
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-- You probably want push_pos, not this function.
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-- @param player_name string The name of the player to set the positions for.
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-- @param pos_list Vector3 The table of positions to set.
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-- @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
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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.
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-- @param player_name string The name of the player to clear the positions for.
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-- @returns void
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local function clear(player_name)
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if positions[player_name] then
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positions[player_name] = nil
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end
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if worldedit then
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if worldedit.pos1 then worldedit.pos1[player_name] = nil end
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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.
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-- @param player_name string The name of the player to pop the position for.
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-- @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)
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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
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worldedit.pos1[player_name] = nil
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worldedit.marker_update(player_name)
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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.
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-- @param player_name string The name of the player to add the position for.
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-- @param pos Vector3 The position to add.
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-- @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)
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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] })
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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.
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-- @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.
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-- @param walls=true bool Whether to hide the marker walls.
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-- @returns void
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local function unmark(player_name, markers, walls)
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if markers == nil then markers = true end
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if walls == nil then walls = true end
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anchor:emit("unmark", {
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player_name = player_name,
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markers = markers,
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walls = walls
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})
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end
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--- Shows the visual markers for the given player's positions and defined region once more.
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-- Often used some time after calling worldeditadditions_core.pos.unmark().
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-- @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)
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anchor:emit("mark", {
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player_name = player_name
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})
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end
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anchor = wea_c.EventEmitter.new({
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get = get,
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get1 = get1,
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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,
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push = push,
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set = set,
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set1 = set1,
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set2 = set2,
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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
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