mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-09-19 19:38:31 +02:00
564785ddf6
Fixes #102
99 lines
3.0 KiB
Lua
99 lines
3.0 KiB
Lua
local weac = worldeditadditions_core
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local wall_entity_lists = {}
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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_manage:ensure_player] player_name is nil")
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end
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if not wall_entity_lists[player_name] then
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wall_entity_lists[player_name] = {}
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end
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end
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--- Deletes the currently displayed marker wall.
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-- @param event EventArgs<wea_c.pos.set> The event args for the set, push, pop, or clear events on wea_c.pos.
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-- @returns void
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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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-- 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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weac.entities.pos_marker_wall.delete(wall_entity_lists[event.player_name])
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end
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wall_entity_lists[event.player_name] = nil
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end
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--- Updates the marker wall as appropriate.
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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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local function do_update(event)
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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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-- Instead, we just delete & recreate each time.
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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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do_delete(event)
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end
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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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-- 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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wall_entity_lists[event.player_name] = weac.entities.pos_marker_wall.create(
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event.player_name,
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pos1,
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pos2
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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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end
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local function garbage_collect(player_name)
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if not wall_entity_lists[player_name] then return end -- Nothing to do
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for i, entity in ipairs(wall_entity_lists[player_name]) do
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if not entity:get_pos() then
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table.remove(wall_entity_lists[player_name], i)
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end
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end
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end
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local function update_entity(event)
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garbage_collect(event.player_name)
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ensure_player(event.player_name)
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table.insert(
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wall_entity_lists[event.player_name],
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event.entity
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)
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end
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local function needs_update(event)
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if event.i > 2 then
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return false
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end
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return true
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end
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local function handle_event(event)
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if needs_update(event) then do_update(event) end
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end
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local function handle_unmark(event)
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if event.walls then do_delete(event) end
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end
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weac.pos:addEventListener("set", handle_event)
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weac.pos:addEventListener("pop", handle_event)
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weac.pos:addEventListener("push", handle_event)
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weac.pos:addEventListener("clear", do_delete)
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weac.pos:addEventListener("unmark", handle_unmark)
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weac.pos:addEventListener("mark", do_update)
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weac.entities.pos_marker_wall:addEventListener("update_entity", update_entity) |