first phase of comments update

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walterhiggins 2013-02-05 20:49:09 +00:00
parent 9e90d998fa
commit 32ae5a6da3

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@ -1,188 +1,214 @@
var global = this;
load(__folder + "../core/_primitives.js",true);
//
// Interface
// =========
//
// Please read the following section to understand what a Minecraft Drone can do.
//
var Drone = Drone || {
//
// TLDNR; (Just read this if you're impatient)
// ======
// At the in-game command prompt type...
//
// /js box(5)
//
// ... creates a single wooden block at the cross-hairs or player location
//
// /js box(5).right(2).box('35:15',4,9,1)
//
// ... creates a single wooden block and a 2001 black obelisk that is
// 4 wide x 9 tall x 1 long in size.
//
// If you want to see what else ScriptCraft's Drone can do, read on...
//
// creating a new drone
// ====================
//
// Drones can be created in 3 ways...
//
// [1] Calling any one of the methods listed below will return a Drone object. For example...
//
// /js var d = box(5)
//
// ... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
// object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
// of the Drone class's methods are also global functions that return new Drone objects.
// This is short-hand for creating drones and is useful for playing around with Drones at the in-game
// command prompt. It's shorter than typing ...
//
// /js var d = new Drone().box(5)
//
// ... All of the Drone's methods return `this` (self) so you can chain operations together like this...
//
// /js var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
//
// [2] /js d = new Drone()
//
// This will create a new Drone. If the cross-hairs are pointing
// at a block at the time then, that block's location becomes the drone's
// starting point.
// If the cross-hairs are _not_ pointing at a block, then the drone's starting
// location will be 2 blocks directly in front of the player.
// TIP: Building always happens right and front of the drone's position...
//
// Plan View:
//
// ^
// |
// |
// D---->
//
// For convenience you can use a 'corner stone' to begin building.
// The corner stone should be located just above ground level.
// If the cross-hair is point at or into ground level when you create a new Drone(),
// then building begins at that point. You can get around this by pointing at a
// 'corner stone' just above ground level or alternatively use the following statement...
//
// /js d = new Drone().up()
//
// ... which will move the drone up one block as soon as it's created.
//
// [3] d = new Drone(x,y,z,direction)
//
// This will create a new Drone at the location you specified using x, y, z
// In minecraft, the X axis runs west to east and the Z axis runs north to south.
// The direction parameter says what direction you want the drone to face:
// 0 = east, 1 = south, 2 = west, 3 = north.
// If the direction parameter is omitted, the player's direction is used instead.
//
// When you load() the drone.js javascript file, a default `drone` Object is created at
// the cross-hair's or player's location.
//
// movement
// ========
//
// Drones can move freely in minecraft's 3-D world. You control the Drone's movement using
// any of the following methods..
//
// move up - n is the number of blocks you want to move (default 1)
up: function(n){},
// move down - n is the number of blocks you want to move (default 1)
down: function(n){},
// move left - n is the number of blocks you want to move (default 1)
left: function(n){},
// move right - n is the number of blocks you want to move (default 1)
right: function(n){},
// move forward - n is the number of blocks you want to move (default 1)
fwd: function(n){},
// move backwards - n is the number of blocks you want to move (default 1)
back: function(n){},
/************************************************************************
SECTION: Drone Module
=====================
The Drone is a convenience class for building. It can be used for...
// to change direction - n is the number of turns right you want to make (default 1)
// turns are always clock-wise. If the drone is facing north, then drone.turn() will
// make the turn face east. If the drone is facing east then drone.turn(2) will make the
// drone turn twice so that it is facing west.
//
turn: function(n){},
1. Building
2. Copying and Pasting
// markers
// =======
//
// Markers are useful when your Drone has to do a lot of work. You can set a check-point
// and return to the check-point using the move() method.
// if your drone is about to undertake a lot of work - e.g. building a road, skyscraper or forest
// you should set a check-point before doing so if you want your drone to return to its current location.
// e.g:
//
// drone.chkpt('town-square');
// for (i = 0; i< 100; i++){
// drone.fwd(12).box(6);
// }
// drone.move('town-square');
//
// A 'start' checkpoint is automatically created when the Drone is first created.
//
chkpt: function(checkpoint_name){},
move: function(checkpoint_name){},
It uses a fluent interface which means all of the Drone's methods return `this` and can
be chained together like so...
// building
// ========
//
// the box() method is the main method for building things.
// parameters
// ----------
// b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
// An array of block ids can also be used in which case each block in the array
// will be placed in turn.
// w - the width of the structure (optional - default value is 1)
// h - the height of the structure (optional - default value is 1)
// d - the depth of the structure - NB this is *not* how deep underground the structure lies - this is
// how far away (depth of field) from the drone the structure will extend.
// (optional - default value is 1)
// e.g:
// To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
//
// drone.box(48, 5, 8, 15);
//
// To create an oak tree...
// (we can't control the dimensions of a tree since it's a natural object in minecraft)
//
// drone.box(6);
//
box: function(block,width,height,depth){},
//
// like box but empties out the inside - ideal for buildings.
//
box0: function(block,width,height,depth){},
prism: function(block,width,depth){},
prism0: function(block,width,depth){},
//
// create a cylinder - building begins radius blocks to the right and forward.
//
cylinder: function(block,radius,height){},
//
// create an empty cylinder
//
cylinder0: function(block,radius,height){},
var theDrone = new Drone();
theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
TLDNR; (Just read this if you're impatient)
===========================================
At the in-game command prompt type...
/js box(5)
// miscellaneous
// =============
... creates a single wooden block at the cross-hairs or player location
/js box(5).right(2).box('35:15',4,9,1)
... creates a single wooden block and a 2001 black obelisk that is 4
wide x 9 tall x 1 long in size. If you want to see what else
ScriptCraft's Drone can do, read on...
// create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
door: function(b){},
// create double doors (left and right side)
door2: function(b){},
Constructing a Drone Object
===========================
Drones can be created in 3 ways...
1. Calling any one of the methods listed below will return a Drone object. For example...
var d = box(blocks.oak)
... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
of the Drone class's methods are also global functions that return new Drone objects.
This is short-hand for creating drones and is useful for playing around with Drones at the in-game
command prompt. It's shorter than typing ...
var d = new Drone().box(5)
... All of the Drone's methods return `this` (self) so you can chain operations together like this...
var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
2. Using the following form...
d = new Drone()
...will create a new Drone. If the cross-hairs are pointing at a
block at the time then, that block's location becomes the drone's
starting point. If the cross-hairs are _not_ pointing at a block,
then the drone's starting location will be 2 blocks directly in
front of the player. TIP: Building always happens right and front
of the drone's position...
Plan View:
^
|
|
D---->
For convenience you can use a _corner stone_ to begin building.
The corner stone should be located just above ground level. If
the cross-hair is point at or into ground level when you create a
new Drone(), then building begins at that point. You can get
around this by pointing at a 'corner stone' just above ground
level or alternatively use the following statement...
d = new Drone().up()
... which will move the drone up one block as soon as it's created.
3. Or by using the following form...
d = new Drone(x,y,z,direction)
This will create a new Drone at the location you specified using
x, y, z In minecraft, the X axis runs west to east and the Z axis runs
north to south. The direction parameter says what direction you want
the drone to face: 0 = east, 1 = south, 2 = west, 3 = north. If the
direction parameter is omitted, the player's direction is used
instead.
Parameters
----------
* x (optional) : The x coordinate of the Drone
* y (optional) : The y coordinate of the Drone
* z (optional) : The z coordinate of the Drone
* direction (optional) : The direction in which the Drone is
facing. Possible values are 0 (east), 1 (south), 2 (west) or 3 (north)
***/
var Drone = function(/* number */ x, /* number */ y, /* number */ z, /* number */ direction){};
/************************************************************************
Movement
========
Drones can move freely in minecraft's 3-D world. You control the
Drone's movement using any of the following methods..
* up
* down
* left
* right
* fwd
* back
... Each of these methods takes a single optional parameter
`numBlocks` - the number of blocks to move in the given direction. If
no parameter is given, the default is 1.
to change direction use the `turn()` method which also takes a single
optional parameter numTurns - the number of 90 degree turns to make.
Turns are always clock-wise. If the drone is facing north, then
drone.turn() will make the turn face east. If the drone is facing east
then drone.turn(2) will make the drone turn twice so that it is facing
west.
***/
Drone.prototype.up = function(numBlocks){};
Drone.prototype.down = function(numBlocks){};
Drone.prototype.left = function(numBlocks){};
Drone.prototype.right = function(numBlocks){};
Drone.prototype.fwd = function(numBlocks){};
Drone.prototype.back = function(numBlocks){};
Drone.prototype.turn = function(numTurns){};
/************************************************************************
Markers
=======
Markers are useful when your Drone has to do a lot of work. You can
set a check-point and return to the check-point using the move()
method. If your drone is about to undertake a lot of work -
e.g. building a road, skyscraper or forest you should set a
check-point before doing so if you want your drone to return to its
current location. For example...
drone.chkpt('town-square');
for (i = 0; i< 100; i++){
drone.fwd(12).box(6);
}
drone.move('town-square');
A 'start' checkpoint is automatically created when the Drone is first created.
***/
Drone.prototype.chkpt = function(checkpoint_name){};
Drone.prototype.move = function(checkpoint_name){};
/************************************************************************
building
========
the box() method is the main method for building things.
parameters
----------
* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
An array of block ids can also be used in which case each block in the array
will be placed in turn.
* w (optional - default 1) - the width of the structure
* h (optional - default 1) - the height of the structure
* d (optional - default 1) - the depth of the structure - NB this is *not* how deep underground the structure lies - this is
how far away (depth of field) from the drone the structure will extend.
Example
-------
To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
drone.box(48, 5, 8, 15);
To create an oak tree...(we can't control the dimensions of a tree since it's a natural object in minecraft)
drone.box(6);
***/
Drone.prototype.box = function(block,width,height,depth){};
/************************************************************************
like box but empties out the inside - ideal for buildings.
***/
Drone.prototype.box0 = function(block,width,height,depth){};
Drone.prototype.prism = function(block,width,depth){};
Drone.prototype.prism0 = function(block,width,depth){};
/************************************************************************
create a cylinder - building begins radius blocks to the right and forward.
***/
Drone.prototype.cylinder = function(block,radius,height){};
Drone.prototype.cylinder0 = function(block,radius,height){};
/************************************************************************
miscellaneous
=============
create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
***/
Drone.prototype.door = function(b){};
// create double doors (left and right side)
Drone.prototype.door2 = function(b){};
// signs must use block 63 (stand-alone signs) or 68 (signs on walls)
// s can be a string or an array of strings.
sign: function(s,b){},
Drone.prototype.sign = function(s,b){};
// create trees.
oak: function(){},
spruce: function(){},
birch: function(){},
jungle: function(){},
Drone.prototype.oak= function(){};
Drone.prototype.spruce = function(){};
Drone.prototype.birch = function(){};
Drone.prototype.jungle = function(){};
//
// rand takes either an array (if each blockid is the same weight)
// or an object where each property is a blockid and the value is it's weight (an integer)
@ -191,11 +217,11 @@ var Drone = Drone || {
// rand({98: 5, '98:1': 3,'98:2': 2},w,d,h) will place random blocks stone has a 50% chance of being picked,
// mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
//
rand: function(distribution,w,h,d){},
Drone.prototype.rand = function(distribution,w,h,d){};
//
// places random flowers and long grass (similar to the effect of placing bonemeal on grass)
//
garden: function(w,d){},
Drone.prototype.garden = function(w,d){};
// Copy & Paste
// ============
@ -206,8 +232,8 @@ var Drone = Drone || {
// the copied area can be referenced using the name 'somethingCool'. The drone moves 12 blocks right then
// pastes the copy.
//
copy: function(name,w,h,d){},
paste: function(name){}
Drone.prototype.copy = function(name,w,h,d){};
Drone.prototype.paste = function(name){};
// Chaining
// ========
@ -226,6 +252,11 @@ var Drone = Drone || {
//
// var drone = new Drone().fwd(3).left(2).box(2).up().box(2).down();
//
// ... since each Drone method is also a global function that constructs a drone if none is supplied,
// you can shorten even further to just...
//
// fwd(3).left(2).box(2).up().box(2).down()
//
// The Drone object uses a Fluent Interface ( http://en.wikipedia.org/wiki/Fluent_interface )
// to make ScriptCraft scripts more concise and easier to write and read.
// Minecraft's in-game command prompt is limited to about 80 characters so chaining drone commands together
@ -240,7 +271,7 @@ var Drone = Drone || {
// y - The Drone's position along the vertical axis (y increses as you move up)
// z - The Drone's position along the north-south axis (z increases as you move south)
// dir - The Drone's direction 0 is east, 1 is south , 2 is west and 3 is north.
};
//
// Implementation
// ==============
@ -248,12 +279,6 @@ var Drone = Drone || {
// There is no need to read any further unless you want to understand how the Drone object works.
//
(function(){
//
// don't want to declare object more than once
//
if (Drone.constructor == Function)
return;
/**
Create a new Drone for building.
@constructor
@ -302,7 +327,6 @@ var Drone = Drone || {
this.fwd(3);
}
this.chkpt('start');
};
Drone.prototype.chkpt = function(name){
this.checkpoints[name] = {x:this.x,y:this.y,z:this.z,dir:this.dir};
@ -664,21 +688,6 @@ var Drone = Drone || {
}
}
};
/*
ArcParams {
drone:
orientation: horizontal || vertical
quadrants: [1,2,3,4]
blockType :
meta:
xyCallback:
radius:
stack:
fill: true || false
world:
}
*/
var _getStrokeDir = function(x,y){
var absY = Math.abs(y);
var absX = Math.abs(x);
@ -851,55 +860,6 @@ var Drone = Drone || {
// ========================================================================
// Private variables and functions
// ========================================================================
var _cylinderX = function(block,radius,height,drone,fill,exactParams) {
drone.chkpt('cylinderX');
var world = null;
var blockType = null;
var meta = 0;
if (typeof exactParams == "undefined"){
world = drone._getWorld();
bm = drone._getBlockIdAndMeta(block);
blockType = bm[0];
meta = bm[1];
}else{
world = exactParams.world;
blockType = exactParams.blockType;
meta = exactParams.meta;
}
var x0, y0;
var gotoxy = function(xo,yo){ return drone.right(xo).fwd(yo);};
drone.right(radius).fwd(radius).chkpt('center');
switch (drone.dir){
case 0: // east
case 2: // west
x0 = drone.z;
y0 = drone.x;
break;
case 1: // south
case 3: // north
x0 = drone.x;
y0 = drone.z;
break;
}
var setPixel = function(x,y){
x = (x-x0);
y = (y-y0);
if (fill){
// wph 20130114 more efficient esp. for large cylinders/spheres
if (yo < 0){
drone
.fwd(y).right(x)
.cuboidX(blockType,meta,world,1,height,Math.abs(y*2)+1)
.back(y).left(x);
}
}else{
gotoxy(x,y).cuboidX(blockType,meta,world,1,height,1).move('center');
}
};
_bresenham(x0,y0,radius,setPixel);
return drone.move('cylinderX');
}
var _cylinder0 = function(block,radius,height,exactParams){
var arcParams = {
radius: radius,