Radical change to how custom buildings can be made - Uses Drone.extend so that new player-submitted blueprints can be part of a chain.
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dfc5ba1b8f
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3d3dccaf70
4 changed files with 56 additions and 54 deletions
14
drone.js
14
drone.js
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@ -368,6 +368,18 @@ var Drone = {
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// for blocks 68 (wall signs) 65 (ladders) 61,62 (furnaces) 23 (dispenser) and 54 (chest)
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// for blocks 68 (wall signs) 65 (ladders) 61,62 (furnaces) 23 (dispenser) and 54 (chest)
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Drone.PLAYER_SIGN_FACING = [4,2,5,3];
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Drone.PLAYER_SIGN_FACING = [4,2,5,3];
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Drone.PLAYER_TORCH_FACING = [2,4,1,3];
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Drone.PLAYER_TORCH_FACING = [2,4,1,3];
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//
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// add custom methods to the Drone object using this function
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//
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Drone.extend = function(name, func)
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{
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Drone.prototype[name] = func;
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global[name] = function(){
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var result = new Drone();
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result[name].apply(result,arguments);
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return result;
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};
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};
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Drone.prototype.prism0 = function(block,w,d){
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Drone.prototype.prism0 = function(block,w,d){
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this.prism(block,w,d).fwd().right().prism(0,w-2,d-2).left().back();
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this.prism(block,w,d).fwd().right().prism(0,w-2,d-2).left().back();
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@ -847,8 +859,6 @@ var Drone = {
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for (var i = 0;i < ops.length; i++){
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for (var i = 0;i < ops.length; i++){
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global[ops[i]] = function(op){
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global[ops[i]] = function(op){
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return function(){
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return function(){
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for (var i = 0;i < arguments.length;i++)
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print ("DEBUG:" + arguments[i]);
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var result = new Drone();
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var result = new Drone();
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result[op].apply(result,arguments);
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result[op].apply(result,arguments);
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return result;
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return result;
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@ -2,14 +2,12 @@ load($SCRIPT_DIR + "/fort.js");
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//
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//
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// a castle is just a big wide fort with 4 taller forts at each corner
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// a castle is just a big wide fort with 4 taller forts at each corner
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//
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//
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function castle (side, height, drone)
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Drone.extend('castle', function(side, height)
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{
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{
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//
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//
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// use sensible default parameter values
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// use sensible default parameter values
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// if no parameters are supplied
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// if no parameters are supplied
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//
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//
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if (typeof drone == "undefined")
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drone = new Drone();
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if (typeof side == "undefined")
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if (typeof side == "undefined")
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side = 24;
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side = 24;
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if (typeof height == "undefined")
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if (typeof height == "undefined")
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@ -19,7 +17,7 @@ function castle (side, height, drone)
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//
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//
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// remember where the drone is so it can return 'home'
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// remember where the drone is so it can return 'home'
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//
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//
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drone.chkpt('castle');
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this.chkpt('castle');
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//
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//
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// how big the towers at each corner will be...
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// how big the towers at each corner will be...
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//
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//
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@ -29,24 +27,24 @@ function castle (side, height, drone)
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//
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//
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// the main castle building will be front and right of the first tower
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// the main castle building will be front and right of the first tower
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//
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//
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drone.fwd(towerSide/2).right(towerSide/2);
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this.fwd(towerSide/2).right(towerSide/2);
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//
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//
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// the castle is really just a big fort with 4 smaller 'tower' forts at each corner
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// the castle is really just a big fort with 4 smaller 'tower' forts at each corner
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//
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//
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drone = fort(side,height,drone);
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this.fort(side,height);
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//
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//
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// move back to start position
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// move back to start position
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//
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//
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drone.move('castle');
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this.move('castle');
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//
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//
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// now place 4 towers at each corner (each tower is another fort)
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// now place 4 towers at each corner (each tower is another fort)
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//
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//
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for (var corner = 0; corner < 4; corner++)
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for (var corner = 0; corner < 4; corner++)
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{
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{
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// construct a 'tower' fort
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// construct a 'tower' fort
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fort(towerSide,towerHeight,drone);
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this.fort(towerSide,towerHeight);
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// move forward the length of the castle then turn right
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// move forward the length of the castle then turn right
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drone.fwd(side+towerSide-1).turn();
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this.fwd(side+towerSide-1).turn();
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}
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}
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return drone.move('castle');
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return this.move('castle');
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}
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});
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@ -16,15 +16,12 @@ load(scriptDir + "/../drone.js"); // assumes cottage.js and drone.js are in same
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//
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//
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// [2] to build a cottage using an existing drone...
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// [2] to build a cottage using an existing drone...
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//
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//
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// /js cottage(drone);
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// /js drone.cottage();
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//
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//
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function cottage(/* optional */ drone)
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Drone.extend('cottage',function ()
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{
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{
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if (typeof drone == "undefined"){
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this.chkpt('cottage')
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drone = new Drone();
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}
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drone.chkpt('cottage')
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.box0(48,7,2,6) // 4 walls
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.box0(48,7,2,6) // 4 walls
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.right(3).door() // door front and center
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.right(3).door() // door front and center
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.up(1).left(2).box(102) // windows to left and right
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.up(1).left(2).box(102) // windows to left and right
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@ -33,28 +30,25 @@ function cottage(/* optional */ drone)
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//
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//
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// put up a sign near door.
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// put up a sign near door.
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//
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//
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drone.down().right(4).sign(["Home","Sweet","Home"],68);
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this.down().right(4).sign(["Home","Sweet","Home"],68);
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return drone.move('cottage');
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return this.move('cottage');
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};
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});
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//
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//
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// a more complex script that builds an tree-lined avenue with
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// a more complex script that builds an tree-lined avenue with
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// cottages on both sides.
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// cottages on both sides.
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//
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//
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function cottage_road(numberCottages,/* optional */ drone)
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Drone.extend('cottage_road', function(numberCottages)
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{
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{
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if (typeof numberCottages == "undefined"){
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if (typeof numberCottages == "undefined"){
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numberCottages = 6;
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numberCottages = 6;
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}
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}
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if (typeof drone == "undefined"){
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drone = new Drone();
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}
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var i=0, distanceBetweenTrees = 11;
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var i=0, distanceBetweenTrees = 11;
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//
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//
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// step 1 build the road.
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// step 1 build the road.
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//
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//
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var cottagesPerSide = Math.floor(numberCottages/2);
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var cottagesPerSide = Math.floor(numberCottages/2);
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drone
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this
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.chkpt("cottage_road") // make sure the drone's state is saved.
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.chkpt("cottage_road") // make sure the drone's state is saved.
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.box(43,3,1,cottagesPerSide*(distanceBetweenTrees+1)) // build the road
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.box(43,3,1,cottagesPerSide*(distanceBetweenTrees+1)) // build the road
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.up().right() // now centered in middle of road
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.up().right() // now centered in middle of road
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@ -64,30 +58,30 @@ function cottage_road(numberCottages,/* optional */ drone)
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// step 2 line the road with trees
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// step 2 line the road with trees
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//
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//
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for (; i < cottagesPerSide+1;i++){
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for (; i < cottagesPerSide+1;i++){
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drone
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this
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.left(5).oak()
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.left(5).oak()
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.right(10).oak()
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.right(10).oak()
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.left(5) // return to middle of road
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.left(5) // return to middle of road
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.fwd(distanceBetweenTrees+1); // move forward.
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.fwd(distanceBetweenTrees+1); // move forward.
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}
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}
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drone.move("cr").back(6); // move back 1/2 the distance between trees
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this.move("cr").back(6); // move back 1/2 the distance between trees
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// this function builds a path leading to a cottage.
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// this function builds a path leading to a cottage.
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function pathAndCottage(d){
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function pathAndCottage(d){
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return cottage(d.down().box(43,1,1,5).fwd(5).left(3).up());
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return d.down().box(43,1,1,5).fwd(5).left(3).up().cottage();
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};
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};
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//
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//
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// step 3 build cottages on each side
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// step 3 build cottages on each side
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//
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//
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for (i = 0;i < cottagesPerSide; i++)
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for (i = 0;i < cottagesPerSide; i++)
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{
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{
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drone.fwd(distanceBetweenTrees+1).chkpt("r"+i);
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this.fwd(distanceBetweenTrees+1).chkpt("r"+i);
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// build cottage on left
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// build cottage on left
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pathAndCottage(drone.turn(3)).move("r"+i);
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pathAndCottage(this.turn(3)).move("r"+i);
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// build cottage on right
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// build cottage on right
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pathAndCottage(drone.turn()).move("r"+i);
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pathAndCottage(this.turn()).move("r"+i);
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}
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}
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// return drone to where it was at start of function
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// return drone to where it was at start of function
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return drone.move("cottage_road");
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return this.move("cottage_road");
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}
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});
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@ -2,10 +2,8 @@ load($SCRIPT_DIR + "/../drone.js");
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//
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//
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// constructs a medieval fort
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// constructs a medieval fort
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//
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//
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function fort(side, height, drone)
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Drone.extend('fort', function(side, height)
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{
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{
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if (typeof drone == "undefined")
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drone = new Drone();
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if (typeof side == "undefined")
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if (typeof side == "undefined")
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side = 18;
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side = 18;
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if (typeof height == "undefined")
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if (typeof height == "undefined")
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@ -19,43 +17,45 @@ function fort(side, height, drone)
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//
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//
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// build walls.
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// build walls.
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//
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//
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drone.chkpt('fort').box0(brick,side,height-1,side);
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this.chkpt('fort').box0(brick,side,height-1,side);
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//
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//
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// build turrets
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// build turrets
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//
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//
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drone.up(height-1);
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this.up(height-1);
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for (i = 0;i <= 3;i++){
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for (i = 0;i <= 3;i++){
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var turret = [];
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var turret = [];
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drone.box(brick) // solid brick corners
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this.box(brick) // solid brick corners
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.up().box('50:5').down() // light a torch on each corner
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.up().box('50:5').down() // light a torch on each corner
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.fwd();
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.fwd();
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turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[drone.dir]);
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turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[this.dir]);
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turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[(drone.dir+2)%4]);
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turret.push('109:'+ Drone.PLAYER_STAIRS_FACING[(this.dir+2)%4]);
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drone.box(turret,1,1,side-2).fwd(side-2).turn();
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this.box(turret,1,1,side-2).fwd(side-2).turn();
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}
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}
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//
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//
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// build battlements
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// build battlements
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//
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//
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drone.move('fort');
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this.move('fort');
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drone.up(height-2).fwd().right().box('44:5',side-2,1,side-2);
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this.up(height-2).fwd().right().box('44:5',side-2,1,side-2);
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var battlementWidth = 3;
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var battlementWidth = 3;
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if (side <= 12)
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if (side <= 12)
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battlementWidth = 2;
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battlementWidth = 2;
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drone.fwd(battlementWidth).right(battlementWidth)
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this.fwd(battlementWidth).right(battlementWidth)
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.box(0,side-((1+battlementWidth)*2),1,side-((1+battlementWidth)*2));
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.box(0,side-((1+battlementWidth)*2),1,side-((1+battlementWidth)*2));
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//
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//
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// add door
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// add door
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//
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//
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var torch = '50:' + Drone.PLAYER_TORCH_FACING[drone.dir];
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var torch = '50:' + Drone.PLAYER_TORCH_FACING[this.dir];
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drone.move('fort').right((side/2)-1).door2() // double doors
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this.move('fort').right((side/2)-1).door2() // double doors
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.back().left().up().box(torch) // left torch
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.back().left().up().box(torch) // left torch
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.right(3).box(torch); // right torch
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.right(3).box(torch); // right torch
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//
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//
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// add ladder up to battlements
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// add ladder up to battlements
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//
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//
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var ladder = '65:' + Drone.PLAYER_SIGN_FACING[(drone.dir+2)%4];
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var ladder = '65:' + Drone.PLAYER_SIGN_FACING[(this.dir+2)%4];
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drone.move('fort').right((side/2)-3).fwd(1) // move inside fort
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this.move('fort').right((side/2)-3).fwd(1) // move inside fort
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.box(ladder, 1,height-1,1);
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.box(ladder, 1,height-1,1);
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return drone.move('fort');
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return this.move('fort');
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};
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});
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