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