made world a property and added more documentation
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1 changed files with 361 additions and 183 deletions
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@ -1,8 +1,9 @@
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var global = this;
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var global = this;
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load(__folder + "../core/_primitives.js",true);
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load(__folder + "../core/_primitives.js",true);
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/************************************************************************
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SECTION: Drone Module
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/*********************************************************************
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=====================
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Drone Module
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============
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The Drone is a convenience class for building. It can be used for...
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The Drone is a convenience class for building. It can be used for...
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1. Building
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1. Building
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@ -100,24 +101,52 @@ Parameters
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***/
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***/
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var Drone = function(/* number */ x, /* number */ y, /* number */ z, /* number */ direction){};
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var Drone = function(/* number */ x, /* number */ y, /* number */ z, /* number */ direction){};
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/************************************************************************
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/************************************************************************
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Movement
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Drone.box() method
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========
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==================
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the box() method is a convenience method for building things. (For the more performance-oriented method - see cuboid)
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parameters
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----------
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* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* w (optional - default 1) - the width of the structure
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* h (optional - default 1) - the height of the structure
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* d (optional - default 1) - the depth of the structure - NB this is
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not how deep underground the structure lies - this is how far
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away (depth of field) from the drone the structure will extend.
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Example
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-------
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To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
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drone.box(48, 5, 8, 15);
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To create an oak tree...(we can't control the dimensions of a tree since it's a natural object in minecraft)
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drone.box(6);
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***/
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Drone.prototype.box = function(block,width,height,depth){};
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/************************************************************************
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Drone Movement
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==============
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Drones can move freely in minecraft's 3-D world. You control the
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Drones can move freely in minecraft's 3-D world. You control the
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Drone's movement using any of the following methods..
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Drone's movement using any of the following methods..
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* up
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* up()
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* down
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* down()
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* left
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* left()
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* right
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* right()
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* fwd
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* fwd()
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* back
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* back()
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* turn()
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... Each of these methods takes a single optional parameter
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... Each of these methods takes a single optional parameter
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`numBlocks` - the number of blocks to move in the given direction. If
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`numBlocks` - the number of blocks to move in the given direction. If
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no parameter is given, the default is 1.
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no parameter is given, the default is 1.
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to change direction use the `turn()` method which also takes a single
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to change direction use the `turn()` method which also takes a single
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optional parameter numTurns - the number of 90 degree turns to make.
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optional parameter (numTurns) - the number of 90 degree turns to make.
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Turns are always clock-wise. If the drone is facing north, then
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Turns are always clock-wise. If the drone is facing north, then
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drone.turn() will make the turn face east. If the drone is facing east
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drone.turn() will make the turn face east. If the drone is facing east
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then drone.turn(2) will make the drone turn twice so that it is facing
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then drone.turn(2) will make the drone turn twice so that it is facing
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@ -133,144 +162,291 @@ Drone.prototype.back = function(numBlocks){};
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Drone.prototype.turn = function(numTurns){};
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Drone.prototype.turn = function(numTurns){};
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/************************************************************************
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/************************************************************************
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Markers
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Drone Markers
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=======
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=============
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Markers are useful when your Drone has to do a lot of work. You can
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Markers are useful when your Drone has to do a lot of work. You can
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set a check-point and return to the check-point using the move()
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set a check-point and return to the check-point using the move()
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method. If your drone is about to undertake a lot of work -
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method. If your drone is about to undertake a lot of work -
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e.g. building a road, skyscraper or forest you should set a
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e.g. building a road, skyscraper or forest you should set a
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check-point before doing so if you want your drone to return to its
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check-point before doing so if you want your drone to return to its
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current location. For example...
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current location.
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A 'start' checkpoint is automatically created when the Drone is first created.
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Markers are created and returned to using the followng two methods...
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* chkpt - Saves the drone's current location so it can be returned to later.
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* move - moves the drone to a saved location.
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Parameters
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----------
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* name - the name of the checkpoint to save or return to.
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Example
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-------
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drone.chkpt('town-square');
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drone.chkpt('town-square');
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//
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// the drone can now go off on a long excursion
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//
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for (i = 0; i< 100; i++){
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for (i = 0; i< 100; i++){
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drone.fwd(12).box(6);
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drone.fwd(12).box(6);
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}
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}
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//
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// return to the point before the excursion
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//
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drone.move('town-square');
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drone.move('town-square');
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A 'start' checkpoint is automatically created when the Drone is first created.
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***/
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***/
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Drone.prototype.chkpt = function(checkpoint_name){};
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Drone.prototype.chkpt = function(checkpoint_name){};
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Drone.prototype.move = function(checkpoint_name){};
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Drone.prototype.move = function(checkpoint_name){};
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/************************************************************************
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/************************************************************************
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building
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Drone.box0() method
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========
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===================
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the box() method is the main method for building things.
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Another convenience method - this one creates 4 walls with no floor or ceiling.
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parameters
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Parameters
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----------
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----------
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* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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An array of block ids can also be used in which case each block in the array
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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will be placed in turn.
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* width (optional - default 1) - the width of the structure
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* w (optional - default 1) - the width of the structure
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* height (optional - default 1) - the height of the structure
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* h (optional - default 1) - the height of the structure
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* length (optional - default 1) - the length of the structure - how far
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* d (optional - default 1) - the depth of the structure - NB this is *not* how deep underground the structure lies - this is
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away (depth of field) from the drone the structure will extend.
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how far away (depth of field) from the drone the structure will extend.
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Drone.boxa() method
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===================
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Construct a cuboid using an array of blocks.
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Parameters
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----------
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* blocks - An array of blocks - each block in the array will be placed in turn.
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* width
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* height
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* length
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Example
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Example
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-------
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-------
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To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
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Construct a rainbow-colored road 100 blocks long...
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var rainbowColors = [blocks.wool.red, blocks.wool.orange, blocks.wool.yellow, blocks.wool.lime,
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drone.box(48, 5, 8, 15);
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blocks.wool.lightblue, blocks.wool.blue, blocks.wool.purple];
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boxa(rainbowColors,7,1,100);
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To create an oak tree...(we can't control the dimensions of a tree since it's a natural object in minecraft)
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drone.box(6);
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***/
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***/
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Drone.prototype.box = function(block,width,height,depth){};
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Drone.prototype.box0 = function(block,width,height,length){};
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Drone.prototype.boxa = function(/* [string] */ width, height, length){};
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/************************************************************************
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/************************************************************************
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like box but empties out the inside - ideal for buildings.
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Drone.prism() method
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====================
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Creates a prism. This is useful for roofs on houses.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* width - the width of the prism
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* length - the length of the prism (also its height)
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Drone.prism0() method
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=====================
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A variation on `prism` which hollows out the inside of the prism. It uses the same parameters as `prism`.
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***/
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***/
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Drone.prototype.box0 = function(block,width,height,depth){};
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Drone.prototype.prism = function(block,width,depth){};
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Drone.prototype.prism = function(block,width,depth){};
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Drone.prototype.prism0 = function(block,width,depth){};
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Drone.prototype.prism0 = function(block,width,depth){};
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/************************************************************************
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/************************************************************************
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create a cylinder - building begins radius blocks to the right and forward.
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Drone.cylinder() method
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=======================
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A convenience method for building cylinders. Building begins radius blocks to the right and forward.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* radius
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* height
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Drone.cylinder0() method
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========================
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A version of cylinder that hollows out the middle.
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***/
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***/
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Drone.prototype.cylinder = function(block,radius,height){};
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Drone.prototype.cylinder = function(block,radius,height){};
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Drone.prototype.cylinder0 = function(block,radius,height){};
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Drone.prototype.cylinder0 = function(block,radius,height){};
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/************************************************************************
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/************************************************************************
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miscellaneous
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Drone.door() method
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=============
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===================
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create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
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create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
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Parameters
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----------
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* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
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Drone.door2() method
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====================
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Create double doors (left and right side)
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Parameters
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----------
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* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
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***/
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***/
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Drone.prototype.door = function(b){};
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Drone.prototype.door = function(b){};
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// create double doors (left and right side)
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Drone.prototype.door2 = function(b){};
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Drone.prototype.door2 = function(b){};
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// signs must use block 63 (stand-alone signs) or 68 (signs on walls)
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/************************************************************************
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// s can be a string or an array of strings.
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Drone.sign method
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Drone.prototype.sign = function(s,b){};
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=================
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Signs must use block 63 (stand-alone signs) or 68 (signs on walls)
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// create trees.
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Parameters
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----------
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* message - can be a string or an array of strings.
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* block - can be 63 or 68
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Example
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-------
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To create a free-standing sign...
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drone.sign(["Hello","World"],63);
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... to create a wall mounted sign...
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drone.sign(["Message","Goes","Here"], 68);
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***/
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Drone.prototype.sign = function(s,b){};
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/************************************************************************
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Drone Trees methods
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===================
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* oak()
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* spruce()
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* birch()
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* jungle()
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None of the tree methods require parameters. Tree methods will only be successful
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if the tree is placed on grass in a setting where trees can grow.
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***/
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Drone.prototype.oak= function(){};
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Drone.prototype.oak= function(){};
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Drone.prototype.spruce = function(){};
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Drone.prototype.spruce = function(){};
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Drone.prototype.birch = function(){};
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Drone.prototype.birch = function(){};
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Drone.prototype.jungle = function(){};
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Drone.prototype.jungle = function(){};
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//
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/************************************************************************
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// rand takes either an array (if each blockid is the same weight)
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Drone.rand() method
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// or an object where each property is a blockid and the value is it's weight (an integer)
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===================
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// e.g.
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rand takes either an array (if each blockid has the same chance of occurring)
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// rand([98,'98:1','98:2'],w,d,h) will place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
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or an object where each property is a blockid and the value is it's weight (an integer)
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// rand({98: 5, '98:1': 3,'98:2': 2},w,d,h) will place random blocks stone has a 50% chance of being picked,
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// mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
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Example
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//
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-------
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place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
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rand( [blocks.brick.stone, blocks.brick.mossy, blocks.brick.cracked ],w,d,h)
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to place random blocks stone has a 50% chance of being picked,
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rand({blocks.brick.stone: 5, blocks.brick.mossy: 3, blocks.brick.cracked: 2},w,d,h)
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regular stone has a 50% chance, mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
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***/
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Drone.prototype.rand = function(distribution,w,h,d){};
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Drone.prototype.rand = function(distribution,w,h,d){};
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//
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/************************************************************************
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// places random flowers and long grass (similar to the effect of placing bonemeal on grass)
|
Drone.garden() method
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//
|
=====================
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places random flowers and long grass (similar to the effect of placing bonemeal on grass)
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Parameters
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----------
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* width - the width of the garden
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* length - how far from the drone the garden extends
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***/
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Drone.prototype.garden = function(w,d){};
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Drone.prototype.garden = function(w,d){};
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/************************************************************************
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Copy & Paste using Drone
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========================
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A drone can be used to copy and paste areas of the game world.
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// Copy & Paste
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Drone.copy() method
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// ============
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===================
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Copies an area so it can be pasted elsewhere. The name can be used for
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pasting the copied area elsewhere...
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// copy an area so it can be pasted elsewhere. The name can be used for pasting the copied area elsewhere...
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Parameters
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// drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
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----------
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// ... copies a 10x5x10 area (using the drone's coordinates as the starting point) into memory.
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// the copied area can be referenced using the name 'somethingCool'. The drone moves 12 blocks right then
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* name - the name to be given to the copied area (used by `paste`)
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// pastes the copy.
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* width - the width of the area to copy
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//
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* height - the height of the area to copy
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* length - the length of the area (extending away from the drone) to copy
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Example
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-------
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drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
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Drone.paste() method
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====================
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Pastes a copied area to the current location.
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Example
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-------
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To copy a 10x5x10 area (using the drone's coordinates as the starting
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point) into memory. the copied area can be referenced using the name
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'somethingCool'. The drone moves 12 blocks right then pastes the copy.
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drone.copy('somethingCool',10,5,10)
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.right(12)
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.paste('somethingCool');
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|
***/
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Drone.prototype.copy = function(name,w,h,d){};
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Drone.prototype.copy = function(name,w,h,d){};
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Drone.prototype.paste = function(name){};
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Drone.prototype.paste = function(name){};
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/************************************************************************
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|
Chaining
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||||||
|
========
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|
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// Chaining
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All of the Drone methods return a Drone object, which means methods
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// ========
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can be 'chained' together so instead of writing this...
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//
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||||||
// All of the above methods return a Drone object, which means methods can be 'chained' together so instead of writing this...
|
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//
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||||||
// drone = new Drone();
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// drone.fwd(3);
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// drone.left(2);
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// drone.box(2); // create a grass block
|
|
||||||
// drone.up();
|
|
||||||
// drone.box(2); // create another grass block
|
|
||||||
// drone.down();
|
|
||||||
//
|
|
||||||
// ...you could simply write ...
|
|
||||||
//
|
|
||||||
// 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
|
|
||||||
// means more can be done before hitting the command prompt limit. For complex building you should save your
|
|
||||||
// commands in a new script file and load it using /js load()
|
|
||||||
//
|
|
||||||
|
|
||||||
// Properties
|
drone = new Drone();
|
||||||
// ==========
|
drone.fwd(3);
|
||||||
//
|
drone.left(2);
|
||||||
// x - The Drone's position along the west-east axis (x increases as you move east)
|
drone.box(2); // create a grass block
|
||||||
// y - The Drone's position along the vertical axis (y increses as you move up)
|
drone.up();
|
||||||
// z - The Drone's position along the north-south axis (z increases as you move south)
|
drone.box(2); // create another grass block
|
||||||
// dir - The Drone's direction 0 is east, 1 is south , 2 is west and 3 is north.
|
drone.down();
|
||||||
|
|
||||||
|
...you could simply write ...
|
||||||
|
|
||||||
|
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][fl] 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 means more can be done before hitting the
|
||||||
|
command prompt limit. For complex building you should save your
|
||||||
|
commands in a new script file and load it using /js load()
|
||||||
|
|
||||||
|
[fl]: http://en.wikipedia.org/wiki/Fluent_interface
|
||||||
|
|
||||||
|
Drone Properties
|
||||||
|
================
|
||||||
|
|
||||||
|
* x - The Drone's position along the west-east axis (x increases as you move east)
|
||||||
|
* 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
|
// Implementation
|
||||||
|
@ -279,14 +455,6 @@ Drone.prototype.paste = function(name){};
|
||||||
// There is no need to read any further unless you want to understand how the Drone object works.
|
// There is no need to read any further unless you want to understand how the Drone object works.
|
||||||
//
|
//
|
||||||
(function(){
|
(function(){
|
||||||
/**
|
|
||||||
Create a new Drone for building.
|
|
||||||
@constructor
|
|
||||||
@param {number} x
|
|
||||||
@param {number} y
|
|
||||||
@param {number} z
|
|
||||||
@param {number} dir - The direction the drone faces : 0 is east, 1 is south, 2 is west, 3 is north.
|
|
||||||
*/
|
|
||||||
Drone = function(x,y,z,dir)
|
Drone = function(x,y,z,dir)
|
||||||
{
|
{
|
||||||
var usePlayerCoords = false;
|
var usePlayerCoords = false;
|
||||||
|
@ -297,6 +465,7 @@ Drone.prototype.paste = function(name){};
|
||||||
this.x = mp.x;
|
this.x = mp.x;
|
||||||
this.y = mp.y;
|
this.y = mp.y;
|
||||||
this.z = mp.z;
|
this.z = mp.z;
|
||||||
|
this.world = mp.world;
|
||||||
}else{
|
}else{
|
||||||
// base it on the player's current location
|
// base it on the player's current location
|
||||||
usePlayerCoords = true;
|
usePlayerCoords = true;
|
||||||
|
@ -310,11 +479,13 @@ Drone.prototype.paste = function(name){};
|
||||||
this.x = playerPos.x;
|
this.x = playerPos.x;
|
||||||
this.y = playerPos.y;
|
this.y = playerPos.y;
|
||||||
this.z = playerPos.z;
|
this.z = playerPos.z;
|
||||||
|
this.world = playerPos.world;
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
this.x = x;
|
this.x = x;
|
||||||
this.y = y;
|
this.y = y;
|
||||||
this.z = z;
|
this.z = z;
|
||||||
|
this.world = _getWorld();
|
||||||
}
|
}
|
||||||
if (typeof dir == "undefined"){
|
if (typeof dir == "undefined"){
|
||||||
this.dir = _getDirFromRotation(playerPos.yaw);
|
this.dir = _getDirFromRotation(playerPos.yaw);
|
||||||
|
@ -329,11 +500,11 @@ Drone.prototype.paste = function(name){};
|
||||||
this.chkpt('start');
|
this.chkpt('start');
|
||||||
};
|
};
|
||||||
Drone.prototype.chkpt = function(name){
|
Drone.prototype.chkpt = function(name){
|
||||||
this.checkpoints[name] = {x:this.x,y:this.y,z:this.z,dir:this.dir};
|
this._checkpoints[name] = {x:this.x,y:this.y,z:this.z,dir:this.dir};
|
||||||
return this;
|
return this;
|
||||||
};
|
};
|
||||||
Drone.prototype.move = function(name){
|
Drone.prototype.move = function(name){
|
||||||
var coords = this.checkpoints[name];
|
var coords = this._checkpoints[name];
|
||||||
if (coords){
|
if (coords){
|
||||||
this.x = coords.x;
|
this.x = coords.x;
|
||||||
this.y = coords.y;
|
this.y = coords.y;
|
||||||
|
@ -342,24 +513,47 @@ Drone.prototype.paste = function(name){};
|
||||||
}
|
}
|
||||||
return this;
|
return this;
|
||||||
};
|
};
|
||||||
Drone.prototype.checkpoints = {};
|
Drone.prototype._checkpoints = {};
|
||||||
|
|
||||||
Drone.prototype.turn = function(n)
|
Drone.prototype.turn = function(n){
|
||||||
{
|
if (typeof n == "undefined")
|
||||||
if (typeof n == "undefined"){
|
n = 1;
|
||||||
this.dir++;
|
|
||||||
}else{
|
|
||||||
this.dir += n;
|
this.dir += n;
|
||||||
}
|
|
||||||
this.dir %=4;
|
this.dir %=4;
|
||||||
return this;
|
return this;
|
||||||
};
|
};
|
||||||
Drone.prototype.right = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].right(this,n);};
|
Drone.prototype.right = function(n){
|
||||||
Drone.prototype.left = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].left(this,n);};
|
if (typeof n == "undefined")
|
||||||
Drone.prototype.fwd = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].fwd(this,n);};
|
n = 1;
|
||||||
Drone.prototype.back = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].back(this,n);};
|
return _movements[this.dir].right(this,n);
|
||||||
Drone.prototype.up = function(n){ if (typeof n == "undefined"){ n = 1;} this.y+=n; return this;};
|
};
|
||||||
Drone.prototype.down = function(n){ if (typeof n == "undefined"){ n = 1;} this.y-=n; return this;};
|
Drone.prototype.left = function(n){
|
||||||
|
if (typeof n == "undefined")
|
||||||
|
n = 1;
|
||||||
|
return _movements[this.dir].left(this,n);
|
||||||
|
};
|
||||||
|
Drone.prototype.fwd = function(n){
|
||||||
|
if (typeof n == "undefined")
|
||||||
|
n = 1;
|
||||||
|
return _movements[this.dir].fwd(this,n);
|
||||||
|
};
|
||||||
|
Drone.prototype.back = function(n){
|
||||||
|
if (typeof n == "undefined")
|
||||||
|
n = 1;
|
||||||
|
return _movements[this.dir].back(this,n);
|
||||||
|
};
|
||||||
|
Drone.prototype.up = function(n){
|
||||||
|
if (typeof n == "undefined")
|
||||||
|
n = 1;
|
||||||
|
this.y+= n;
|
||||||
|
return this;
|
||||||
|
};
|
||||||
|
Drone.prototype.down = function(n){
|
||||||
|
if (typeof n == "undefined")
|
||||||
|
n = 1;
|
||||||
|
this.y-= n;
|
||||||
|
return this;
|
||||||
|
};
|
||||||
//
|
//
|
||||||
// building
|
// building
|
||||||
//
|
//
|
||||||
|
@ -402,10 +596,9 @@ Drone.prototype.paste = function(name){};
|
||||||
var dir = this.dir;
|
var dir = this.dir;
|
||||||
var pl = org.bukkit.entity.Player;
|
var pl = org.bukkit.entity.Player;
|
||||||
var cs = org.bukkit.command.BlockCommandSender;
|
var cs = org.bukkit.command.BlockCommandSender;
|
||||||
var world = (self instanceof pl)?self.location.world:(self instanceof cs)?self.block.location.world:null;
|
|
||||||
var bi = 0;
|
var bi = 0;
|
||||||
var depthFunc = function(){
|
var depthFunc = function(){
|
||||||
var block = world.getBlockAt(that.x,that.y,that.z);
|
var block = that.world.getBlockAt(that.x,that.y,that.z);
|
||||||
var properBlock = properBlocks[bi%len];
|
var properBlock = properBlocks[bi%len];
|
||||||
block.setTypeIdAndData(properBlock[0],properBlock[1],false);
|
block.setTypeIdAndData(properBlock[0],properBlock[1],false);
|
||||||
bi++;
|
bi++;
|
||||||
|
@ -425,7 +618,7 @@ Drone.prototype.paste = function(name){};
|
||||||
faster cuboid because blockid, meta and world must be provided
|
faster cuboid because blockid, meta and world must be provided
|
||||||
use this method when you need to repeatedly place blocks
|
use this method when you need to repeatedly place blocks
|
||||||
*/
|
*/
|
||||||
Drone.prototype.cuboidX = function(blockType, meta, world, w, h, d){
|
Drone.prototype.cuboidX = function(blockType, meta, w, h, d){
|
||||||
|
|
||||||
if (typeof h == "undefined")
|
if (typeof h == "undefined")
|
||||||
h = 1;
|
h = 1;
|
||||||
|
@ -437,7 +630,7 @@ Drone.prototype.paste = function(name){};
|
||||||
var dir = this.dir;
|
var dir = this.dir;
|
||||||
|
|
||||||
var depthFunc = function(){
|
var depthFunc = function(){
|
||||||
var block = world.getBlockAt(that.x,that.y,that.z);
|
var block = that.world.getBlockAt(that.x,that.y,that.z);
|
||||||
block.setTypeIdAndData(blockType,meta,false);
|
block.setTypeIdAndData(blockType,meta,false);
|
||||||
};
|
};
|
||||||
var heightFunc = function(){
|
var heightFunc = function(){
|
||||||
|
@ -451,16 +644,11 @@ Drone.prototype.paste = function(name){};
|
||||||
return this;
|
return this;
|
||||||
|
|
||||||
};
|
};
|
||||||
Drone.prototype._getWorld = function(){
|
|
||||||
var pl = org.bukkit.entity.Player;
|
|
||||||
var cs = org.bukkit.command.BlockCommandSender;
|
|
||||||
var world = (self instanceof pl)?self.location.world:(self instanceof cs)?self.block.location.world:null;
|
|
||||||
return world;
|
|
||||||
};
|
|
||||||
Drone.prototype.cuboid = function(block,w,h,d){
|
Drone.prototype.cuboid = function(block,w,h,d){
|
||||||
|
|
||||||
var bm = _getBlockIdAndMeta(block);
|
var bm = _getBlockIdAndMeta(block);
|
||||||
return this.cuboidX(bm[0],bm[1],this._getWorld(), w,h,d);
|
return this.cuboidX(bm[0],bm[1], w,h,d);
|
||||||
};
|
};
|
||||||
Drone.prototype.cuboid0 = function(block,w,h,d){
|
Drone.prototype.cuboid0 = function(block,w,h,d){
|
||||||
this.chkpt('start_point');
|
this.chkpt('start_point');
|
||||||
|
@ -516,16 +704,14 @@ Drone.prototype.paste = function(name){};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
Drone.prototype.prism0 = function(block,w,d){
|
var _getWorld = function(){
|
||||||
this.prism(block,w,d).fwd().right().prism(0,w-2,d-2).left().back();
|
var pl = org.bukkit.entity.Player;
|
||||||
var se = Drone.STAIRBLOCKS[block];
|
var cs = org.bukkit.command.BlockCommandSender;
|
||||||
if (d % 2 == 1 && se){
|
var world = (self instanceof pl)?self.location.world:(self instanceof cs)?self.block.location.world:null;
|
||||||
// top of roof will be open - need repair
|
return world;
|
||||||
var f = Math.floor(d/2);
|
|
||||||
this.fwd(f).up(f).cuboid(se,w).down(f).back(f);
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
Drone.STAIRBLOCKS = {53: '5:0' // oak wood
|
|
||||||
|
var _STAIRBLOCKS = {53: '5:0' // oak wood
|
||||||
,67: 4 // cobblestone
|
,67: 4 // cobblestone
|
||||||
,108: 45 // brick
|
,108: 45 // brick
|
||||||
,109: 98 // stone brick
|
,109: 98 // stone brick
|
||||||
|
@ -535,30 +721,12 @@ Drone.prototype.paste = function(name){};
|
||||||
,135: '5:2' // birch wood
|
,135: '5:2' // birch wood
|
||||||
,136: '5:3' // jungle wood
|
,136: '5:3' // jungle wood
|
||||||
};
|
};
|
||||||
|
|
||||||
// /\
|
|
||||||
// /##\
|
|
||||||
// /####\
|
|
||||||
// 012345
|
|
||||||
// d = 6, m = 3
|
|
||||||
//
|
//
|
||||||
// /#\
|
// prism private implementation
|
||||||
// /###\
|
|
||||||
// 01234
|
|
||||||
// d = 5, m = 2
|
|
||||||
//
|
//
|
||||||
// /\
|
var _prism = function(block,w,d)
|
||||||
// /##\
|
|
||||||
// 0123
|
|
||||||
// d = 4, m = 2
|
|
||||||
//
|
|
||||||
// /#\
|
|
||||||
// 012
|
|
||||||
// d = 3, m = 1
|
|
||||||
//
|
|
||||||
Drone.prototype.prism = function(block,w,d)
|
|
||||||
{
|
{
|
||||||
var stairEquiv = Drone.STAIRBLOCKS[block];
|
var stairEquiv = _STAIRBLOCKS[block];
|
||||||
if (stairEquiv){
|
if (stairEquiv){
|
||||||
this.fwd().prism(stairEquiv,w,d-2).back();
|
this.fwd().prism(stairEquiv,w,d-2).back();
|
||||||
var d2 = 0;
|
var d2 = 0;
|
||||||
|
@ -609,7 +777,23 @@ Drone.prototype.paste = function(name){};
|
||||||
}
|
}
|
||||||
return this;
|
return this;
|
||||||
};
|
};
|
||||||
|
//
|
||||||
|
// prism0 private implementation
|
||||||
|
//
|
||||||
|
var _prism0 = function(block,w,d){
|
||||||
|
this.prism(block,w,d)
|
||||||
|
.fwd().right()
|
||||||
|
.prism(0,w-2,d-2)
|
||||||
|
.left().back();
|
||||||
|
var se = _STAIRBLOCKS[block];
|
||||||
|
if (d % 2 == 1 && se){
|
||||||
|
// top of roof will be open - need repair
|
||||||
|
var f = Math.floor(d/2);
|
||||||
|
this.fwd(f).up(f).cuboid(se,w).down(f).back(f);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
Drone.prototype.prism0 = _prism0;
|
||||||
|
Drone.prototype.prism = _prism;
|
||||||
Drone.prototype.box = Drone.prototype.cuboid;
|
Drone.prototype.box = Drone.prototype.cuboid;
|
||||||
Drone.prototype.box0 = Drone.prototype.cuboid0;
|
Drone.prototype.box0 = Drone.prototype.cuboid0;
|
||||||
Drone.prototype.boxa = Drone.prototype.cuboida;
|
Drone.prototype.boxa = Drone.prototype.cuboida;
|
||||||
|
@ -717,7 +901,6 @@ Drone.prototype.paste = function(name){};
|
||||||
bottomright:4
|
bottomright:4
|
||||||
};
|
};
|
||||||
var stack = params.stack || 1;
|
var stack = params.stack || 1;
|
||||||
var world = params.world || drone._getWorld();
|
|
||||||
var radius = params.radius;
|
var radius = params.radius;
|
||||||
var strokeWidth = params.strokeWidth || 1;
|
var strokeWidth = params.strokeWidth || 1;
|
||||||
drone.chkpt('arc2');
|
drone.chkpt('arc2');
|
||||||
|
@ -745,7 +928,7 @@ Drone.prototype.paste = function(name){};
|
||||||
if (y < 0){
|
if (y < 0){
|
||||||
drone
|
drone
|
||||||
.fwd(y).right(x)
|
.fwd(y).right(x)
|
||||||
.cuboidX(params.blockType,params.meta,world,1,stack,Math.abs(y*2)+1)
|
.cuboidX(params.blockType,params.meta,1,stack,Math.abs(y*2)+1)
|
||||||
.back(y).left(x);
|
.back(y).left(x);
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
|
@ -753,7 +936,6 @@ Drone.prototype.paste = function(name){};
|
||||||
gotoxy(x,y)
|
gotoxy(x,y)
|
||||||
.cuboidX(params.blockType,
|
.cuboidX(params.blockType,
|
||||||
params.meta,
|
params.meta,
|
||||||
world,
|
|
||||||
1, // width
|
1, // width
|
||||||
stack, // height
|
stack, // height
|
||||||
strokeWidth // depth
|
strokeWidth // depth
|
||||||
|
@ -779,7 +961,7 @@ Drone.prototype.paste = function(name){};
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
gotoxy(x,y)
|
gotoxy(x,y)
|
||||||
.cuboidX(params.blockType, params.meta, world, width, stack, depth)
|
.cuboidX(params.blockType, params.meta, width, stack, depth)
|
||||||
.move('center');
|
.move('center');
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -808,13 +990,13 @@ Drone.prototype.paste = function(name){};
|
||||||
if (y < 0){
|
if (y < 0){
|
||||||
drone
|
drone
|
||||||
.up(y).right(x)
|
.up(y).right(x)
|
||||||
.cuboidX(params.blockType,params.meta,world,1,Math.abs(y*2)+1,stack)
|
.cuboidX(params.blockType,params.meta,1,Math.abs(y*2)+1,stack)
|
||||||
.down(y).left(x);
|
.down(y).left(x);
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
if (strokeWidth == 1){
|
if (strokeWidth == 1){
|
||||||
gotoxy(x,y)
|
gotoxy(x,y)
|
||||||
.cuboidX(params.blockType,params.meta,world,strokeWidth,1,stack)
|
.cuboidX(params.blockType,params.meta,strokeWidth,1,stack)
|
||||||
.move('center');
|
.move('center');
|
||||||
}else{
|
}else{
|
||||||
var strokeDir = _getStrokeDir(x,y);
|
var strokeDir = _getStrokeDir(x,y);
|
||||||
|
@ -836,7 +1018,7 @@ Drone.prototype.paste = function(name){};
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
gotoxy(x,y)
|
gotoxy(x,y)
|
||||||
.cuboidX(params.blockType, params.meta, world, width, height, stack)
|
.cuboidX(params.blockType, params.meta, width, height, stack)
|
||||||
.move('center');
|
.move('center');
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -871,12 +1053,10 @@ Drone.prototype.paste = function(name){};
|
||||||
if (exactParams){
|
if (exactParams){
|
||||||
arcParams.blockType = exactParams.blockType;
|
arcParams.blockType = exactParams.blockType;
|
||||||
arcParams.meta = exactParams.meta;
|
arcParams.meta = exactParams.meta;
|
||||||
arcParams.world = exactParams.world;
|
|
||||||
}else{
|
}else{
|
||||||
var md = this._getBlockIdAndMeta(block);
|
var md = this._getBlockIdAndMeta(block);
|
||||||
arcParams.blockType = md[0];
|
arcParams.blockType = md[0];
|
||||||
arcParams.meta = md[1];
|
arcParams.meta = md[1];
|
||||||
arcParams.world = this._getWorld();
|
|
||||||
}
|
}
|
||||||
return this.arc(arcParams);
|
return this.arc(arcParams);
|
||||||
};
|
};
|
||||||
|
@ -891,12 +1071,10 @@ Drone.prototype.paste = function(name){};
|
||||||
if (exactParams){
|
if (exactParams){
|
||||||
arcParams.blockType = exactParams.blockType;
|
arcParams.blockType = exactParams.blockType;
|
||||||
arcParams.meta = exactParams.meta;
|
arcParams.meta = exactParams.meta;
|
||||||
arcParams.world = exactParams.world;
|
|
||||||
}else{
|
}else{
|
||||||
var md = this._getBlockIdAndMeta(block);
|
var md = this._getBlockIdAndMeta(block);
|
||||||
arcParams.blockType = md[0];
|
arcParams.blockType = md[0];
|
||||||
arcParams.meta = md[1];
|
arcParams.meta = md[1];
|
||||||
arcParams.world = this._getWorld();
|
|
||||||
}
|
}
|
||||||
return this.arc(arcParams);
|
return this.arc(arcParams);
|
||||||
};
|
};
|
||||||
|
@ -1045,7 +1223,7 @@ Drone.prototype.paste = function(name){};
|
||||||
{
|
{
|
||||||
Drone.prototype[p] = function(v){
|
Drone.prototype[p] = function(v){
|
||||||
return function(){
|
return function(){
|
||||||
var treeLoc = new org.bukkit.Location(self.world,this.x,this.y,this.z);
|
var treeLoc = new org.bukkit.Location(this.world,this.x,this.y,this.z);
|
||||||
treeLoc.world.generateTree(treeLoc,v);
|
treeLoc.world.generateTree(treeLoc,v);
|
||||||
return this;
|
return this;
|
||||||
};
|
};
|
||||||
|
|
Reference in a new issue