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scriptcraft/src/main/js/plugins/drone/drone.js

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56 KiB
JavaScript

/*global __plugin, require, org, setTimeout, addUnloadHandler, exports, global*/
var utils = require('utils'),
blocks = require('blocks'),
bkLocation = org.bukkit.Location,
bkPlayer = org.bukkit.entity.Player,
bkSign = org.bukkit.block.Sign,
bkTreeType = org.bukkit.TreeType,
bkMaterial = org.bukkit.Material;
/*********************************************************************
## Drone Plugin
The Drone is a convenience class for building. It can be used for...
1. Building
2. Copying and Pasting
It uses a fluent interface which means all of the Drone's methods return `this` and can be chained together like so...
var theDrone = new Drone();
theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
### Constructing a Drone Object
Drones can be created in any of the following ways...
1. Calling any one of the methods listed below will return a Drone object. For example...
var d = box( blocks.oak )
... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all of the Drone class's methods are also global functions that return new Drone objects. This is short-hand for creating drones and is useful for playing around with Drones at the in-game command prompt. It's shorter than typing ...
var d = new Drone().box( blocks.oak )
... All of the Drone's methods return `this` so you can chain operations together like this...
var d = box( blocks.oak )
.up()
.box( blocks.oak ,3,1,3)
.down()
.fwd(2)
.box( blocks.oak )
.turn()
.fwd(2)
.box( blocks.oak )
.turn()
.fwd(2)
.box( blocks.oak );
2. Using the following form...
d = new Drone()
...will create a new Drone. If the cross-hairs are pointing at a block at the time then, that block's location becomes the drone's starting point. If the cross-hairs are _not_ pointing at a block, then the drone's starting location will be 2 blocks directly in front of the player. TIP: Building always happens right and front of the drone's position...
Plan View:
^
|
|
D---->
For convenience you can use a _corner stone_ to begin building. The corner stone should be located just above ground level. If the cross-hair is point at or into ground level when you create a new Drone(), then building begins at that point. You can get around this by pointing at a 'corner stone' just above ground level or alternatively use the following statement...
d = new Drone().up();
... which will move the drone up one block as soon as it's created.
![corner stone](img/cornerstone1.png)
3. Or by using the following form...
d = new Drone(x,y,z,direction,world);
This will create a new Drone at the location you specified using x, y, z In minecraft, the X axis runs west to east and the Z axis runs north to south. The direction parameter says what direction you want the drone to face: 0 = east, 1 = south, 2 = west, 3 = north. If the direction parameter is omitted, the player's direction is used instead. Both the `direction` and `world` parameters are optional.
4. Create a new Drone based on a Bukkit Location object...
d = new Drone(location);
This is useful when you want to create a drone at a given `org.bukkit.Location` . The `Location` class is used throughout the bukkit API. For example, if you want to create a drone when a block is broken at the block's location you would do so like this...
events.blockBreak( function( event ) {
var location = event.block.location;
var drone = new Drone(location);
// do more stuff with the drone here...
});
#### Parameters
* location (optional) : *NB* If an `org.bukkit.Location` object is provided as a parameter, then it should be the only parameter.
* x (optional) : The x coordinate of the Drone
* y (optional) : The y coordinate of the Drone
* z (optional) : The z coordinate of the Drone
* direction (optional) : The direction in which the Drone is
facing. Possible values are 0 (east), 1 (south), 2 (west) or 3 (north)
* world (optional) : The world in which the drone is created.
### Drone.box() method
the box() method is a convenience method for building things. (For the more performance-oriented method - see cuboid)
#### parameters
* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling. Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* w (optional - default 1) - the width of the structure
* h (optional - default 1) - the height of the structure
* d (optional - default 1) - the depth of the structure - NB this is not how deep underground the structure lies - this is how far away (depth of field) from the drone the structure will extend.
#### Example
To create a black structure 4 blocks wide, 9 blocks tall and 1 block long...
box(blocks.wool.black, 4, 9, 1);
... or the following code does the same but creates a variable that can be used for further methods...
var drone = new Drone();
drone.box(blocks.wool.black, 4, 9, 1);
![box example 1](img/boxex1.png)
### Drone.box0() method
Another convenience method - this one creates 4 walls with no floor or ceiling.
#### Parameters
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling. Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* width (optional - default 1) - the width of the structure
* height (optional - default 1) - the height of the structure
* length (optional - default 1) - the length of the structure - how far
away (depth of field) from the drone the structure will extend.
#### Example
To create a stone building with the insided hollowed out 7 wide by 3 tall by 6 long...
box0( blocks.stone, 7, 3, 6);
![example box0](img/box0ex1.png)
### Drone.boxa() method
Construct a cuboid using an array of blocks. As the drone moves first along the width axis, then the height (y axis) then the length, each block is picked from the array and placed.
#### Parameters
* blocks - An array of blocks - each block in the array will be placed in turn.
* width
* height
* length
#### Example
Construct a rainbow-colored road 100 blocks long...
var rainbowColors = [blocks.wool.red, blocks.wool.orange, blocks.wool.yellow, blocks.wool.lime,
blocks.wool.lightblue, blocks.wool.blue, blocks.wool.purple];
boxa(rainbowColors,7,1,30);
![boxa example](img/boxaex1.png)
### Drone Movement
Drones can move freely in minecraft's 3-D world. You control the Drone's movement using any of the following methods..
* up()
* down()
* left()
* right()
* fwd()
* back()
* turn()
... Each of these methods takes a single optional parameter `numBlocks` - the number of blocks to move in the given direction. If no parameter is given, the default is 1.
To change direction use the `turn()` method which also takes a single optional parameter (numTurns) - the number of 90 degree turns to make. Turns are always clock-wise. If the drone is facing north, then drone.turn() will make the turn face east. If the drone is facing east then drone.turn(2) will make the drone turn twice so that it is facing west.
### Drone Positional Info
* getLocation() - Returns a Bukkit Location object for the drone
### Drone Markers
Markers are useful when your Drone has to do a lot of work. You can set a check-point and return to the check-point using the move() method. If your drone is about to undertake a lot of work - e.g. building a road, skyscraper or forest you should set a check-point before doing so if you want your drone to return to its current location.
A 'start' checkpoint is automatically created when the Drone is first created.
Markers are created and returned to using the followng two methods...
* chkpt - Saves the drone's current location so it can be returned to later.
* move - moves the drone to a saved location. Alternatively you can provide an org.bukkit.Location object or x,y,z and direction parameters.
#### Parameters
* name - the name of the checkpoint to save or return to.
#### Example
drone.chkpt('town-square');
//
// the drone can now go off on a long excursion
//
for ( i = 0; i< 100; i++) {
drone.fwd(12).box(6);
}
//
// return to the point before the excursion
//
drone.move('town-square');
### Drone.prism() method
Creates a prism. This is useful for roofs on houses.
#### Parameters
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling. Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* width - the width of the prism
* length - the length of the prism (will be 2 time its height)
#### Example
prism(blocks.oak,3,12);
![prism example](img/prismex1.png)
### Drone.prism0() method
A variation on `prism` which hollows out the inside of the prism. It uses the same parameters as `prism`.
### Drone.cylinder() method
A convenience method for building cylinders. Building begins radius blocks to the right and forward.
#### Parameters
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling. Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* radius
* height
#### Example
To create a cylinder of Iron 7 blocks in radius and 1 block high...
cylinder(blocks.iron, 7 , 1);
![cylinder example](img/cylinderex1.png)
### Drone.cylinder0() method
A version of cylinder that hollows out the middle.
#### Example
To create a hollow cylinder of Iron 7 blocks in radius and 1 block high...
cylinder0(blocks.iron, 7, 1);
![cylinder0 example](img/cylinder0ex1.png)
### Drone.arc() method
The arc() method can be used to create 1 or more 90 degree arcs in the horizontal or vertical planes. This method is called by cylinder() and cylinder0() and the sphere() and sphere0() methods.
#### Parameters
arc() takes a single parameter - an object with the following named properties...
* radius - The radius of the arc.
* blockType - The type of block to use - this is the block Id only (no meta). See [Data Values][dv].
* meta - The metadata value. See [Data Values][dv].
* orientation (default: 'horizontal' ) - the orientation of the arc - can be 'vertical' or 'horizontal'.
* stack (default: 1 ) - the height or length of the arc (depending on the orientation - if orientation is horizontal then this parameter refers to the height, if vertical then it refers to the length ).
* strokeWidth (default: 1 ) - the width of the stroke (how many blocks) - if drawing nested arcs it's usually a good idea to set strokeWidth to at least 2 so that there are no gaps between each arc. The arc method uses a [bresenham algorithm][bres] to plot points along the circumference.
* fill - If true (or present) then the arc will be filled in.
* quadrants (default: `{topleft:true,topright:true,bottomleft:true,bottomright:true}` - An object with 4 properties indicating which of the 4 quadrants of a circle to draw. If the quadrants property is absent then all 4 quadrants are drawn.
#### Examples
To draw a 1/4 circle (top right quadrant only) with a radius of 10 and stroke width of 2 blocks ...
arc({blockType: blocks.iron,
meta: 0,
radius: 10,
strokeWidth: 2,
quadrants: { topright: true },
orientation: 'vertical',
stack: 1,
fill: false
} );
![arc example 1](img/arcex1.png)
[bres]: http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
[dv]: http://www.minecraftwiki.net/wiki/Data_values
### Drone.door() method
create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
#### Parameters
* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
#### Example
To create a wooden door at the crosshairs/drone's location...
var drone = new Drone();
drone.door();
To create an iron door...
drone.door( blocks.door_iron );
![iron door](img/doorex1.png)
### Drone.door_iron() method
create an Iron door.
### Drone.door2() method
Create double doors (left and right side)
#### Parameters
* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
#### Example
To create double-doors at the cross-hairs/drone's location...
drone.door2();
![double doors](img/door2ex1.png)
### Drone.door2_iron() method
Create double iron doors
### Drone.sign() method
Signs must use block 63 (stand-alone signs) or 68 (signs on walls)
#### Parameters
* message - can be a string or an array of strings.
* block - can be 63 or 68
#### Example
To create a free-standing sign...
drone.sign(["Hello","World"],63);
![ground sign](img/signex1.png)
... to create a wall mounted sign...
drone.sign(["Welcome","to","Scriptopia"], 68 );
![wall sign](img/signex2.png)
### Drone Trees methods
* oak()
* spruce()
* birch()
* jungle()
#### Example
To create 4 trees in a row, point the cross-hairs at the ground then type `/js ` and ...
up( ).oak( ).right(8 ).spruce( ).right(8 ).birch( ).right(8 ).jungle( );
Trees won't always generate unless the conditions are right. You should use the tree methods when the drone is directly above the ground. Trees will usually grow if the drone's current location is occupied by Air and is directly above an area of grass (That is why the `up( )` method is called first).
![tree example](img/treeex1.png)
None of the tree methods require parameters. Tree methods will only be successful if the tree is placed on grass in a setting where trees can grow.
### Drone.garden() method
places random flowers and long grass (similar to the effect of placing bonemeal on grass)
#### Parameters
* width - the width of the garden
* length - how far from the drone the garden extends
#### Example
To create a garden 10 blocks wide by 5 blocks long...
garden(10,5);
![garden example](img/gardenex1.png)
### Drone.rand() method
rand takes either an array (if each blockid has the same chance of occurring) or an object where each property is a blockid and the value is it's weight (an integer)
#### Example
place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
rand( [blocks.brick.stone, blocks.brick.mossy, blocks.brick.cracked ],w,d,h)
to place random blocks stone has a 50% chance of being picked,
var distribution = {};
distribution[ blocks.brick.stone ] = 5;
distribution[ blocks.brick.mossy ] = 3;
distribution[ blocks.brick.cracked ] = 2;
rand( distribution, width, height, depth)
regular stone has a 50% chance, mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
### Copy & Paste using Drone
A drone can be used to copy and paste areas of the game world.
### Drone.copy() method
Copies an area so it can be pasted elsewhere. The name can be used for pasting the copied area elsewhere...
#### Parameters
* name - the name to be given to the copied area (used by `paste`)
* width - the width of the area to copy
* height - the height of the area to copy
* length - the length of the area (extending away from the drone) to copy
#### Example
drone.copy('somethingCool',10,5,10 ).right(12 ).paste('somethingCool' );
### Drone.paste() method
Pastes a copied area to the current location.
#### Example
To copy a 10x5x10 area (using the drone's coordinates as the starting point) into memory. the copied area can be referenced using the name 'somethingCool'. The drone moves 12 blocks right then pastes the copy.
drone.copy('somethingCool',10,5,10 )
.right(12 )
.paste('somethingCool' );
### Chaining
All of the Drone methods return a Drone object, which means methods can be 'chained' together so instead of writing this...
drone = new Drone();
drone.fwd(3);
drone.left(2);
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][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.
### Extending Drone
The Drone object can be easily extended - new buidling recipes/blueprints can be added and can become part of a Drone's chain using the *static* method `Drone.extend`.
### Drone.extend() static method
Use this method to add new methods (which also become chainable global functions) to the Drone object.
#### Parameters
* name - The name of the new method e.g. 'pyramid'.
* function - The method body.
Alternatively if you provide just a function as a parameter, then the function name will be used as the new method name. For example the following two approaches are both valid.
#### Example 1 Using name and function as parameters
// submitted by [edonaldson][edonaldson]
Drone.extend('pyramid', function( block,height) {
this.chkpt('pyramid');
for ( var i = height; i > 0; i -= 2) {
this.box(block, i, 1, i).up().right().fwd();
}
return this.move('pyramid');
});
#### Example 2 Using just a named function as a parameter
function pyramid( block,height) {
this.chkpt('pyramid');
for ( var i = height; i > 0; i -= 2) {
this.box(block, i, 1, i).up().right().fwd();
}
return this.move('pyramid');
}
Drone.extend( pyramid );
Once the method is defined (it can be defined in a new pyramid.js file) it can be used like so...
var d = new Drone();
d.pyramid(blocks.brick.stone, 12);
... or simply ...
pyramid(blocks.brick.stone, 12);
[edonaldson]: https://github.com/edonaldson
### Drone Constants
#### Drone.PLAYER_STAIRS_FACING
An array which can be used when constructing stairs facing in the Drone's direction...
var d = new Drone();
d.box(blocks.stairs.oak + ':' + Drone.PLAYER_STAIRS_FACING[d.dir]);
... will construct a single oak stair block facing the drone.
#### Drone.PLAYER_SIGN_FACING
An array which can be used when placing signs so they face in a given direction. This is used internally by the Drone.sign() method. It should also be used for placing any of the following blocks...
* chest
* ladder
* furnace
* dispenser
To place a chest facing the Drone ...
drone.box( blocks.chest + ':' + Drone.PLAYER_SIGN_FACING[drone.dir]);
#### Drone.PLAYER_TORCH_FACING
Used when placing torches so that they face towards the drone.
drone.box( blocks.torch + ':' + Drone.PLAYER_TORCH_FACING[drone.dir]);
***/
//
// Implementation
// ==============
//
// There is no need to read any further unless you want to understand how the Drone object works.
//
function putBlock( x, y, z, blockId, metadata, world ) {
if ( typeof metadata == 'undefined' ) {
metadata = 0;
}
var block = world.getBlockAt( x, y, z );
if ( block.typeId != blockId || block.data != metadata ) {
if (__plugin.canary) {
//console.log(JSON.stringify([x,y,z,blockId,metadata]));
if (block.getProperties){
// TODO we are in 1.8
}
world.setBlockAt(x, y, z, blockId, metadata);
return;
}
if (__plugin.bukkit) {
block.setTypeIdAndData( blockId, metadata, false );
block.data = metadata;
return;
}
}
};
function putSign( drone, x, y, z, world, texts, blockId, meta, immediate ) {
var i,
block,
state,
getState,
isSign,
setLine;
if ( !immediate ) {
getQueue(drone).push(function(){ putSign( drone, x, y, z, world, texts, blockId, meta, true); });
return;
}
if ( blockId != 63 && blockId != 68 ) {
throw new Error( 'Invalid Parameter: blockId must be 63 or 68' );
}
putBlock( x, y, z, blockId, meta, world );
block = world.getBlockAt( x, y, z );
if (__plugin.canary){
isSign = function(block){
var sign = block.getTileEntity();
return sign.setTextOnLine;
};
setLine = function( block, i, text) {
var sign = block.getTileEntity();
sign.setTextOnLine( text, i );
sign.update();
};
if ( block.getProperties ) {
// 1.8
var prop = require('blockhelper').property;
prop(block).set('facing',(drone.dir+2)%4);
block.update();
}
}
if (__plugin.bukkit){
isSign = function(block){ return block.state && block.state.setLine; };
setLine = function( block, i, text) {
var sign = block.state;
sign.setLine( i, text );
sign.update(true);
};
}
if ( isSign(block) ) {
for ( i = 0; i < texts.length; i++ ) {
setLine(block, i % 4, texts[ i ] );
}
}
};
function Drone( x, y, z, dir, world ) {
this.record = false;
var usePlayerCoords = false;
var player = (typeof self !== 'undefined' ? self : null);
var playerPos;
if ( x.location && x.name) {
player = x;
}
playerPos = x.location;
var that = this;
var populateFromLocation = function( loc ) {
that.x = loc.x;
that.y = loc.y;
that.z = loc.z;
that.dir = _getDirFromRotation(loc);
that.world = loc.world;
};
var mp = utils.getMousePos( player );
if ( typeof x == 'undefined' || x.location ) {
if ( mp ) {
populateFromLocation( mp );
if ( playerPos ) {
this.dir = _getDirFromRotation(playerPos);
}
} else {
// base it on the player's current location
usePlayerCoords = true;
//
// it's possible that drone.js could be loaded by a non-playing op
// (from the server console)
//
if ( !playerPos ) {
return null;
}
populateFromLocation( playerPos );
}
} else {
if ( arguments[0].x && arguments[0].y && arguments[0].z ) {
populateFromLocation( arguments[ 0 ] );
} else {
this.x = x;
this.y = y;
this.z = z;
if ( typeof dir == 'undefined' ) {
this.dir = _getDirFromRotation( playerPos);
} else {
this.dir = dir%4;
}
if ( typeof world == 'undefined' ) {
this.world = playerPos.world;
} else {
this.world = world;
}
}
}
if ( usePlayerCoords ) {
this.fwd( 3 );
}
this.chkpt( 'start' );
this.record = true;
this.history = [];
this.player = player;
return this;
};
exports.Drone = Drone;
/*
because this is a plugin, any of its exports will be exported globally.
Since 'blocks' is a module not a plugin it is convenient to export it via
the Drone module.
*/
exports.blocks = blocks;
Drone.queue = [];
Drone.opsPerSec = 10;
Drone.processQueue = function(){
var process,
i = 0,
queues = getAllQueues();
for ( ; i < queues.length; i++ ) {
process = queues[i].shift();
if (process){
try {
process();
} catch( e ) {
console.log('Drone build error: ' + e + ' while processing ' + process);
e.printStackTrace(java.lang.System.out);
}
}
}
setTimeout( Drone.processQueue, 1000 / Drone.opsPerSec );
};
setTimeout( Drone.processQueue, 1000 / Drone.opsPerSec );
addUnloadHandler( function() {
var pendingBuildOps = 0;
var allQueues = getAllQueues();
for (var i = 0; i < allQueues.length; i++){
pendingBuildOps += allQueues[i].length;
}
if (pendingBuildOps > 0){
console.warn('There were ' + pendingBuildOps + ' pending build operations which were cancelled');
}
});
//
// add custom methods to the Drone object using this function
//
Drone.extend = function( name, func ) {
if (arguments.length == 1){
func = name;
if ( !func.name ){
throw 'A Drone extension function must have a name!';
}
name = func.name;
}
Drone.prototype[ '_' + name ] = func;
Drone.prototype[ name ] = function( ) {
if ( this.record ) {
this.history.push( [ name, arguments ] );
}
var oldVal = this.record;
this.record = false;
this[ '_' + name ].apply( this, arguments );
this.record = oldVal;
return this;
};
global[name] = function( ) {
var result = new Drone( self );
result[name].apply( result, arguments );
return result;
};
};
/**************************************************************************
### Drone.times() Method
The times() method makes building multiple copies of buildings easy. It's possible to create rows or grids of buildings without resorting to `for` or `while` loops.
#### Parameters
* numTimes (optional - default 2) : The number of times you want to repeat the preceding statements.
#### Example
Say you want to do the same thing over and over. You have a couple of options...
* You can use a for loop...
d = new Drone(); for ( var i =0;i < 4; i++) { d.cottage().right(8); }
While this will fit on the in-game prompt, it's awkward. You need to declare a new Drone object first, then write a for loop to create the 4 cottages. It's also error prone, even the `for` loop is too much syntax for what should really be simple.
* You can use a while loop...
d = new Drone(); var i=4; while (i--) { d.cottage().right(8); }
... which is slightly shorter but still too much syntax. Each of the above statements is fine for creating a 1-dimensional array of structures. But what if you want to create a 2-dimensional or 3-dimensional array of structures? Enter the `times()` method.
The `times()` method lets you repeat commands in a chain any number of times. So to create 4 cottages in a row you would use the following statement...
cottage().right(8).times(4);
...which will build a cottage, then move right 8 blocks, then do it again 4 times over so that at the end you will have 4 cottages in a row. What's more the `times()` method can be called more than once in a chain. So if you wanted to create a *grid* of 20 houses ( 4 x 5 ), you would do so using the following statement...
cottage().right(8).times(4).fwd(8).left(32).times(5);
... breaking it down...
1. The first 3 calls in the chain ( `cottage()`, `right(8)`, `times(4)` ) build a single row of 4 cottages.
2. The last 3 calls in the chain ( `fwd(8)`, `left(32)`, `times(5)` ) move the drone forward 8 then left 32 blocks (4 x 8) to return to the original x coordinate, then everything in the chain is repeated again 5 times so that in the end, we have a grid of 20 cottages, 4 x 5. Normally this would require a nested loop but the `times()` method does away with the need for loops when repeating builds.
Another example: This statement creates a row of trees 2 by 3 ...
oak().right(10).times(2).left(20).fwd(10).times(3)
... You can see the results below.
![times example 1](img/times-trees.png)
***/
Drone.prototype.times = function( numTimes, commands ) {
if ( typeof numTimes == 'undefined' ) {
numTimes = 2;
}
if ( typeof commands == 'undefined' ) {
commands = this.history.concat();
}
this.history = [ [ 'times', [ numTimes + 1, commands ] ] ];
var oldVal = this.record;
this.record = false;
for ( var j = 1; j < numTimes; j++ ) {
for ( var i = 0; i < commands.length; i++) {
var command = commands[i];
var methodName = command[0];
var args = command[1];
this[ methodName ].apply( this, args );
}
}
this.record = oldVal;
return this;
};
Drone.prototype._checkpoints = {};
Drone.extend(function chkpt( name ) {
this._checkpoints[ name ] = { x:this.x, y:this.y, z:this.z, dir:this.dir };
});
Drone.extend(function move( ) {
if ( arguments[0].x && arguments[0].y && arguments[0].z) {
this.x = arguments[0].x;
this.y = arguments[0].y;
this.z = arguments[0].z;
this.dir = _getDirFromRotation(arguments[0] );
this.world = arguments[0].world;
} else if ( typeof arguments[0] === 'string' ) {
var coords = this._checkpoints[arguments[0]];
if ( coords ) {
this.x = coords.x;
this.y = coords.y;
this.z = coords.z;
this.dir = coords.dir%4;
}
} else {
// expect x,y,z,dir
switch( arguments.length ) {
case 4:
this.dir = arguments[3];
case 3:
this.z = arguments[2];
case 2:
this.y = arguments[1];
case 1:
this.x = arguments[0];
}
}
});
Drone.extend( function turn( n ) {
if ( typeof n == 'undefined' ) {
n = 1;
}
this.dir += n;
this.dir %=4;
} );
Drone.extend( function right( n ) {
if ( typeof n == 'undefined' ) {
n = 1;
}
_movements[ this.dir ].right( this, n );
});
Drone.extend( function left( n ) {
if ( typeof n == 'undefined') {
n = 1;
}
_movements[ this.dir ].left( this, n );
});
Drone.extend( function fwd( n ) {
if ( typeof n == 'undefined' ) {
n = 1;
}
_movements[ this.dir ].fwd( this, n );
});
Drone.extend( function back( n ) {
if ( typeof n == 'undefined' ) {
n = 1;
}
_movements[ this.dir ].back( this, n );
});
Drone.extend( function up( n ) {
if ( typeof n == 'undefined' ) {
n = 1;
}
this.y+= n;
});
Drone.extend( function down( n ) {
if ( typeof n == 'undefined' ) {
n = 1;
}
this.y-= n;
});
//
// position
//
Drone.prototype.getLocation = function( ) {
if (__plugin.canary) {
var cmLocation = Packages.net.canarymod.api.world.position.Location;
return new cmLocation( this.world, this.x, this.y, this.z, 0, 0);
}
if (__plugin.bukkit) {
return new bkLocation( this.world, this.x, this.y, this.z );
}
};
//
// building
//
Drone.extend( function sign( message, block ) {
if ( message.constructor != Array ) {
message = [message];
}
var bm = this._getBlockIdAndMeta( block );
block = bm[0];
var meta = bm[1];
if ( block != 63 && block != 68 ) {
var usage = 'Usage: sign("message", "63:1") or sign("message","68:1")';
if ( this.player ) {
echo( this.player, usage);
}
console.error(usage);
return;
}
if ( block == 68 ) {
meta = Drone.PLAYER_SIGN_FACING[ this.dir % 4 ];
this.back();
}
if ( block == 63 ) {
meta = ( 12 + ( ( this.dir + 2 ) * 4 ) ) % 16;
}
putSign( this, this.x, this.y, this.z, this.world, message, block, meta);
if ( block == 68 ) {
this.fwd();
}
});
var playerQueues = {};
/*
if the drone has an associated player, then use that player's queue otherwise
use the global queue.
*/
function getQueue( drone ){
if ( drone.player ) {
var playerName = ''+drone.player.name;
var result = playerQueues[playerName];
if (result === undefined){
playerQueues[playerName] = [];
return playerQueues[playerName];
}
return result;
} else {
return Drone.queue;
}
}
function getAllQueues() {
var result = [ Drone.queue ];
for (var pq in playerQueues) {
result.push(playerQueues[pq]) ;
}
return result;
}
Drone.prototype.cuboida = function(/* Array */ blocks, w, h, d, overwrite, immediate ) {
//
// wph 20140823 make a copy because don't want to modify array in background
//
var blocksForBuild = blocks.slice();
var len = blocksForBuild.length,
i = 0;
if ( !immediate ) {
for ( ; i < len; i++ ) {
blocksForBuild[i] = this._getBlockIdAndMeta( blocksForBuild[ i ] );
}
var clone = Drone.clone(this);
var impl = this.cuboida.bind(clone, blocksForBuild, w, h, d, overwrite, true);
getQueue(this).push( function cuboida(){ impl(); });
return this;
}
if ( typeof overwrite == 'undefined' ) {
overwrite = true;
}
if ( typeof h == 'undefined' ) {
h = 1;
}
if ( typeof d == 'undefined' ) {
d = 1;
}
if ( typeof w == 'undefined' ) {
w = 1;
}
var that = this;
var dir = this.dir;
var bi = 0;
_traverse[dir].depth( that, d, function traverseDepthCallback( ) {
traverseHeight( that, h, function traverseHeightCallback( ) {
_traverse[dir].width( that, w, function traverseWidthCallback( ) {
var properBlock = blocksForBuild[ bi % len ];
putBlock( that.x, that.y, that.z, properBlock[0], properBlock[1], that.world);
bi++;
});
});
});
return this;
};
Drone.MAX_VOLUME = 1000000;
Drone.MAX_SIDE = 1000;
var tooBig = function(w, h, d ) {
return ( w * h * d ) >= Drone.MAX_VOLUME ||
( w >= Drone.MAX_SIDE ) ||
( h >= Drone.MAX_SIDE ) ||
( d >= Drone.MAX_SIDE );
};
/*
faster cuboid because blockid, meta and world must be provided
use this method when you need to repeatedly place blocks
*/
Drone.prototype.cuboidX = function( blockType, meta, w, h, d, immediate ) {
if ( typeof h == 'undefined' ) {
h = 1;
}
if ( typeof d == 'undefined' ) {
d = 1;
}
if ( typeof w == 'undefined' ) {
w = 1;
}
if ( tooBig( w, h, d ) ) {
this.sign([
'Build too Big!',
'width:' + w,
'height:' + h,
'depth:' + d
], 68);
console.warn('Build too big! ' + w + ' X ' + h + ' X ' + d);
return this;
}
var that = this;
var dir = this.dir;
if ( !immediate ) {
var clone = Drone.clone(this);
var impl = this.cuboidX.bind(clone, blockType, meta, w, h, d, true);
getQueue(this).push(function cuboidX(){ impl(); });
return this;
}
var depthFunc = function( ) {
putBlock( that.x, that.y, that.z, blockType, meta, that.world );
};
var heightFunc = function( ) {
_traverse[dir].depth( that, d, depthFunc );
};
var widthFunc = function( ) {
traverseHeight( that, h, heightFunc );
};
_traverse[dir].width( that, w, widthFunc );
return this;
};
/*
deferred execution of a drone method
*/
Drone.prototype.then = function( next ){
getQueue(this).push( next.bind( Drone.clone(this) ) );
};
Drone.prototype.cuboid = function( block, w, h, d ) {
var bm = this._getBlockIdAndMeta( block );
return this.cuboidX( bm[0], bm[1], w, h, d );
};
Drone.prototype.cuboid0 = function( block, w, h, d ) {
this.chkpt( 'start_point' );
// Front wall
this.cuboid( block, w, h, 1 );
// Left wall
this.cuboid( block, 1, h, d );
// Right wall
this.right( w - 1 ).cuboid( block, 1, h, d ).left( w - 1 );
// Back wall
this.fwd( d - 1 ).cuboid( block, w, h, 1 );
return this.move( 'start_point' );
};
Drone.extend( function door( doorMaterial ) {
if ( typeof doorMaterial == 'undefined' ) {
doorMaterial = 64; // wood
} else {
doorMaterial = 71; // iron
}
this.then(function(){
putBlock( this.x, this.y, this.z, doorMaterial, this.dir, this.world );
putBlock( this.x, this.y+1, this.z, doorMaterial, 8, this.world );
var block = this.world.getBlockAt(this.x,this.y,this.z);
if (block.getProperties){
// 1.8
var prop = require('blockhelper').property;
prop(block)
.set('facing',this.dir)
.set('hinge','left')
.set('half','lower');
var Position = Packages.net.canarymod.api.world.position.Position;
var setBlockAt = 'setBlockAt(net.canarymod.api.world.position.Position, net.canarymod.api.world.blocks.Block)';
this.world[setBlockAt](new Position(this.x,this.y,this.z),block);
block = this.world.getBlockAt(this.x,this.y+1,this.z);
prop(block)
.set('facing',this.dir)
.set('hinge','left')
.set('half','upper');
this.world[setBlockAt](new Position(this.x,this.y+1,this.z),block);
}
});
} );
Drone.extend( function door_iron( ) {
this.cuboidX( 71, this.dir )
.up( )
.cuboidX( 71, 8 )
.down( );
} );
Drone.extend( function door2( doorMaterial ) {
if ( typeof doorMaterial == 'undefined' ) {
doorMaterial = 64;
} else {
doorMaterial = 71;
}
this
.cuboidX( doorMaterial, this.dir ).up( )
.cuboidX( doorMaterial, 8 ).right( )
.cuboidX( doorMaterial, 9 ).down( )
.cuboidX( doorMaterial, this.dir ).left( );
} );
Drone.extend( function door2_iron( ) {
this
.cuboidX( 71, this.dir ).up( )
.cuboidX( 71, 8 ).right( )
.cuboidX( 71, 9 ).down( )
.cuboidX( 71, this.dir ).left( );
} );
// player dirs: 0 = east, 1 = south, 2 = west, 3 = north
// block dirs: 0 = east, 1 = west, 2 = south , 3 = north
// sign dirs: 5 = east, 3 = south, 4 = west, 2 = north
Drone.PLAYER_STAIRS_FACING = [ 0, 2, 1, 3 ];
// 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 ];
var _STAIRBLOCKS = {
53: '5:0' // oak wood
,67: 4 // cobblestone
,108: 45 // brick
,109: 98 // stone brick
,114: 112 // nether brick
,128: 24 // sandstone
,134: '5:1' // spruce wood
,135: '5:2' // birch wood
,136: '5:3' // jungle wood
};
function stairs(blockType, width, height){
if (typeof width === 'undefined')
width = 1;
if (typeof height === 'undefined')
height = 1;
this.chkpt('_stairs');
var that = this;
while (height > 0) {
_traverse[this.dir].width(this, width, function(){
putBlock(that.x, that.y, that.z, blockType, 0, that.world);
var block = that.world.getBlockAt(that.x,that.y,that.z);
if (block.getProperties){
// 1.8
var prop = require('blockhelper').property;
prop(block).set('facing',that.dir);
block.update();
}
});
this.fwd().up();
height -= 1;
}
this.move('_stairs');
}
Drone.extend(stairs);
//
// prism private implementation
//
function prism( block, w, d ) {
var stairEquiv = _STAIRBLOCKS[block];
if ( stairEquiv ) {
this.fwd( ).prism(stairEquiv,w,d-2 ).back( );
var d2 = 0;
var middle = Math.floor( d/2 );
var uc = 0,dc = 0;
while ( d2 < d ) {
var di = (d2 < middle?this.dir:(this.dir+2 )%4 );
var bd = block + ':' + Drone.PLAYER_STAIRS_FACING[di];
var putStep = true;
if ( d2 == middle ) {
if ( d % 2 == 1 ) {
putStep = false;
}
}
if ( putStep ) {
this.cuboid(bd,w );
}
if ( d2 < middle-1 ) {
this.up( );
uc++;
}
var modulo = d % 2;
if ( modulo == 1 ) {
if ( d2 > middle && d2<d-1) {
this.down( );
dc++;
}
}else{
if ( d2 >= middle && d2<d-1 ) {
this.down( );
dc++;
}
}
this.fwd( );
d2++;
}
this.back(d );
}else{
var c = 0;
var d2 = d;
while ( d2 >= 1 ) {
this.cuboid(block,w,1,d2 );
d2 -= 2;
this.fwd( ).up( );
c++;
}
this.down(c ).back(c );
}
return this;
};
//
// prism0 private implementation
//
;
Drone.extend( function prism0( 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 );
}
*/
this
.stairs(block,w,d/2)
.fwd(d-1)
.right(w-1)
.turn(2)
.stairs(block,w,d/2)
.turn(2)
.left(w-1)
.back(d-1);
var se = _STAIRBLOCKS[block];
if (se) {
this
.fwd()
.prism(se,1,d-2)
.right(w-1)
.prism(se,1,d-2)
.left(w-1)
.back();
}
} );
Drone.extend(prism);
Drone.extend('box', Drone.prototype.cuboid );
Drone.extend('box0',Drone.prototype.cuboid0 );
Drone.extend('boxa',Drone.prototype.cuboida );
//
// show the Drone's position and direction
//
Drone.prototype.toString = function( ) {
var dirs = ['east','south','west','north'];
return 'x: ' + this.x + ' y: '+this.y + ' z: ' + this.z + ' dir: ' + this.dir + ' '+dirs[this.dir];
};
Drone.prototype.debug = function( ) {
console.log(this.toString( ) );
return this;
};
/*
do the bresenham thing
*/
var _bresenham = function( x0,y0,radius, setPixel, quadrants ) {
//
// credit: Following code is copied almost verbatim from
// http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
// Bresenham's circle algorithm
//
var f = 1 - radius;
var ddF_x = 1;
var ddF_y = -2 * radius;
var x = 0;
var y = radius;
var defaultQuadrants = {topleft: true, topright: true, bottomleft: true, bottomright: true};
quadrants = quadrants?quadrants:defaultQuadrants;
/*
II | I
------------
III | IV
*/
if ( quadrants.topleft || quadrants.topright )
setPixel(x0, y0 + radius ); // quadrant I/II topmost
if ( quadrants.bottomleft || quadrants.bottomright )
setPixel(x0, y0 - radius ); // quadrant III/IV bottommost
if ( quadrants.topright || quadrants.bottomright )
setPixel(x0 + radius, y0 ); // quadrant I/IV rightmost
if ( quadrants.topleft || quadrants.bottomleft )
setPixel(x0 - radius, y0 ); // quadrant II/III leftmost
while ( x < y ) {
if(f >= 0 ) {
y--;
ddF_y += 2;
f += ddF_y;
}
x++;
ddF_x += 2;
f += ddF_x;
if ( quadrants.topright ) {
setPixel(x0 + x, y0 + y ); // quadrant I
setPixel(x0 + y, y0 + x ); // quadrant I
}
if ( quadrants.topleft ) {
setPixel(x0 - x, y0 + y ); // quadrant II
setPixel(x0 - y, y0 + x ); // quadrant II
}
if ( quadrants.bottomleft ) {
setPixel(x0 - x, y0 - y ); // quadrant III
setPixel(x0 - y, y0 - x ); // quadrant III
}
if ( quadrants.bottomright ) {
setPixel(x0 + x, y0 - y ); // quadrant IV
setPixel(x0 + y, y0 - x ); // quadrant IV
}
}
};
var _getStrokeDir = function( x,y ) {
var absY = Math.abs(y );
var absX = Math.abs(x );
var strokeDir = 0;
if ( y > 0 && absY >= absX )
strokeDir = 0 ; //down
else if ( y < 0 && absY >= absX )
strokeDir = 1 ; // up
else if ( x > 0 && absX >= absY )
strokeDir = 2 ; // left
else if ( x < 0 && absX >= absY )
strokeDir = 3 ; // right
return strokeDir;
};
/*
The daddy of all arc-related API calls -
if you're drawing anything that bends it ends up here.
*/
var _arc2 = function( params ) {
var drone = params.drone;
var orientation = params.orientation?params.orientation:'horizontal';
var quadrants = params.quadrants?params.quadrants:{
topright:1,
topleft:2,
bottomleft:3,
bottomright:4
};
var stack = params.stack?params.stack:1;
var radius = params.radius;
var strokeWidth = params.strokeWidth?params.strokeWidth:1;
drone.chkpt('arc2' );
var x0, y0, gotoxy,setPixel;
if ( orientation == 'horizontal' ) {
gotoxy = function( x,y ) { return drone.right(x ).fwd(y );};
drone.right(radius ).fwd(radius ).chkpt('center' );
switch ( drone.dir ) {
case 0: // east
case 2: // west
x0 = drone.z;
y0 = drone.x;
break;
case 1: // south
case 3: // north
x0 = drone.x;
y0 = drone.z;
}
setPixel = function( x, y ) {
x = ( x-x0 );
y = ( y-y0 );
if ( params.fill ) {
// wph 20130114 more efficient esp. for large cylinders/spheres
if ( y < 0 ) {
drone
.fwd( y ).right( x )
.cuboidX( params.blockType, params.meta, 1, stack, Math.abs( y * 2 ) + 1 )
.back( y ).left( x );
}
}else{
if ( strokeWidth == 1 ) {
gotoxy(x,y )
.cuboidX( params.blockType, params.meta,
1, // width
stack, // height
strokeWidth // depth
)
.move('center' );
} else {
var strokeDir = _getStrokeDir( x, y );
var width = 1, depth = 1;
switch ( strokeDir ) {
case 0: // down
y = y-( strokeWidth - 1 );
depth = strokeWidth;
break;
case 1: // up
depth = strokeWidth;
break;
case 2: // left
width = strokeWidth;
x = x-(strokeWidth-1 );
break;
case 3: // right
width = strokeWidth;
break;
}
gotoxy( x, y )
.cuboidX( params.blockType, params.meta, width, stack, depth )
.move( 'center' );
}
}
};
}else{
// vertical
gotoxy = function( x,y ) { return drone.right(x ).up(y );};
drone.right(radius ).up(radius ).chkpt('center' );
switch ( drone.dir ) {
case 0: // east
case 2: // west
x0 = drone.z;
y0 = drone.y;
break;
case 1: // south
case 3: // north
x0 = drone.x;
y0 = drone.y;
}
setPixel = function( x, y ) {
x = ( x - x0 );
y = ( y - y0 );
if ( params.fill ) {
// wph 20130114 more efficient esp. for large cylinders/spheres
if ( y < 0 ) {
drone
.up( y ).right( x )
.cuboidX( params.blockType, params.meta, 1, Math.abs( y * 2 ) + 1, stack )
.down( y ).left( x );
}
}else{
if ( strokeWidth == 1 ) {
gotoxy( x, y )
.cuboidX( params.blockType, params.meta, strokeWidth, 1, stack )
.move( 'center' );
}else{
var strokeDir = _getStrokeDir( x,y );
var width = 1, height = 1;
switch ( strokeDir ) {
case 0: // down
y = y - ( strokeWidth - 1 );
height = strokeWidth;
break;
case 1: // up
height = strokeWidth;
break;
case 2: // left
width = strokeWidth;
x = x - ( strokeWidth - 1 );
break;
case 3: // right
width = strokeWidth;
break;
}
gotoxy(x,y )
.cuboidX(params.blockType, params.meta, width, height, stack )
.move('center' );
}
}
};
}
/*
setPixel assumes a 2D plane - need to put a block along appropriate plane
*/
_bresenham(x0,y0,radius,setPixel,quadrants );
params.drone.move('arc2' );
};
Drone.extend('arc',function( params ) {
params.drone = this;
_arc2(params );
} );
var _cylinder0 = function( block,radius,height,exactParams ) {
var arcParams = {
radius: radius,
fill: false,
orientation: 'horizontal',
stack: height
};
if ( exactParams ) {
for ( var p in exactParams ) {
arcParams[p] = exactParams[p];
}
}else{
var md = this._getBlockIdAndMeta(block );
arcParams.blockType = md[0];
arcParams.meta = md[1];
}
return this.arc(arcParams );
};
var _cylinder1 = function( block,radius,height,exactParams ) {
var arcParams = {
radius: radius,
fill: true,
orientation: 'horizontal',
stack: height,
};
if ( exactParams ) {
arcParams.blockType = exactParams.blockType;
arcParams.meta = exactParams.meta;
}else{
var md = this._getBlockIdAndMeta(block );
arcParams.blockType = md[0];
arcParams.meta = md[1];
}
return this.arc(arcParams );
};
var _paste = function( name, immediate )
{
var ccContent = Drone.clipBoard[name];
if (ccContent == undefined){
console.warn('Nothing called ' + name + ' in clipboard!');
return;
}
var srcBlocks = ccContent.blocks;
var srcDir = ccContent.dir; // direction player was facing when copied.
var dirOffset = (4 + (this.dir - srcDir ) ) %4;
var that = this;
_traverse[this.dir].width(that,srcBlocks.length,function( ww ) {
var h = srcBlocks[ww].length;
traverseHeight(that,h,function( hh ) {
var d = srcBlocks[ww][hh].length;
_traverse[that.dir].depth(that,d,function( dd ) {
var b = srcBlocks[ww][hh][dd];
var cb = b.type;
var md = b.data;
//
// need to adjust blocks which face a direction
//
switch ( cb ) {
//
// doors
//
case 64: // wood
case 71: // iron
// top half of door doesn't need to change
if ( md < 8 ) {
md = (md + dirOffset ) % 4;
}
break;
//
// stairs
//
case 53: // oak
case 67: // cobblestone
case 108: // red brick
case 109: // stone brick
case 114: // nether brick
case 128: // sandstone
case 134: // spruce
case 135: // birch
case 136: // junglewood
var dir = md & 0x3;
var a = Drone.PLAYER_STAIRS_FACING;
var len = a.length;
for ( var c=0;c < len;c++ ) {
if ( a[c] == dir ) {
break;
}
}
c = (c + dirOffset ) %4;
var newDir = a[c];
md = (md >>2<<2 ) + newDir;
break;
//
// signs , ladders etc
//
case 23: // dispenser
case 54: // chest
case 61: // furnace
case 62: // burning furnace
case 65: // ladder
case 68: // wall sign
var a = Drone.PLAYER_SIGN_FACING;
var len = a.length;
for ( var c=0;c < len;c++ ) {
if ( a[c] == md ) {
break;
}
}
c = (c + dirOffset ) %4;
var newDir = a[c];
md = newDir;
break;
}
putBlock(that.x,that.y,that.z,cb,md,that.world );
} );
} );
} );
};
var _getDirFromRotation = function( location ) {
// 0 = east, 1 = south, 2 = west, 3 = north
// 46 to 135 = west
// 136 to 225 = north
// 226 to 315 = east
// 316 to 45 = south
var r;
if (__plugin.canary ) {
r = location.rotation;
}
if (__plugin.bukkit) {
r = location.yaw;
}
// west = -270
// north = -180
// east = -90
// south = 0
r = (r + 360 ) % 360; // east could be 270 or -90
if ( r > 45 && r <= 135 )
return 2; // west
if ( r > 135 && r <= 225 )
return 3; // north
if ( r > 225 && r <= 315 )
return 0; // east
if ( r > 315 || r < 45 )
return 1; // south
};
function _getBlockIdAndMeta( b ) {
var defaultMeta = 0,
i = 0,
bs,
md,
sp;
if ( typeof b == 'string' ) {
bs = b;
sp = bs.indexOf(':' );
if ( sp == -1 ) {
b = parseInt(bs );
// wph 20130414 - use sensible defaults for certain blocks e.g. stairs
// should face the drone.
for ( i in blocks.stairs ) {
if ( blocks.stairs[i] === b ) {
defaultMeta = Drone.PLAYER_STAIRS_FACING[this.dir];
break;
}
}
return [ b, defaultMeta ];
}
b = parseInt(bs.substring(0,sp ) );
md = parseInt(bs.substring(sp+1,bs.length ) );
return [b,md];
}else{
// wph 20130414 - use sensible defaults for certain blocks e.g. stairs
// should face the drone.
for ( i in blocks.stairs ) {
if ( blocks.stairs[i] === b ) {
defaultMeta = Drone.PLAYER_STAIRS_FACING[this.dir];
break;
}
}
return [ b, defaultMeta ];
}
};
//
// movement
//
var _movements = [{},{},{},{}];
// east
_movements[0].right = function( that,n ) { that.z +=n; return that;};
_movements[0].left = function( that,n ) { that.z -=n; return that;};
_movements[0].fwd = function( that,n ) { that.x +=n; return that;};
_movements[0].back = function( that,n ) { that.x -= n; return that;};
// south
_movements[1].right = _movements[0].back;
_movements[1].left = _movements[0].fwd;
_movements[1].fwd = _movements[0].right;
_movements[1].back = _movements[0].left;
// west
_movements[2].right = _movements[0].left;
_movements[2].left = _movements[0].right;
_movements[2].fwd = _movements[0].back;
_movements[2].back = _movements[0].fwd;
// north
_movements[3].right = _movements[0].fwd;
_movements[3].left = _movements[0].back;
_movements[3].fwd = _movements[0].left;
_movements[3].back = _movements[0].right;
var _traverse = [{},{},{},{}];
// east
function walkWidthEast( that,n,callback ) {
var s = that.z, e = s + n;
for ( ; that.z < e; that.z++ ) {
callback(that.z-s );
}
that.z = s;
}
function walkDepthEast( that,n,callback ) {
var s = that.x, e = s+n;
for ( ;that.x < e;that.x++ ) {
callback(that.x-s );
}
that.x = s;
}
function walkWidthSouth( that,n,callback ) {
var s = that.x, e = s-n;
for ( ;that.x > e;that.x-- ) {
callback(s-that.x );
}
that.x = s;
}
function walkWidthWest( that,n,callback ) {
var s = that.z, e = s-n;
for ( ;that.z > e;that.z-- ) {
callback(s-that.z );
}
that.z = s;
}
_traverse[0].width = walkWidthEast;
_traverse[0].depth = walkDepthEast;
// south
_traverse[1].width = walkWidthSouth;
_traverse[1].depth = walkWidthEast;
// west
_traverse[2].width = walkWidthWest;
_traverse[2].depth = walkWidthSouth;
// north
_traverse[3].width = walkDepthEast;
_traverse[3].depth = walkWidthWest;
function traverseHeight( that,n,callback ) {
var s = that.y, e = s + n;
for ( ; that.y < e; that.y++ ) {
callback(that.y-s );
}
that.y = s;
};
//
// standard fisher-yates shuffle algorithm
//
function fisherYates( myArray ) {
var i = myArray.length;
if ( i == 0 ) return false;
while ( --i ) {
var j = Math.floor( Math.random( ) * ( i + 1 ) );
var tempi = myArray[i];
var tempj = myArray[j];
myArray[i] = tempj;
myArray[j] = tempi;
}
}
var _copy = function( name, w, h, d ) {
var that = this;
var ccContent = [];
_traverse[this.dir].width(that,w,function( ww ) {
ccContent.push([] );
traverseHeight(that,h,function( hh ) {
ccContent[ww].push([] );
_traverse[that.dir].depth(that,d,function( dd ) {
var b = that.world.getBlockAt(that.x,that.y,that.z );
ccContent[ww][hh][dd] = {type:b.getTypeId(), data:b.data};
} );
} );
} );
Drone.clipBoard[name] = {dir: this.dir, blocks: ccContent};
};
function _garden( width, depth ) {
if ( typeof width == 'undefined' ) {
width = 10;
}
if ( typeof depth == 'undefined' ) {
depth = width;
}
var grass = 2,
red = 37,
yellow = 38,
longgrass = '31:1',
air = 0;
// make sure grass is present first
this.down()
.box( grass, width, 1, depth )
.up( );
// make flowers more common than long grass
var dist = { };
dist[red] = 3;
dist[yellow] = 3;
dist[longgrass] = 2;
dist[air] = 1;
return this.rand( dist, width, 1, depth, false /* don't overwrite */ );
}
function _rand( blockDistribution ) {
if ( !(blockDistribution.constructor == Array ) ) {
var a = [];
for ( var p in blockDistribution ) {
var n = blockDistribution[p];
for ( var i = 0;i < n;i++ ) {
a.push(p );
}
}
blockDistribution = a;
}
while ( blockDistribution.length < 1000 ) {
// make array bigger so that it's more random
blockDistribution = blockDistribution.concat(blockDistribution );
}
fisherYates(blockDistribution );
return blockDistribution;
}
Drone.extend( function rand( dist, width, height, depth, overwrite ) {
if ( typeof overwrite == 'undefined' ) {
overwrite = true;
}
var randomized = _rand( dist );
this.boxa( randomized, width, height, depth, overwrite);
} );
var _trees = {
oak: bkTreeType.BIG_TREE ,
birch: bkTreeType.BIRCH ,
jungle: bkTreeType.JUNGLE,
spruce: bkTreeType.REDWOOD
};
function bukkitTreeFactory( k, v ) {
return function( ) {
var block = this.world.getBlockAt(this.x,this.y,this.z );
if ( block.typeId == 2 ) {
this.up( );
}
var treeLoc = this.getLocation();
var successful = treeLoc.world.generateTree(treeLoc,v );
if ( block.typeId == 2 ) {
this.down( );
}
};
}
function canaryTreeFactory( k, v ){
return function(){
console.log(k + ' not yet implemented.');
};
}
for ( var p in _trees ) {
Drone.extend(p, (__plugin.canary? canaryTreeFactory : bukkitTreeFactory) ( p, _trees[p] ) );
}
Drone.clone = function(origin) {
var result = new Drone(origin.x,origin.y,origin.z, origin.dir, origin.world);
return result;
};
//
// Drone's clipboard
//
Drone.clipBoard = {};
Drone.extend('garden',_garden );
Drone.extend('copy', _copy );
Drone.extend('paste',_paste );
Drone.extend('cylinder0',_cylinder0 );
Drone.extend('cylinder', _cylinder1 );
//
// wph 20130130 - make this a method - extensions can use it.
//
Drone.prototype._getBlockIdAndMeta = _getBlockIdAndMeta;