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scriptcraft/src/main/javascript/drone/drone.js
2013-02-03 20:19:58 +00:00

1247 lines
43 KiB
JavaScript

var global = this;
load(__folder + "../core/_primitives.js",true);
//
// Interface
// =========
//
// Please read the following section to understand what a Minecraft Drone can do.
//
var Drone = Drone || {
//
// TLDNR; (Just read this if you're impatient)
// ======
// At the in-game command prompt type...
//
// /js box(5)
//
// ... creates a single wooden block at the cross-hairs or player location
//
// /js box(5).right(2).box('35:15',4,9,1)
//
// ... creates a single wooden block and a 2001 black obelisk that is
// 4 wide x 9 tall x 1 long in size.
//
// If you want to see what else ScriptCraft's Drone can do, read on...
//
// creating a new drone
// ====================
//
// Drones can be created in 3 ways...
//
// [1] Calling any one of the methods listed below will return a Drone object. For example...
//
// /js var d = box(5)
//
// ... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
// object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
// of the Drone class's methods are also global functions that return new Drone objects.
// This is short-hand for creating drones and is useful for playing around with Drones at the in-game
// command prompt. It's shorter than typing ...
//
// /js var d = new Drone().box(5)
//
// ... All of the Drone's methods return `this` (self) so you can chain operations together like this...
//
// /js var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
//
// [2] /js d = new Drone()
//
// This will create a new Drone. If the cross-hairs are pointing
// at a block at the time then, that block's location becomes the drone's
// starting point.
// If the cross-hairs are _not_ pointing at a block, then the drone's starting
// location will be 2 blocks directly in front of the player.
// TIP: Building always happens right and front of the drone's position...
//
// Plan View:
//
// ^
// |
// |
// D---->
//
// For convenience you can use a 'corner stone' to begin building.
// The corner stone should be located just above ground level.
// If the cross-hair is point at or into ground level when you create a new Drone(),
// then building begins at that point. You can get around this by pointing at a
// 'corner stone' just above ground level or alternatively use the following statement...
//
// /js d = new Drone().up()
//
// ... which will move the drone up one block as soon as it's created.
//
// [3] d = new Drone(x,y,z,direction)
//
// This will create a new Drone at the location you specified using x, y, z
// In minecraft, the X axis runs west to east and the Z axis runs north to south.
// The direction parameter says what direction you want the drone to face:
// 0 = east, 1 = south, 2 = west, 3 = north.
// If the direction parameter is omitted, the player's direction is used instead.
//
// When you load() the drone.js javascript file, a default `drone` Object is created at
// the cross-hair's or player's location.
//
// movement
// ========
//
// Drones can move freely in minecraft's 3-D world. You control the Drone's movement using
// any of the following methods..
//
// move up - n is the number of blocks you want to move (default 1)
up: function(n){},
// move down - n is the number of blocks you want to move (default 1)
down: function(n){},
// move left - n is the number of blocks you want to move (default 1)
left: function(n){},
// move right - n is the number of blocks you want to move (default 1)
right: function(n){},
// move forward - n is the number of blocks you want to move (default 1)
fwd: function(n){},
// move backwards - n is the number of blocks you want to move (default 1)
back: function(n){},
// to change direction - n is the number of turns right you want to make (default 1)
// turns are always clock-wise. If the drone is facing north, then drone.turn() will
// make the turn face east. If the drone is facing east then drone.turn(2) will make the
// drone turn twice so that it is facing west.
//
turn: function(n){},
// markers
// =======
//
// Markers are useful when your Drone has to do a lot of work. You can set a check-point
// and return to the check-point using the move() method.
// if your drone is about to undertake a lot of work - e.g. building a road, skyscraper or forest
// you should set a check-point before doing so if you want your drone to return to its current location.
// e.g:
//
// drone.chkpt('town-square');
// for (i = 0; i< 100; i++){
// drone.fwd(12).box(6);
// }
// drone.move('town-square');
//
// A 'start' checkpoint is automatically created when the Drone is first created.
//
chkpt: function(checkpoint_name){},
move: function(checkpoint_name){},
// building
// ========
//
// the box() method is the main method for building things.
// parameters
// ----------
// b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
// An array of block ids can also be used in which case each block in the array
// will be placed in turn.
// w - the width of the structure (optional - default value is 1)
// h - the height of the structure (optional - default value is 1)
// d - the depth of the structure - NB this is *not* how deep underground the structure lies - this is
// how far away (depth of field) from the drone the structure will extend.
// (optional - default value is 1)
// e.g:
// To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
//
// drone.box(48, 5, 8, 15);
//
// To create an oak tree...
// (we can't control the dimensions of a tree since it's a natural object in minecraft)
//
// drone.box(6);
//
box: function(block,width,height,depth){},
//
// like box but empties out the inside - ideal for buildings.
//
box0: function(block,width,height,depth){},
prism: function(block,width,depth){},
prism0: function(block,width,depth){},
//
// create a cylinder - building begins radius blocks to the right and forward.
//
cylinder: function(block,radius,height){},
//
// create an empty cylinder
//
cylinder0: function(block,radius,height){},
// miscellaneous
// =============
// create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
door: function(b){},
// create double doors (left and right side)
door2: function(b){},
// signs must use block 63 (stand-alone signs) or 68 (signs on walls)
// s can be a string or an array of strings.
sign: function(s,b){},
// create trees.
oak: function(){},
spruce: function(){},
birch: function(){},
jungle: function(){},
//
// rand takes either an array (if each blockid is the same weight)
// or an object where each property is a blockid and the value is it's weight (an integer)
// e.g.
// 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)
// rand({98: 5, '98:1': 3,'98:2': 2},w,d,h) will place random blocks stone has a 50% chance of being picked,
// mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
//
rand: function(distribution,w,h,d){},
//
// places random flowers and long grass (similar to the effect of placing bonemeal on grass)
//
garden: function(w,d){},
// Copy & Paste
// ============
// copy an area so it can be pasted elsewhere. The name can be used for pasting the copied area elsewhere...
// drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
// ... copies 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.
//
copy: function(name,w,h,d){},
paste: function(name){}
// Chaining
// ========
//
// All of the above 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();
//
// 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
// ==========
//
// 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
// ==============
//
// There is no need to read any further unless you want to understand how the Drone object works.
//
(function(){
//
// don't want to declare object more than once
//
if (Drone.constructor == Function)
return;
/**
Create a new Drone for building.
@constructor
@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)
{
var usePlayerCoords = false;
var playerPos = getPlayerPos();
if (typeof x == "undefined"){
var mp = getMousePos();
if (mp){
this.x = mp.x;
this.y = mp.y;
this.z = mp.z;
}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;
}
this.x = playerPos.x;
this.y = playerPos.y;
this.z = playerPos.z;
}
}else{
this.x = x;
this.y = y;
this.z = z;
}
if (typeof dir == "undefined"){
this.dir = _getDirFromRotation(playerPos.yaw);
}else{
this.dir = dir%4;
}
// for debugging
//self.sendMessage("New Drone " + this.toString());
if (usePlayerCoords){
this.fwd(3);
}
this.chkpt('start');
};
Drone.prototype.chkpt = function(name){
this.checkpoints[name] = {x:this.x,y:this.y,z:this.z,dir:this.dir};
return this;
};
Drone.prototype.move = function(name){
var coords = this.checkpoints[name];
if (coords){
this.x = coords.x;
this.y = coords.y;
this.z = coords.z;
this.dir = coords.dir%4;
}
return this;
};
Drone.prototype.checkpoints = {};
Drone.prototype.turn = function(n)
{
if (typeof n == "undefined"){
this.dir++;
}else{
this.dir += n;
}
this.dir %=4;
return this;
};
Drone.prototype.right = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].right(this,n);};
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
//
Drone.prototype.sign = function(message,block){
if (message.constructor == Array){
}else{
message = [message];
}
var bm = _getBlockIdAndMeta(block);
block = bm[0];
var meta = bm[1];
if (block != 63 && block != 68){
print("ERROR: Invalid block id for use in signs");
return;
}
if (block == 68){
meta = Drone.PLAYER_SIGN_FACING[this.dir%4];
this.back();
}
putSign(message,this.x,this.y,this.z,block,meta);
if (block == 68){
this.fwd();
}
return this;
};
Drone.prototype.cuboida = function(/* Array */ blocks,w,h,d){
var properBlocks = [];
var len = blocks.length;
for (var i = 0;i < len;i++){
var bm = _getBlockIdAndMeta(blocks[i]);
properBlocks.push([bm[0],bm[1]]);
}
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 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;
var bi = 0;
var depthFunc = function(){
var block = world.getBlockAt(that.x,that.y,that.z);
var properBlock = properBlocks[bi%len];
block.setTypeIdAndData(properBlock[0],properBlock[1],false);
bi++;
};
var heightFunc = function(){
_traverse[dir].depth(that,d,depthFunc);
};
var widthFunc = function(){
_traverseHeight(that,h,heightFunc);
};
_traverse[dir].width(that,w,widthFunc);
return this;
};
/*
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, world, w, h, d){
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 depthFunc = function(){
var block = world.getBlockAt(that.x,that.y,that.z);
block.setTypeIdAndData(blockType,meta,false);
};
var heightFunc = function(){
_traverse[dir].depth(that,d,depthFunc);
};
var widthFunc = function(){
_traverseHeight(that,h,heightFunc);
};
_traverse[dir].width(that,w,widthFunc);
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){
var bm = _getBlockIdAndMeta(block);
return this.cuboidX(bm[0],bm[1],this._getWorld(), 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.prototype.door = function(door){
if (typeof door == "undefined"){
door = 64;
}else{
door = 71;
}
return this.cuboid(door+':' + this.dir).up().cuboid(door+':8').down();
};
Drone.prototype.door2 = function(door){
if (typeof door == "undefined"){
door = 64;
}else{
door = 71;
}
return this
.box(door+':' + this.dir).up()
.box(door+':8').right()
.box(door+':9').down()
.box(door+':' + 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];
//
// add custom methods to the Drone object using this function
//
Drone.extend = function(name, func)
{
Drone.prototype[name] = func;
global[name] = function(){
var result = new Drone();
result[name].apply(result,arguments);
return result;
};
};
Drone.prototype.prism0 = function(block,w,d){
this.prism(block,w,d).fwd().right().prism(0,w-2,d-2).left().back();
var se = Drone.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.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
};
// /\
// /##\
// /####\
// 012345
// d = 6, m = 3
//
// /#\
// /###\
// 01234
// d = 5, m = 2
//
// /\
// /##\
// 0123
// d = 4, m = 2
//
// /#\
// 012
// d = 3, m = 1
//
Drone.prototype.prism = function(block,w,d)
{
var stairEquiv = Drone.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;
};
Drone.prototype.box = Drone.prototype.cuboid;
Drone.prototype.box0 = Drone.prototype.cuboid0;
Drone.prototype.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(){
print(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;
quadrants = quadrants || {topleft: true,
topright: true,
bottomleft: true,
bottomright: true};
/*
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)
{
// ddF_x == 2 * x + 1;
// ddF_y == -2 * y;
// f == x*x + y*y - radius*radius + 2*x - y + 1;
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
}
}
};
/*
ArcParams {
drone:
orientation: horizontal || vertical
quadrants: [1,2,3,4]
blockType :
meta:
xyCallback:
radius:
stack:
fill: true || false
world:
}
*/
var _getStrokeDir = function(x,y){
var absY = Math.abs(y);
var absX = Math.abs(x);
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 || "horizontal";
var quadrants = params.quadrants || {
topright:1,
topleft:2,
bottomleft:3,
bottomright:4
};
var stack = params.stack || 1;
var world = params.world || drone._getWorld();
var radius = params.radius;
var 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,world,1,stack,Math.abs(y*2)+1)
.back(y).left(x);
}
}else{
if (strokeWidth == 1){
gotoxy(x,y)
.cuboidX(params.blockType,
params.meta,
world,
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, world, 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,world,1,Math.abs(y*2)+1,stack)
.down(y).left(x);
}
}else{
if (strokeWidth == 1){
gotoxy(x,y)
.cuboidX(params.blockType,params.meta,world,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, world, 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.prototype.arc = function(params) {
params.drone = this;
_arc2(params);
return this;
}
// ========================================================================
// Private variables and functions
// ========================================================================
var _cylinderX = function(block,radius,height,drone,fill,exactParams) {
drone.chkpt('cylinderX');
var world = null;
var blockType = null;
var meta = 0;
if (typeof exactParams == "undefined"){
world = drone._getWorld();
bm = drone._getBlockIdAndMeta(block);
blockType = bm[0];
meta = bm[1];
}else{
world = exactParams.world;
blockType = exactParams.blockType;
meta = exactParams.meta;
}
var x0, y0;
var gotoxy = function(xo,yo){ return drone.right(xo).fwd(yo);};
drone.right(radius).fwd(radius).chkpt('center');
switch (drone.dir){
case 0: // east
case 2: // west
x0 = drone.z;
y0 = drone.x;
break;
case 1: // south
case 3: // north
x0 = drone.x;
y0 = drone.z;
break;
}
var setPixel = function(x,y){
x = (x-x0);
y = (y-y0);
if (fill){
// wph 20130114 more efficient esp. for large cylinders/spheres
if (yo < 0){
drone
.fwd(y).right(x)
.cuboidX(blockType,meta,world,1,height,Math.abs(y*2)+1)
.back(y).left(x);
}
}else{
gotoxy(x,y).cuboidX(blockType,meta,world,1,height,1).move('center');
}
};
_bresenham(x0,y0,radius,setPixel);
return drone.move('cylinderX');
}
var _cylinder0 = function(block,radius,height,exactParams){
var arcParams = {
radius: radius,
fill: false,
orientation: 'horizontal',
stack: height,
};
if (exactParams){
arcParams.blockType = exactParams.blockType;
arcParams.meta = exactParams.meta;
arcParams.world = exactParams.world;
}else{
var md = this._getBlockIdAndMeta(block);
arcParams.blockType = md[0];
arcParams.meta = md[1];
arcParams.world = this._getWorld();
}
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;
arcParams.world = exactParams.world;
}else{
var md = this._getBlockIdAndMeta(block);
arcParams.blockType = md[0];
arcParams.meta = md[1];
arcParams.world = this._getWorld();
}
return this.arc(arcParams);
};
var _getDirFromRotation = function(r){
// 0 = east, 1 = south, 2 = west, 3 = north
// 46 to 135 = west
// 136 to 225 = north
// 226 to 315 = east
// 316 to 45 = south
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
};
var _getBlockIdAndMeta = function(b){
if (typeof b == 'string'){
var bs = b;
var sp = bs.indexOf(':');
if (sp == -1){
return [parseInt(bs),0];
}
b = parseInt(bs.substring(0,sp));
var md = parseInt(bs.substring(sp+1,bs.length));
return [b,md];
}else{
return [b,0];
}
};
//
// 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
_traverse[0].width = function(that,n,callback){
var s = that.z, e = s + n;
for (; that.z < e; that.z++){
callback(that.z-s);
}
that.z = s;
};
_traverse[0].depth = function(that,n,callback){
var s = that.x, e = s+n;
for (;that.x < e;that.x++){
callback(that.x-s);
}
that.x = s;
};
// south
_traverse[1].width = function(that,n,callback){
var s = that.x, e = s-n;
for (;that.x > e;that.x--){
callback(s-that.x);
}
that.x = s;
};
_traverse[1].depth = _traverse[0].width;
// west
_traverse[2].width = function(that,n,callback){
var s = that.z, e = s-n;
for (;that.z > e;that.z--){
callback(s-that.z);
}
that.z = s;
};
_traverse[2].depth = _traverse[1].width;
// north
_traverse[3].width = _traverse[0].depth;
_traverse[3].depth = _traverse[2].width;
var _traverseHeight = function(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
//
var _fisherYates = function( 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 _rand = function(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.prototype.rand = function(dist,w,h,d){
var randomized = _rand(dist);
return this.boxa(randomized,w,h,d);
};
var _trees = {oak: org.bukkit.TreeType.BIG_TREE ,
spruce: org.bukkit.TreeType.REDWOOD ,
birch: org.bukkit.TreeType.BIRCH ,
jungle: org.bukkit.TreeType.JUNGLE };
for (var p in _trees)
{
Drone.prototype[p] = function(v){
return function(){
var treeLoc = new org.bukkit.Location(self.world,this.x,this.y,this.z);
treeLoc.world.generateTree(treeLoc,v);
return this;
};
}(_trees[p]);
}
Drone.prototype.garden = function(w,d)
{
// make sure grass is present first
this.down().box(2,w,1,d).up();
// make flowers more common than long grass
var dist = {37: 3, // red flower
38: 3, // yellow flower
'31:1': 2, // long grass
0: 1
};
return this.rand(dist,w,1,d);
};
//
// Drone's clipboard
//
Drone.clipBoard = {};
Drone.prototype.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 = getBlock(that.x,that.y,that.z);
ccContent[ww][hh][dd] = b;
});
});
});
Drone.clipBoard[name] = {dir: this.dir, blocks: ccContent};
return this;
};
Drone.prototype.paste = function(name)
{
var ccContent = Drone.clipBoard[name];
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 bm = _getBlockIdAndMeta(b);
var cb = bm[0];
var md = bm[1];
//
// 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);
});
});
});
return this;
};
Drone.prototype.cylinder0 = _cylinder0;
Drone.prototype.cylinder = _cylinder1;
//
// make all Drone's methods available also as standalone functions
// which return a drone object
// this way drones can be created and used as follows...
//
// /js box(5,7,3,4)
//
// ... which is a short-hand way to create a wooden building 7x3x4
//
var ops = ['up','down','left','right','fwd','back','turn',
'chkpt','move',
'box','box0','boxa','prism','prism0','cylinder','cylinder0',
'door','door2','sign','oak','spruce','birch','jungle',
'rand','garden',
'copy','paste'
];
for (var i = 0;i < ops.length; i++){
global[ops[i]] = function(op){
return function(){
var result = new Drone();
result[op].apply(result,arguments);
return result;
};
}(ops[i]);
}
//
// wph 20130130 - make this a method - extensions can use it.
//
Drone.prototype._getBlockIdAndMeta = _getBlockIdAndMeta;
}());