913 lines
31 KiB
JavaScript
913 lines
31 KiB
JavaScript
load(__folder + "../core/_primitives.js");
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var global = this;
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//
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// Interface
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// =========
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//
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// Please read the following section to understand what a Minecraft Drone can do.
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//
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var Drone = Drone || {
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//
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// TLDNR; (Just read this if you're impatient)
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// ======
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// At the in-game command prompt type...
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//
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// /js box(5)
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//
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// ... creates a single wooden block at the cross-hairs or player location
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//
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// /js box(5).right(2).box('35:15',4,9,1)
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//
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// ... creates a single wooden block and a 2001 black obelisk that is
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// 4 wide x 9 tall x 1 long in size.
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//
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// If you want to see what else ScriptCraft's Drone can do, read on...
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//
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// creating a new drone
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// ====================
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//
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// Drones can be created in 3 ways...
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//
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// [1] Calling any one of the methods listed below will return a Drone object. For example...
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//
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// /js var d = box(5)
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//
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// ... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
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// object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
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// of the Drone class's methods are also global functions that return new Drone objects.
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// This is short-hand for creating drones and is useful for playing around with Drones at the in-game
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// command prompt. It's shorter than typing ...
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//
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// /js var d = new Drone().box(5)
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//
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// ... All of the Drone's methods return `this` (self) so you can chain operations together like this...
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//
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// /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)
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//
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// [2] /js d = new Drone()
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//
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// This will create a new Drone. If the cross-hairs are pointing
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// at a block at the time then, that block's location becomes the drone's
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// starting point.
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// If the cross-hairs are _not_ pointing at a block, then the drone's starting
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// location will be 2 blocks directly in front of the player.
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// TIP: Building always happens right and front of the drone's position...
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//
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// Plan View:
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//
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// ^
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// |
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// |
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// D---->
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//
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// For convenience you can use a 'corner stone' to begin building.
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// The corner stone should be located just above ground level.
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// If the cross-hair is point at or into ground level when you create a new Drone(),
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// then building begins at that point. You can get around this by pointing at a
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// 'corner stone' just above ground level or alternatively use the following statement...
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//
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// /js d = new Drone().up()
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//
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// ... which will move the drone up one block as soon as it's created.
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//
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// [3] d = new Drone(x,y,z,direction)
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//
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// This will create a new Drone at the location you specified using x, y, z
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// In minecraft, the X axis runs west to east and the Z axis runs north to south.
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// The direction parameter says what direction you want the drone to face:
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// 0 = east, 1 = south, 2 = west, 3 = north.
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// If the direction parameter is omitted, the player's direction is used instead.
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//
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// When you load() the drone.js javascript file, a default `drone` Object is created at
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// the cross-hair's or player's location.
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//
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// movement
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// ========
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//
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// Drones can move freely in minecraft's 3-D world. You control the Drone's movement using
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// any of the following methods..
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//
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// move up - n is the number of blocks you want to move (default 1)
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up: function(n){},
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// move down - n is the number of blocks you want to move (default 1)
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down: function(n){},
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// move left - n is the number of blocks you want to move (default 1)
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left: function(n){},
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// move right - n is the number of blocks you want to move (default 1)
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right: function(n){},
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// move forward - n is the number of blocks you want to move (default 1)
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fwd: function(n){},
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// move backwards - n is the number of blocks you want to move (default 1)
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back: function(n){},
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// to change direction - n is the number of turns right you want to make (default 1)
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// turns are always clock-wise. If the drone is facing north, then drone.turn() will
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// make the turn face east. If the drone is facing east then drone.turn(2) will make the
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// drone turn twice so that it is facing west.
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//
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turn: function(n){},
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// 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 set a check-point
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// and return to the check-point using the move() method.
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// if your drone is about to undertake a lot of work - e.g. building a road, skyscraper or forest
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// you should set a check-point before doing so if you want your drone to return to its current location.
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// e.g:
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//
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// drone.chkpt('town-square');
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// for (i = 0; i< 100; i++){
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// drone.fwd(12).box(6);
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// }
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// drone.move('town-square');
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//
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// A 'start' checkpoint is automatically created when the Drone is first created.
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//
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chkpt: function(checkpoint_name){},
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move: function(checkpoint_name){},
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// building
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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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// 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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// An array of block ids can also be used in which case each block in the array
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// will be placed in turn.
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// w - the width of the structure (optional - default value is 1)
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// h - the height of the structure (optional - default value is 1)
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// d - the depth of the structure - NB this is *not* how deep underground the structure lies - this is
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// how far away (depth of field) from the drone the structure will extend.
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// (optional - default value is 1)
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// e.g:
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// To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
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//
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// drone.box(48, 5, 8, 15);
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//
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// To create an oak tree...
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// (we can't control the dimensions of a tree since it's a natural object in minecraft)
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//
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// drone.box(6);
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//
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box: function(block,width,height,depth){},
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//
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// like box but empties out the inside - ideal for buildings.
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//
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box0: function(block,width,height,depth){},
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prism: function(block,width,depth){},
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prism0: function(block,width,depth){},
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//
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// create a cylinder - building begins radius blocks to the right and forward.
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//
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cylinder: function(block,radius,height){},
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//
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// create an empty cylinder
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//
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cylinder0: function(block,radius,height){},
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// miscellaneous
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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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door: function(b){},
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// create double doors (left and right side)
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door2: function(b){},
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// signs must use block 63 (stand-alone signs) or 68 (signs on walls)
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// s can be a string or an array of strings.
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sign: function(s,b){},
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// create trees.
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oak: function(){},
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spruce: function(){},
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birch: function(){},
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jungle: function(){},
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//
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// rand takes either an array (if each blockid is the same weight)
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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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// e.g.
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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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// 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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//
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rand: function(distribution,w,h,d){},
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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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//
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garden: function(w,d){},
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// Copy & Paste
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// ============
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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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// drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
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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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// pastes the copy.
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//
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copy: function(name,w,h,d){},
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paste: function(name){}
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// Chaining
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// ========
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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
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// drone.up();
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// drone.box(2); // create another grass block
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// drone.down();
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//
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// ...you could simply write ...
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//
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// var drone = new Drone().fwd(3).left(2).box(2).up().box(2).down();
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//
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// The Drone object uses a Fluent Interface ( http://en.wikipedia.org/wiki/Fluent_interface )
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// to make ScriptCraft scripts more concise and easier to write and read.
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// Minecraft's in-game command prompt is limited to about 80 characters so chaining drone commands together
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// means more can be done before hitting the command prompt limit. For complex building you should save your
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// commands in a new script file and load it using /js load()
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//
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// Properties
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// ==========
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//
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// x - The Drone's position along the west-east axis (x increases as you move east)
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// y - The Drone's position along the vertical axis (y increses as you move up)
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// z - The Drone's position along the north-south axis (z increases as you move south)
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// dir - The Drone's direction 0 is east, 1 is south , 2 is west and 3 is north.
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};
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//
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// Implementation
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// ==============
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//
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// There is no need to read any further unless you want to understand how the Drone object works.
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//
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(function(){
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//
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// don't want to declare object more than once
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//
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if (Drone.constructor == Function)
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return;
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//
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// Drone Constructor
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//
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Drone = function(x,y,z,dir)
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{
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var usePlayerCoords = false;
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var playerPos = getPlayerPos();
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if (typeof x == "undefined"){
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var mp = getMousePos();
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if (mp){
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this.x = mp.x;
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this.y = mp.y;
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this.z = mp.z;
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}else{
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// base it on the player's current location
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usePlayerCoords = true;
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//
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// it's possible that drone.js could be loaded by a non-playing op
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// (from the server console)
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//
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if (!playerPos){
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return null;
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}
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this.x = playerPos.x;
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this.y = playerPos.y;
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this.z = playerPos.z;
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}
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}else{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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if (typeof dir == "undefined"){
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this.dir = _getDirFromRotation(playerPos.yaw);
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}else{
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this.dir = dir%4;
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}
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if (usePlayerCoords){
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this.fwd(3);
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}
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this.chkpt('start');
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};
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Drone.prototype.chkpt = function(name){
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this.checkpoints[name] = {x:this.x,y:this.y,z:this.z,dir:this.dir};
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return this;
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};
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Drone.prototype.move = function(name){
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var coords = this.checkpoints[name];
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if (coords){
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this.x = coords.x;
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this.y = coords.y;
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this.z = coords.z;
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this.dir = coords.dir%4;
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}
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return this;
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};
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Drone.prototype.checkpoints = {};
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Drone.prototype.turn = function(n)
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{
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if (typeof n == "undefined"){
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this.dir++;
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}else{
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this.dir += n;
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}
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this.dir %=4;
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return this;
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};
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Drone.prototype.right = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].right(this,n);};
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Drone.prototype.left = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].left(this,n);};
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Drone.prototype.fwd = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].fwd(this,n);};
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Drone.prototype.back = function(n){ if (typeof n == "undefined"){ n = 1;} return _movements[this.dir].back(this,n);};
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Drone.prototype.up = function(n){ if (typeof n == "undefined"){ n = 1;} this.y+=n; return this;};
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Drone.prototype.down = function(n){ if (typeof n == "undefined"){ n = 1;} this.y-=n; return this;};
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//
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// building
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//
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Drone.prototype.sign = function(message,block){
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if (message.constructor == Array){
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}else{
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message = [message];
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}
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var bm = _getBlockIdAndMeta(block);
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block = bm[0];
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meta = bm[1];
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if (block != 63 && block != 68){
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print("ERROR: Invalid block id for use in signs");
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return;
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}
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if (block == 68){
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meta = Drone.PLAYER_SIGN_FACING[this.dir%4];
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this.back();
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}
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putSign(message,this.x,this.y,this.z,block,meta);
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if (block == 68){
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this.fwd();
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}
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return this;
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};
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Drone.prototype.cuboid = function(block,w,h,d){
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var md = 0;
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if (typeof h == "undefined"){
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h = 1;
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}
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if (typeof d == "undefined"){
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d = 1;
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}
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if (typeof w == "undefined"){
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w = 1;
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}
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var bi = 0;
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var that = this;
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_traverse[this.dir].width(that,w,function(){
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_traverseHeight(that,h,function(){
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_traverse[that.dir].depth(that,d,function(){
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//
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// wph 20121229 - slower but supports random blocks
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//
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var cb = 0;
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if (block.constructor == Array){
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cb = block[bi%block.length];
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}else{
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cb = block;
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}
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var bm = _getBlockIdAndMeta(cb);
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cb = bm[0];
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md = bm[1];
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putBlock(that.x,that.y,that.z,cb,md);
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bi++;
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});
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});
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});
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return this;
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};
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Drone.prototype.cuboid0 = function(block,w,h,d){
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return this.cuboid(block,w,h,d).fwd().right().cuboid(0,w-2,h,d-2).back().left();
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};
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Drone.prototype.door = function(door){
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if (typeof door == "undefined"){
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door = 64;
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}else{
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door = 71;
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}
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return this.cuboid(door+':' + this.dir).up().cuboid(door+':8').down();
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};
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Drone.prototype.door2 = function(door){
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if (typeof door == "undefined"){
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door = 64;
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}else{
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door = 71;
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}
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return this.cuboid(door+':' + this.dir).up().cuboid(door+':8').right().cuboid(door+':9').down().cuboid(door+':' + this.dir).left();
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};
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// player dirs: 0 = east, 1 = south, 2 = west, 3 = north
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// block dirs: 0 = east, 1 = west, 2 = south , 3 = north
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// sign dirs: 5 = east, 3 = south, 4 = west, 2 = north
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Drone.PLAYER_STAIRS_FACING = [0,2,1,3];
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// for blocks 68 (wall signs) 65 (ladders) 61,62 (furnaces) 23 (dispenser) and 54 (chest)
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Drone.PLAYER_SIGN_FACING = [4,2,5,3];
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Drone.PLAYER_TORCH_FACING = [2,4,1,3];
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//
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// add custom methods to the Drone object using this function
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//
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Drone.extend = function(name, func)
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{
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Drone.prototype[name] = func;
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global[name] = function(){
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var result = new Drone();
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result[name].apply(result,arguments);
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return result;
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};
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};
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Drone.prototype.prism0 = function(block,w,d){
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this.prism(block,w,d).fwd().right().prism(0,w-2,d-2).left().back();
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var se = Drone.STAIRBLOCKS[block];
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if (d % 2 == 1 && se){
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// top of roof will be open - need repair
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var f = Math.floor(d/2);
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this.fwd(f).up(f).cuboid(se,w).down(f).back(f);
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}
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};
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Drone.STAIRBLOCKS = {53: '5:0' // oak wood
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,67: 4 // cobblestone
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,108: 45 // brick
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,109: 98 // stone brick
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,114: 112 // nether brick
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,128: 24 // sandstone
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,134: '5:1' // spruce wood
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,135: '5:2' // birch wood
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,136: '5:3' // jungle wood
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};
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// /\
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// /##\
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// /####\
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// 012345
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// d = 6, m = 3
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//
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// /#\
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// /###\
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// 01234
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// d = 5, m = 2
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//
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// /\
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// /##\
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// 0123
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// d = 4, m = 2
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//
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// /#\
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// 012
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// d = 3, m = 1
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//
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Drone.prototype.prism = function(block,w,d)
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{
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var stairEquiv = Drone.STAIRBLOCKS[block];
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if (stairEquiv){
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this.fwd().prism(stairEquiv,w,d-2).back();
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var d2 = 0;
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var middle = Math.floor(d/2);
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var uc = 0,dc = 0;
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while (d2 < d)
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{
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var di = (d2 < middle?this.dir:(this.dir+2)%4);
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var bd = block + ':' + Drone.PLAYER_STAIRS_FACING[di];
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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;
|
|
//
|
|
// 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);
|
|
return this;
|
|
};
|
|
|
|
// ========================================================================
|
|
// Private variables and functions
|
|
// ========================================================================
|
|
var _cylinderX = function(block,radius,height,drone,fill)
|
|
{
|
|
drone.chkpt('cylinderX');
|
|
var x0, y0, gotoxy;
|
|
drone.right(radius).fwd(radius).chkpt('center');
|
|
switch (drone.dir){
|
|
case 0: // east
|
|
x0 = drone.z;
|
|
y0 = drone.x;
|
|
gotoxy = function(xo,yo){ return drone.right(xo).fwd(yo);};
|
|
break;
|
|
case 1: // south
|
|
x0 = drone.x;
|
|
y0 = drone.z;
|
|
gotoxy = function(xo,yo){ return drone.right(xo).fwd(0-yo);};
|
|
break;
|
|
case 2: // west
|
|
x0 = drone.z;
|
|
y0 = drone.x;
|
|
gotoxy = function(xo,yo){ return drone.right(0-xo).fwd(0-yo);};
|
|
break;
|
|
case 3: // north
|
|
x0 = drone.x;
|
|
y0 = drone.z;
|
|
gotoxy = function(xo,yo){ return drone.right(xo).fwd(0-yo);};
|
|
break;
|
|
}
|
|
var points = [];
|
|
var setPixel = function(a,b){
|
|
var xo = (a-x0);
|
|
var yo = (b-y0);
|
|
if (fill){
|
|
// wph 20130114 more efficient esp. for large cylinders/spheres
|
|
if (yo < 0){
|
|
drone.fwd(yo).right(xo).box(block,1,height,Math.abs(yo*2)+1).back(yo).left(xo);
|
|
}
|
|
}
|
|
gotoxy(xo,yo).box(block,1,height,1).move('center');
|
|
};
|
|
//
|
|
// 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;
|
|
setPixel(x0, y0 + radius);
|
|
setPixel(x0, y0 - radius);
|
|
setPixel(x0 + radius, y0);
|
|
setPixel(x0 - radius, y0);
|
|
|
|
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;
|
|
setPixel(x0 + x, y0 + y);
|
|
setPixel(x0 - x, y0 + y);
|
|
setPixel(x0 + x, y0 - y);
|
|
setPixel(x0 - x, y0 - y);
|
|
setPixel(x0 + y, y0 + x);
|
|
setPixel(x0 - y, y0 + x);
|
|
setPixel(x0 + y, y0 - x);
|
|
setPixel(x0 - y, y0 - x);
|
|
}
|
|
return drone.move('cylinderX');
|
|
}
|
|
var _cylinder0 = function(block,radius,height){
|
|
return _cylinderX(block,radius,height,this,false);
|
|
};
|
|
var _cylinder1 = function(block,radius,height){
|
|
return _cylinderX(block,radius,height,this,true);
|
|
};
|
|
var _getDirFromRotation = function(r){
|
|
var result = 1;
|
|
r = Math.abs(Math.ceil(r));
|
|
if (r >= 45 && r < 135){
|
|
result = 0;
|
|
}
|
|
if (r >= 135 && r < 225){
|
|
result = 3;
|
|
}
|
|
if (r >= 225 && r < 315){
|
|
result = 2;
|
|
}
|
|
return result;
|
|
};
|
|
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));
|
|
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.box(randomized,w,h,d);
|
|
};
|
|
var _trees = {oak: 6 ,spruce: '6:1' ,birch: '6:2' ,jungle: '6:3' };
|
|
for (var p in _trees){
|
|
Drone.prototype[p] = function(v){return function(){ return this.box(v);};}(_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','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]);
|
|
}
|
|
|
|
}());
|