This repository has been archived on 2021-07-14. You can view files and clone it, but cannot push or open issues or pull requests.
scriptcraft/src/main/javascript/drone/drone.js
Kyle Howells 7a32a646cc More efficient box0()
Infinitely faster box0() function.
Box has to create every block inside the space specified, however, box0() only builds walls around things so seems sensible that it should do less work.
However, under the old functions way of doing things it did almost twice as much work.
For small objects this isn't noticed very much, however it can have a big impact on performance!

My use case for this was a 500 wide, 70 high and 500 deep iron wall I wanted to act as the city wall. Trying to make this resulted in 2 odd effects. I first made one wall by calling box(42, 250, 70, 1) and laying it out myself. This took a few seconds. Then I decided to save time I would fly to the edge and create it with box0(). box0(42, 500, 70, 500) completely froze minecraft and slowed my computer. It then preceded to take 20 minutes before I decided to give up and close the server.
After restarting it I had a semi complete giant "solid" block. This made me dig into the Drones code.


Getting to the point: with the old way of doing things a GIANT wall takes over 20 minutes to make. this new version takes under 10 seconds.

(explanation not technically needed just wanted to demonstrate it does make a massive difference)
2013-01-31 00:55:41 +00:00

988 lines
34 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;
//
// Drone Constructor
//
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 and meta must be provided
*/
Drone.prototype.cuboidX = function(blockId, meta, 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 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 depthFunc = function(){
var block = world.getBlockAt(that.x,that.y,that.z);
block.setTypeIdAndData(blockId,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.cuboid = function(block,w,h,d){
var bm = _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.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.cuboid(door+':' + this.dir).up().cuboid(door+':8').right().cuboid(door+':9').down().cuboid(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;
};
// ========================================================================
// 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);
}
}else{
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){
// 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;
}());