13076a9bf2
Added new chkpt and move methods to drone class. Added support for Trees!!!!!
463 lines
13 KiB
JavaScript
463 lines
13 KiB
JavaScript
var ScriptCraft = ScriptCraft || {};
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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 = {
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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 2 ways...
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//
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// [1] d = new Drone()
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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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//
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// [2] d = new Drone(x,y,z,direction)
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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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// 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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// 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(b,w,h,d){},
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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(b,w,h,d){},
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prism: function(b,w,d){},
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prism0: function(b,w,d){},
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door: 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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};
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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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// Drone Constructor
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//
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var 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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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.rotationYaw);
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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(2);
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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;
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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 = this.playerToSignDirs[this.dir];
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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 block == 'object'){
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block = block.blockID;
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}else{
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var bm = _getBlockIdAndMeta(block);
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block = bm[0];
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md = bm[1];
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}
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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 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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putBlock(that.x,that.y,that.z,block,md);
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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,1,1,1).up().cuboid(door+':8',1,1,1).down();
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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.prototype.playerToBlockDirs = [0,2,1,3];
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Drone.prototype.playerToSignDirs = [4,2,5,3];
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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,1,1).down(f).back(f);
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}
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};
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Drone.STAIRBLOCKS = {53: 5 // 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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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 + ':' + this.playerToBlockDirs[di];
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var putStep = true;
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if (d2 == middle){
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if (d % 2 == 1){
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putStep = false;
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}
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}
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if (putStep)
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this.cuboid(bd,w,1,1);
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if (d2 < middle-1){
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this.up();
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uc++;
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}
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var modulo = d % 2;
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if (modulo == 1){
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if (d2 > middle && d2<d-1){
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this.down();
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dc++;
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}
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}else{
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if (d2 >= middle && d2<d-1){
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this.down();
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dc++;
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}
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}
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this.fwd();
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d2++;
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}
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print("uc=" +uc + ",dc=" + dc);
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this.back(d);
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}else{
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var c = 0;
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var d2 = d;
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while(d2 >= 1){
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var bd = block + ':' + (d2 >= d/2?this.dir:(this.dir+2)%4);
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this.cuboid(bd,w,1,d2);
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d2 -= 2;
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this.fwd().up();
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c++;
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}
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this.down(c).back(c);
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}
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return this;
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};
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Drone.prototype.box = Drone.prototype.cuboid;
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Drone.prototype.box0 = Drone.prototype.cuboid0;
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Drone.prototype.debug = function(){
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this.debug = true;
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var dirs = ["east","south","west","north"];
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print([this.x,this.y,this.z,this.dir,dirs[this.dir]]);
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return this;
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}
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// ========================================================================
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// Private variables and functions
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// ========================================================================
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var _getDirFromRotation = function(r){
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var result = 1;
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r = Math.abs(Math.ceil(r));
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if (r >= 45 && r < 135){
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result = 0;
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}
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if (r >= 135 && r < 225){
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result = 3;
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}
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if (r >= 225 && r < 315){
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result = 2;
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}
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return result;
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};
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var _getBlockIdAndMeta = function(b){
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if (typeof b == 'string'){
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var bs = b;
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var sp = bs.indexOf(':')
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b = parseInt(bs.substring(0,sp));
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md = parseInt(bs.substring(sp+1,bs.length));
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return [b,md];
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}else{
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return [b,0];
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}
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};
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//
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// movement
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//
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var _movements = [{},{},{},{}];
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// east
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_movements[0].right = function(that,n){ that.z +=n; return that;};
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_movements[0].left = function(that,n){ that.z -=n; return that;};
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_movements[0].fwd = function(that,n){ that.x +=n; return that;};
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_movements[0].back = function(that,n){ that.x -= n; return that;};
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// south
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_movements[1].right = _movements[0].back;
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_movements[1].left = _movements[0].fwd;
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_movements[1].fwd = _movements[0].right;
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_movements[1].back = _movements[0].left;
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// west
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_movements[2].right = _movements[0].left;
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_movements[2].left = _movements[0].right;
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_movements[2].fwd = _movements[0].back;
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_movements[2].back = _movements[0].fwd;
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// north
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_movements[3].right = _movements[0].fwd;
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_movements[3].left = _movements[0].back;
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_movements[3].fwd = _movements[0].left;
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_movements[3].back = _movements[0].right;
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var _traverse = [{},{},{},{}];
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// east
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_traverse[0].width = function(that,n,callback){
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var s = that.z, e = s + n;
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for (; that.z < e; that.z++){
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callback();
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}
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that.z = s;
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};
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_traverse[0].depth = function(that,n,callback){
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var s = that.x, e = s+n;
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for (;that.x < e;that.x++){
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callback();
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}
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that.x = s;
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};
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// south
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_traverse[1].width = function(that,n,callback){
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var s = that.x, e = s-n;
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for (;that.x > e;that.x--){
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callback();
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}
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that.x = s;
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};
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_traverse[1].depth = _traverse[0].width;
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// west
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_traverse[2].width = function(that,n,callback){
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var s = that.z, e = s-n;
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for (;that.z > e;that.z--){
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callback();
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}
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that.z = s;
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};
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_traverse[2].depth = _traverse[1].width;
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// north
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_traverse[3].width = _traverse[0].depth;
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_traverse[3].depth = _traverse[2].width;
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_traverseHeight = function(that,n,callback){
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var s = that.y, e = s + n;
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for (; that.y < e; that.y++){
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callback();
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}
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that.y = s;
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};
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ScriptCraft.Drone = Drone;
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}());
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Drone = ScriptCraft.Drone;
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drone = new Drone();
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