122 lines
2.7 KiB
Lua
122 lines
2.7 KiB
Lua
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-- CommandState.lua
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-- Implements the cCommandState class representing a command state for each VIP player
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--[[
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The command state holds internal info, such as the coords they selected using the wand
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The command state needs to be held in a per-entity manner, so that we can support multiple logins
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from the same account (just for the fun of it)
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The OOP class implementation follows the PiL 16.1
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Also, a global table g_CommandStates is the map of PlayerEntityID -> cCommandState
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--]]
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cCommandState = {
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-- Default coords
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m_Coords1 = {x = 0, z = 0}; -- lclk coords
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m_Coords2 = {x = 0, z = 0}; -- rclk coords
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m_LastCoords = 0; -- When Coords1 or Coords2 is set, this gets set to 1 or 2, signifying the last changed set of coords
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m_HasCoords1 = false; -- Set to true when m_Coords1 has been set by the user
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m_HasCoords2 = false; -- Set to true when m_Coords2 has been set by the user
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};
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g_CommandStates = {};
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function cCommandState:new(obj)
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obj = obj or {};
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setmetatable(obj, self);
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self.__index = self;
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return obj;
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end
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--- Returns the current coord pair as a cCuboid object
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function cCommandState:GetCurrentCuboid()
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if (not(self.m_HasCoords1) or not(self.m_HasCoords2)) then
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-- Some of the coords haven't been set yet
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return nil;
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end
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local res = cCuboid(
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self.m_Coords1.x, 0, self.m_Coords1.z,
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self.m_Coords2.x, 255, self.m_Coords2.z
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);
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res:Sort();
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return res;
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end
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--- Returns the x, z coords that were the set last,
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-- That is, either m_Coords1 or m_Coords2, based on m_LastCoords member
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-- Returns nothing if no coords were set yet
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function cCommandState:GetLastCoords()
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if (self.m_LastCoords == 0) then
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-- No coords have been set yet
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return;
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elseif (self.m_LastCoords == 1) then
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return self.m_Coords1.x, self.m_Coords1.z;
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elseif (self.m_LastCoords == 2) then
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return self.m_Coords2.x, self.m_Coords2.z;
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else
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LOGWARNING(PluginPrefix .. "cCommandState is in an unexpected state, m_LastCoords == " .. self.m_LastCoords);
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return;
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end
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end
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--- Sets the first set of coords (upon rclk with a wand)
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function cCommandState:SetCoords1(a_BlockX, a_BlockZ)
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self.m_Coords1.x = a_BlockX;
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self.m_Coords1.z = a_BlockZ;
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self.m_LastCoords = 1;
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self.m_HasCoords1 = true;
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end
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--- Sets the second set of coords (upon lclk with a wand)
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function cCommandState:SetCoords2(a_BlockX, a_BlockZ)
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self.m_Coords2.x = a_BlockX;
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self.m_Coords2.z = a_BlockZ;
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self.m_LastCoords = 2;
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self.m_HasCoords2 = true;
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end
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--- Returns the cCommandState for the specified player; creates one if not existant
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function GetCommandStateForPlayer(a_Player)
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local res = g_CommandStates[a_Player:GetUniqueID()];
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if (res == nil) then
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res = cCommandState:new();
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g_CommandStates[a_Player:GetUniqueID()] = res;
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end
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return res;
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end;
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