1
0
cuberite-2a/MCServer/Plugins/ProtectionAreas/CommandState.lua

122 lines
2.7 KiB
Lua
Raw Normal View History

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