Merge pull request #7 from Kilarin/master

Calculate 3D cube from multiple markers instead of requiring a rectangle of 4
This commit is contained in:
Sokomine 2015-04-05 03:05:36 +02:00
commit dc45b5ca23
1 changed files with 60 additions and 125 deletions

139
init.lua
View File

@ -9,7 +9,7 @@ markers = {}
markers.positions = {}
-- store the positions of that many markers for each player (until server restart)
markers.MAX_MARKERS = 10;
markers.MAX_MARKERS = 50;
-- the protection against digging of the marker by other players expires after this time
markers.EXPIRE_AFTER = 60*60*24;
@ -144,46 +144,6 @@ markers.marker_placed = function( pos, placer, itemstack )
tostring( d )..' m '..dir_name..'.');
end
-- do the last 4 markers placed form an area?
if( #markers.positions[ name ] > 3 ) then
local count_x_coord = {};
local count_z_coord = {};
local anz_x_coord = 0;
local anz_z_coord = 0;
local check_failed = 0;
for i=0,3 do
local v = markers.positions[ name ][ n-i ].x;
if( not( count_x_coord[ v ] )) then
count_x_coord[ v ] = 1;
anz_x_coord = anz_x_coord + 1;
elseif( count_x_coord[ v ] == 2 ) then
check_failed = 1;
else
count_x_coord[ v ] = count_x_coord[ v ] + 1;
end
v = markers.positions[ name ][ n-i ].z;
if( not( count_z_coord[ v ] )) then
count_z_coord[ v ] = 1;
anz_z_coord = anz_z_coord + 1;
elseif( count_z_coord[ v ] == 2 ) then
check_failed = 1;
else
count_z_coord[ v ] = count_z_coord[ v ] + 1;
end
end
if( anz_x_coord == 2
and anz_z_coord == 2
and check_failed == 0 ) then
minetest.chat_send_player( name, 'The last four markers you placed form a rectangle. '..
'Right-click on this marker here in order to protect the area.');
end
end
-- make sure the list does not grow too large
if( n > markers.MAX_MARKERS ) then
table.remove( markers.positions[ name ], 1 );
@ -266,7 +226,32 @@ markers.marker_after_dig_node = function(pos, oldnode, oldmetadata, digger)
end
--this function returns a min_pos and max_pos that are the corners
--of a box that contains ALL of the players active markers.
markers.get_box_from_markers = function(name)
if (not name) or (not (markers.positions[ name ][ 1 ] )) then
return {x=0,y=0,z=0},{x=1,y=1,z=1}
end
local min_pos={}
min_pos.x = markers.positions[ name ][ 1 ].x
min_pos.y = markers.positions[ name ][ 1 ].y
min_pos.z = markers.positions[ name ][ 1 ].z
local max_pos={}
max_pos.x = markers.positions[ name ][ 1 ].x
max_pos.y = markers.positions[ name ][ 1 ].y
max_pos.z = markers.positions[ name ][ 1 ].z
for i,p in ipairs( markers.positions[ name ] ) do
if p.x < min_pos.x then min_pos.x = p.x end
if p.x > max_pos.x then max_pos.x = p.x end
if p.y < min_pos.y then min_pos.y = p.y end
if p.y > max_pos.y then max_pos.y = p.y end
if p.z < min_pos.z then min_pos.z = p.z end
if p.z > max_pos.z then max_pos.z = p.z end
end
--print("getbox: min_pos.x="..min_pos.x.." y="..min_pos.y.." z="..min_pos.z)
--print(" : max_pos.x="..max_pos.x.." y="..max_pos.y.." z="..max_pos.z)
return min_pos, max_pos
end --get_box_from_markers
@ -291,69 +276,19 @@ markers.get_marker_formspec = function(player, pos, error_msg)
local n = #markers.positions[ name ];
if( markers.positions[ name ][ n ].x ~= pos.x
or markers.positions[ name ][ n ].y ~= pos.y
or markers.positions[ name ][ n ].z ~= pos.z ) then
return formspec_info.."Please use the marker\nyou placed last\n"..
"for accessing this menu.\nYou can find said marker at\n"..
minetest.pos_to_string( markers.positions[ name ][ n ] )..'.]';
end
if( n < 4 ) then
return formspec_info.."Please place 4 markers\n - one in each corner\n of your area - first.]";
if ( n < 2 ) then
return formspec_info.."Please place 2 or more markers\n - at least one in each corner\n of your area first]";
end
local coords_raw = meta:get_string( 'coords' );
local coords = {};
if( coords_raw ~= nil and coords_raw ~= '' ) then
coords = minetest.deserialize( coords_raw );
end
local opposite = n;
-- the last 4 markers placed ought to form the area
if( true or #coords ~= 2 ) then -- TODO
for i=1,3 do
-- if both coordinates are diffrent, then this may be the opposite marker
if( ( markers.positions[ name ][ n-i ].x ~=
markers.positions[ name ][ n ].x )
and ( markers.positions[ name ][ n-i ].z ~=
markers.positions[ name ][ n ].z )) then
opposite = n-i;
coords = { markers.positions[ name ][ n ],
markers.positions[ name ][ n-i ] };
end
end
-- check if they fit
for i=1,3 do
if(not( ((n-i) == opposite )
or not(markers.positions[ name ][ n-i ] )
or not( coords ) or not( coords[1]) or not( coords[2])
or not(markers.positions[ name ] )
or not(markers.positions[ name ][ n-i ] )
or ( markers.positions[ name ][ n-i ].x == coords[ 1 ].x
and markers.positions[ name ][ n-i ].z == coords[ 2 ].z )
or ( markers.positions[ name ][ n-i ].x == coords[ 2 ].x
and markers.positions[ name ][ n-i ].z == coords[ 1 ].z ))) then
return formspec_info.."Error: The last 4 markers\nyou placed do not form\na rectangle.]";
end
end
local coords={}
coords[1],coords[2] = markers.get_box_from_markers(name)
-- save data
meta:set_string( 'coords', minetest.serialize( coords ) );
end
if( not( coords ) or #coords < 2 or not( coords[1] ) or not( coords[2] )) then
return formspec_info.."Error: The last 4 markers\nyou placed do not form\na rectangle.]";
return formspec_info.."Error in markers.]";
end
-- the coordinates are set; we may present an input form now
@ -402,11 +337,11 @@ markers.get_marker_formspec = function(player, pos, error_msg)
'label[0.5,3.0;Your area ought to go..]'..
'label[0.5,3.5;this many blocks up:]'..
'field[5.0,4.0;1,0.5;add_height;;40]'..
'label[6.0,3.5;(relative to this marker)]'..
'label[6.0,3.5;(above '..coords[2].y..' )]'..
'label[0.5,4.0;and this many blocks down:]'..
'field[5.0,4.5;1,0.5;add_depth;;10]'..
'label[6.0,4.0;(relative to this marker)]'..
'label[6.0,4.0;(below '..coords[1].y..' )]'..
'label[0.5,4.5;The area shall be named]'..
'field[5.0,5.0;6,0.5;set_area_name;;please enter a name]'..
@ -493,8 +428,8 @@ markers.marker_on_receive_fields = function(pos, formname, fields, sender)
local pos1 = coords[1];
local pos2 = coords[2];
-- apply height values from the formspeck
pos1.y = pos.y + add_height;
pos2.y = pos.y - add_depth;
pos1.y = pos1.y - add_depth;
pos2.y = pos2.y + add_height;
pos1, pos2 = areas:sortPos( pos1, pos2 );