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authorAlexander Harkness <bearbin@gmail.com>2013-07-29 13:13:03 +0200
committerAlexander Harkness <bearbin@gmail.com>2013-07-29 13:13:03 +0200
commit53e22b11857fed62e2313d6d84d90f88ed412ffb (patch)
treec61e56725da7dff0154d566722651e2c39c9d6c6 /MCServer/Plugins/ProtectionAreas/CommandState.lua
parentWebAdmin: Removed the duplicate memory usage querying (diff)
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Diffstat (limited to 'MCServer/Plugins/ProtectionAreas/CommandState.lua')
-rw-r--r--MCServer/Plugins/ProtectionAreas/CommandState.lua242
1 files changed, 121 insertions, 121 deletions
diff --git a/MCServer/Plugins/ProtectionAreas/CommandState.lua b/MCServer/Plugins/ProtectionAreas/CommandState.lua
index 2911688a8..f6d33d356 100644
--- a/MCServer/Plugins/ProtectionAreas/CommandState.lua
+++ b/MCServer/Plugins/ProtectionAreas/CommandState.lua
@@ -1,121 +1,121 @@
-
--- 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;
-
-
-
-
+
+-- 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;
+
+
+
+