From 53e22b11857fed62e2313d6d84d90f88ed412ffb Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Mon, 29 Jul 2013 12:13:03 +0100 Subject: Changed everyting to Unix line endings. --- MCServer/Plugins/ProtectionAreas/CommandState.lua | 242 +++++++++++----------- 1 file changed, 121 insertions(+), 121 deletions(-) (limited to 'MCServer/Plugins/ProtectionAreas/CommandState.lua') 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; + + + + -- cgit v1.2.3