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-- 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, y = 0, z = 0};
m_Coords2 = {x = 0, y = 0, z = 0};
};
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()
local res = cCuboid(
self.m_Coords1.x, self.m_Coords1.y, self.m_Coords1.z,
self.m_Coords2.x, self.m_Coords2.y, self.m_Coords2.z
);
res:Sort();
return res;
end
--- Sets the first set of coords (upon rclk with a wand)
function cCommandState:SetCoords1(a_BlockX, a_BlockY, a_BlockZ)
self.m_Coords1.x = a_BlockX;
self.m_Coords1.y = a_BlockY;
self.m_Coords1.z = a_BlockZ;
end
--- Sets the second set of coords (upon lclk with a wand)
function cCommandState:SetCoords2(a_BlockX, a_BlockY, a_BlockZ)
self.m_Coords2.x = a_BlockX;
self.m_Coords2.y = a_BlockY;
self.m_Coords2.z = a_BlockZ;
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;
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