Date: 2014/11/12 16:06:19 UTC-08:00
Type: Denizen Script
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################################################################################
#
# d W o r l d E d i t o r
# &
# d R e g i o n s
#
#
# Authors: |Anthony|
# Version: 0.2
# dScript Version: 0.9.6-DEV_b146
#
#
#
#--- About this script
#
# This is the beginnings of recreating WorldGuard and WorldEdit in denizen
#
#
#
################################################################################
#
# dRegions World Events Script
#
# This should cover all dRegions related world events.
#
dRegions_Events:
type: world
debug: false
events:
on player clicks block:
- if <c.item.scriptname.split[_].get[1].is[!=].to[dRegions]||true> queue clear
- determine passively CANCELLED
- inject <c.item.scriptname.as_script> instantly
#dRegions_Msg:
# type: item
# material: i@human_skull
# display name: "<&4>[<&6>dRegions<&4>]"
# lore:
# - <&5>Click for Info
# script:
# - ^define text '<&4>[<&6>dRegions<&4>] <&co>'
# - ^define hover '{<i@dRegionsMsg.json>}'
# - ^define click '/dregions'
# - ^define button "text:'%text%',clickEvent:{action:run_command,value:'%click%'},hoverEvent:{action:show_item,value:'%hover%'}"
# - ^define spacer "text:' '"
# - ^define msg "text:'%1%'"
# - ^execute as_server "tellraw <player.name> {text:'',extra:[{%button%},{%spacer%},{%msg%}]}"
dRegions_Tool:
type: item
debug: false
material: m@wood_axe
display name: dRegion Selector
lore:
- <&7><&o>Left<&7> click to set pos1
- <&7><&o>Right<&7> click to set pos2
script:
- if !<player.has_permission[dRegions.tool]> {
- take i@dRegions_Tool
- run s@dRegions_Msg 'def:<&4><&l>ERROR<&co> <&a>You should not have this!' instantly
- queue stop
}
- define pos '<tern[<c.click_type.is[==].to[LEFT]||false>]:1||2>'
- define pos1 '<player.flag[dRegionTool].as_list.get[1]||null>'
- define pos2 '<player.flag[dRegionTool].as_list.get[2]||null>'
- if <context.location.is[==].to[pos%pos%]> {
- run s@dRegions_Msg 'def:<&c>pos%pos% is already set'
- queue clear
}
- define pos%pos% '<context.location.simple>'
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
- run s@dRegions_Msg 'def:<&a>Set pos%pos% to <def[pos%pos%]>'
################################################################################
#
# Denizen World Editor Command Script Container
#
# This script covers all dWE commands
#
#
#
#--------------------------------------
#
# dWE Command Script Basics
#
# The basic stuff required in a command script container
#
dWE_Commands:
type: command
debug: false
name: dwe
description: Denizen World Editor
usage: /dwe
aliases: ''
allowed help:
- determine true
script:
- define arg1 '<c.args.get[1].escaped||help>'
- define args 'li@help|tool|expand|contract|inset|outset|hpos1|hpos2|chunk|show|set|undo'
- if !<def[args].contains[%arg1%]> inject locally help instantly
else inject locally %arg1% instantly
#
# END dWE Command Script Basics
#--------------------------------------
#
# dWE Command Arguments
#
# Each of these subscripts is an argument for the root command.
#
help:
- if <player.has_permission[dRegions.admin]> inject locally msgsHelpAdmin instantly
else inject locally msgsHelpUser instantly
- inject locally msgsFooter instantly
- queue stop
tool:
- if <player.has_permission[dRegions.tool]> {
- give i@dRestaurantTool
- run s@dRegions_Msg 'def:<&a>Left click to select pos1'
- run s@dRegions_Msg 'def:<&a>Right click to select pos2'
- queue stop
}
show:
- define pos1 '<player.flag[dRegionTool].get[1].as_location||null>'
- define pos2 '<player.flag[dRegionTool].get[2].as_location||null>'
- if <def[pos1].is[==].to[null]> run s@dRegions_Msg 'def:<&c>Must select corner 1 with left-click.'
else if <def[pos2].is[==].to[null]> run s@dRegions_Msg 'def:<red>Must select corner 2 with right-click.'
else showfake m@wool <cu@%pos1%|%pos2%.get_outline> to:<player> d:10s
pos1:
- define pos1 '<player.flag[dRegionTool].as_list.get[1]||null>'
- if <player.location.simple.is[==].to[pos1]> {
- run s@dRegions_Msg 'def:<&c>pos1 is already set'
- queue clear
}
- define pos1 '<player.location.simple>'
- define pos2 '<player.flag[dRegionTool].as_list.get[2]||null>'
- run s@dRegions_Msg 'def:<&a>Set pos1 to <def[pos1].replace[l@]>'
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
pos2:
- define pos2 '<player.flag[dRegionTool].as_list.get[2]||null>'
- if <player.location.simple.is[==].to[pos1]> {
- run s@dRegions_Msg 'def:<&c>pos2 is already set'
- queue clear
}
- define pos1 '<player.flag[dRegionTool].as_list.get[2]||null>'
- define pos2 '<player.location.simple>'
- run s@dRegions_Msg 'def:<&a>Set pos2 to <def[pos2].replace[l@]>'
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
hpos1:
- define pos1 '<player.flag[dRegionTool].as_list.get[1]||null>'
- if <player.location.simple.is[==].to[pos1]> {
- run s@dRegions_Msg 'def:<&c>pos1 is already set'
- queue clear
}
- define pos1 '<player.location.cursor_on.simple>'
- define pos2 '<player.flag[dRegionTool].as_list.get[2]||null>'
- run s@dRegions_Msg 'def:<&a>Set pos1 to <def[pos1].replace[l@]>'
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
hpos2:
- define pos2 '<player.flag[dRegionTool].as_list.get[2]||null>'
- if <player.location.simple.is[==].to[pos1]> {
- run s@dRegions_Msg 'def:<&c>pos2 is already set'
- queue clear
}
- define pos1 '<player.flag[dRegionTool].as_list.get[2]||null>'
- define pos2 '<player.location.cursor_on.simple>'
- run s@dRegions_Msg 'def:<&a>Set pos2 to <def[pos2].replace[l@]>'
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
chunk:
- run s@dRegions_Msg 'def:<&a>Chunk selected<&co> <player.location.get_chunk.replace[ch@].split[,].get[1|2].comma_separated>'
- define pos1 '<player.location.get_chunk.cuboid.min>'
- define pos2 '<player.location.get_chunk.cuboid.max>'
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
expand:
# /dwe expand <number> (direction)
- define pos1 '<player.flag[dRegionTool].get[1].as_location||null>'
- define pos2 '<player.flag[dRegionTool].get[2].as_location||null>'
- if <def[pos1].is[==].to[null]> {
- run s@dRegions_Msg 'def:<&c>Left Click to select pos1'
- queue clear
}
- if <def[pos2].is[==].to[null]> {
- run s@dRegions_Msg 'def:<&c>Right Click to select pos2'
- queue clear
}
- define n '<c.args.get[2].escaped.round_up||0>'
- define d '<c.args.get[3].escaped||0>'
- if <def[n].is[OR_LESS].than[0]||true> {
- run s@dRegions_Msg 'def:<&c>SYNTAX<&co> <&e>/dwe expand <&6><&lb><&7><&ns><&6><&rb> <&6>(<&7>direction<&6>)'
- queue clear
}
- if <el@[li@n|e|s|w|u|d].contains[%d%].not||true> define d '<proc[getFacing].context[<player.location.pitch>|<player.location.yaw>]>'
- if <el@[li@n|e|s|w|u|d].contains[%d%].not||true> {
- run s@dRegions_Msg 'def:<&4><&l>ERROR<&co> <&c>Unknown direction!'
- queue clear
}
- if <def[d].is[==].to[n]||false> {
- narrate "north subtracts from Z"
- if <def[pos1].z.is[OR_LESS].than[<def[pos2].z>]> define pos1 '<def[pos1].sub[0,0,%n%]>'
else define pos2 '<def[pos2].sub[0,0,%n%]>'
}
else if <def[d].is[==].to[e]||false> {
- narrate "east adds to X"
- if <def[pos1].x.is[OR_MORE].than[<def[pos2].x>]> define pos1 '<def[pos1].add[%n%,0,0]>'
else define pos2 '<def[pos2].add[%n%,0,0]>'
}
else if <def[d].is[==].to[s]||false> {
- narrate "south adds to Z"
- if <def[pos1].z.is[OR_MORE].than[<def[pos2].z>]> define pos1 '<def[pos1].add[0,0,%n%]>'
else define pos2 '<def[pos2].add[0,0,%n%]>'
}
else if <def[d].is[==].to[w]||false> {
- narrate "west subtracts from X"
- if <def[pos1].x.is[OR_LESS].than[<def[pos2].x>]> define pos1 '<def[pos1].sub[%n%,0,0]>'
else define pos2 '<def[pos2].sub[%n%,0,0]>'
}
else if <def[d].is[==].to[u]||false> {
- narrate "up adds to Y"
- if <def[pos1].y.is[OR_MORE].than[<def[pos2].y>]> define pos1 '<def[pos1].add[0,%n%,0]>'
else define pos2 '<def[pos2].add[0,%n%,0]>'
}
else if <def[d].is[==].to[d]||false> {
- narrate "down subtracts from Y"
- if <def[pos1].y.is[OR_LESS].than[<def[pos2].y>]> define pos1 '<def[pos1].sub[0,%n%,0]>'
else define pos2 '<def[pos2].sub[0,%n%,0]>'
}
else {
- narrate "dafuq just happened!?!"
- queue clear
}
- flag player dRegionTool:!
- flag player dRegionTool:|:%pos1%|%pos2%
contract:
# /dwe contract <number> <direction>
- narrate "stub"
inset:
# /dwe inset <number> <direction>
- narrate "stub"
outset:
# /dwe outset <number> <direction>
- narrate "stub"
set:
# Need config options for maxblocks to change
# Need config option for undo history size
- define material '<c.args.get[2]||null>'
- define pos1 '<player.flag[dRegionToolpos1].as_location||null>'
- define pos2 '<player.flag[dRegionToolpos2].as_location||null>'
- if %material% == null || %material% !matches material run s@dRegions_Msg 'def:<&c>Must specify a valid material.'
else if <def[pos1].is[==].to[null]> run s@dRegions_Msg 'def:<&c>Must select corner 1 with left-click.'
else if <def[pos1].is[==].to[null]> run s@dRegions_Msg 'def:<red>Must select corner 2 with right-click.'
else {
- define blocks <cu@%pos1%|%pos2%.get_blocks>
- define undoMaterials <def[blocks].parse[material.full]>
- modifyblock %blocks% %material%
- flag player 'dWE_UndoHistory:->:set_blocks;<cu@%pos1%|%pos2%>;%undoMaterials%'
}
undo:
- define last_action '<player.flag[dWE_UndoHistory].as_list.last||null>'
- if <def[last_action].is[==].to[null]> run s@dRegions_Msg 'def:<&6>Nothing to undo!'
else {
- inject locally 'p:undo_<def[last_action].split[;].get[1]>'
- flag player 'dWE_UndoHistory:<-:%last_action%'
}
undo_set_blocks:
- define cuboid '<def[last_action].split[;].get[2].as_cuboid.get_blocks||null>'
- define materials '<def[last_action].split[;].get[3]||li@>'
- modifyblock %cuboid% %materials%
- run s@dRegions_Msg 'def:<&a>Undo complete!'
#
# END dWE Command Arguments
#--------------------------------------
#
# dWE Command Messages
#
# These are not complete! They are mostly just stubs till the rest is fleshed out!
#
msgsHeader:
- narrate "<&5>|----------------------------------------|"
- narrate "<&5>|<&sp><&sp><&sp><&6>dWorldEditor <&7>%msgsHeaderTitle%"
- narrate "<&5>|<&f>"
# msgsFooter:
# - define anthony "text:'<&7>|Anthony|',clickEvent:{action:open_url,value:'http://mineconomy.org'},hoverEvent:{action:show_item,value:'{<i@AnthonyBanner.json>}'}"
# - define morphan "text:'<&7>Morphan1',clickEvent:{action:open_url,value:'http://google.com'},hoverEvent:{action:show_item,value:'{<i@Morphan1Banner.json>}'}"
# - define spacer "text:' '"
# - define prefix "text:'<&5>| <&f>Authors: '"
# - execute as_server "tellraw <player.name> {text:'',extra:[{%prefix%},{%anthony%},{%spacer%},{%morphan%}]}"
# - narrate "<&d>|-----------S-c-r-o-l-l---U-p-------------|"
msgsHelpAdmin:
- define msgsHeaderTitle 'Admin Help'
- inject locally msgsHeader instantly
- narrate "<&5>|<&sp><&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&f>"
msgsHelpUser:
- define msgsHeaderTitle 'User Help'
- inject locally msgsHeader instantly
- narrate "<&5>|<&sp><&sp><&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&sp><&f>"
- narrate "<&5>|<&sp><&f>"
#
# END dWE Command Messages
#--------------------------------------
# Usage: <proc[getFacing].context[%x%|%y%|%z%]>
getFacing_Defunct:
type: procedure
definitions: x|y|z
script:
- if <def[y].is[OR_MORE].than[0.75]||false> determine u
else if <def[y].is[OR_LESS].than[-0.75]||false> determine d
else if <def[x].is[OR_MORE].than[0.70]||false> determine e
else if <def[x].is[OR_LESS].than[-0.70]||false> determine w
else if <def[z].is[OR_MORE].than[0.70]||false> determine s
else if <def[z].is[OR_LESS].than[-0.70]||false> determine n
else determine 0
#
# Usage: <proc[getFacing].context[%pitch%|%yaw%]>
getFacing:
type: procedure
definitions: pitch|yaw
script:
- if <def[pitch].is[OR_MORE].than[45]||false> determine d
else if <def[pitch].is[OR_LESS].than[-45]||false> determine u
else if <def[yaw].is[OR_MORE].than[337.5]||false> || <def[yaw].is[LESS].than[22.5]||false> determine s
else if <def[yaw].is[OR_MORE].than[292.5]||false> determine se
else if <def[yaw].is[OR_MORE].than[247.5]||false> determine e
else if <def[yaw].is[OR_MORE].than[202.5]||false> determine ne
else if <def[yaw].is[OR_MORE].than[157.5]||false> determine n
else if <def[yaw].is[OR_MORE].than[112.5]||false> determine nw
else if <def[yaw].is[OR_MORE].than[67.5]||false> determine w
else if <def[yaw].is[OR_MORE].than[22.5]||false> determine sw
else determine 0
#