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LockRotation app #376

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7 changes: 7 additions & 0 deletions programs/utilities/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -57,6 +57,13 @@ for the display.

_TODO: Update it!_

### [lockrotation.sc](https://github.com/gnembon/scarpet/blob/master/programs/utilities/lockrotation.sc)
#### By TernaryC

A command to preserve the player's current orientation for future block placements.
Use "/lockrotation" to save your orientation, including the way you're facing and which half of a block you're looking at.
Recreation of the "lock rotation" feature from the Quark mod.

### [nether_ceiling_backup.sc](https://github.com/gnembon/scarpet/blob/master/programs/utilities/nether_ceiling_backup.sc)
#### By gnembon

Expand Down
341 changes: 341 additions & 0 deletions programs/utilities/lockRotation.sc
Original file line number Diff line number Diff line change
@@ -0,0 +1,341 @@
///////////////////////////////////////////////////////////////////////////////
// Rotation Lock
// v1.0.2
// scarpet script written by "TernaryC"
// This description last updated 07/27/2023
//
// This script aims to recreate the "lock rotation" feature of the Forge mod
// "Quark", as implemented in all versions of the mod since 1.14.4
//
// This script uses no source code from the "Quark" mod, nor does is it a port
// of that mod or it's modules.
//
// By running the command "/lockrotation", the player records their current
// facing direction, as well as other data related to block placement, such
// as block half.
// From then on, upon placing a block, the script will attempt to reorient the
// block to face the recorded placement data.
//
// The recorded data can be removed by typing the command "/lockrotation clear",
// or by locking into an identical rotation to the one already recorded (such
// as running the command twice in a row).
//
// The command "/lockrotation show" can be used to display the current
// recorded rotation data.
//
///////////////////////////////////////////////////////////////////////////////

__on_start() ->
(
global_lockProfile = null;
);
__command() -> _requestLock();

// Front Facing
show() ->
(
details = _getDetails();
print(format('ig ' + details));
return();
);
_requestLock() ->
(
_getCurrentState();
if (global_lockProfile == null || global_lockProfile:0 == null,
_tooltip(format(' Rotation lock ', 'b disabled'));
,
_tooltip(format(' Rotation lock ', 'b enabled'));
);
return();
);
_getDetails() ->
(
if (global_lockProfile == null,
return('[No lock set]')
);
details = '[Locked: ' + global_lockProfile:2;
if (global_lockProfile:0 != global_lockProfile:2,
details += ' (' + global_lockProfile:0 + ')';
);
half = _halfSide(global_lockProfile:1);
if (half == null, half = 'no');
details += ', ' + half + ' half]';
return(details);
);
clear() ->
(
global_lockProfile = null;
_tooltip(format(' Rotation lock ', 'b disabled'));
return();
);

// Utility
_tooltip(text, outer(p)) ->
(
display_title(p, 'actionbar', text);
);
_sign(num) ->
(
if (num == 0, return(0));
return(num / abs(num));
);
_getDir(yaw) ->
(
yaw += 45;
dir = 'south';
if (yaw > 90, dir = 'west');
if (yaw > 180, dir = 'north');
if (yaw < 0, dir = 'east');
if (yaw < -90, dir = 'north');
return(dir);
);
_dirAxis(direction) ->
(
if (_contains(['north', 'south'], direction),
return('z');
, _contains(['west', 'east'], direction),
return('x');
,
return('y');
);
);
_flipDir(direction) ->
(
dirs = ['north', 'west', 'up', 'south', 'east', 'down'];
i = dirs ~ direction + 3;
if (i > 5, i += -6);
return(dirs:i);
);
_castDif(b, raycast) ->
(
blockpos = pos(b);
blockpos:0 += 0.5;
blockpos:1 += 0.5;
blockpos:2 += 0.5;

difpos = [raycast:0 - blockpos:0, raycast:1 - blockpos:1, raycast:2 - blockpos:2];

truepos = [];
for (difpos, truepos:_i = ceil(abs(difpos:_i) - 0.49999) * _sign(difpos:_i));

return(truepos);
);
_castSide(b, raycast) ->
(
truepos = _castDif(b, raycast);

direction = null;
if (truepos:0 == -1, direction = 'west');
if (truepos:0 == 1, direction = 'east');
if (truepos:1 == -1, direction = 'down');
if (truepos:1 == 1, direction = 'up');
if (truepos:2 == -1, direction = 'north');
if (truepos:2 == 1, direction = 'south');

return(direction);
);
_halfSide(half) ->
(
if (half == 0, return('bottom'));
if (half == 1, return('top'));
return(null);
);
_contains(list, value) -> return(list ~ value != null);
_isVertible(block) ->
(
if (_contains(block, 'shulker_box'), return(true));
if (_contains(['end_rod', 'lightning_rod', 'grindstone'], block), return(true));
return(false);
);
_isBustable(block) ->
(
//Blocks that shouldn't be rotated lest they float or break
if (_contains(block, 'torch'), return(true));
if (_contains(block, '_bud'), return(true));
if (_contains(block, 'button'), return(true));
if (_contains(block, '_bed'), return(true));
if (_contains(block, 'coral_fan'), return(true));
if (_contains(block, 'wall_head'), return(true));
if (_contains(['amethyst_cluster', 'bell', 'ladder', 'lever', 'pointed_dripstone', 'tripwire_hook'], block), return(true));
return(false);
);
_2to3(coord, third) ->
(
vector = [];
j = 0;
loop(3,
if (_ == third:1,
vector:_ = third:0;
,
vector:_ = coord:j;
j += 1;
);
);
return(vector);
);
_linetobox(point1, point2, xoff, yoff) ->
(
return([point2:0 + xoff, point2:1 + yoff]);
);

// App Methods
_displayProfile(raycast, blockhit, profile) ->
(
if (raycast == null, return());

b_at = pos(blockhit);
b_cent = [];
for (b_at, b_cent:_i = _ + 0.5);
b_op = [];
for (b_at, b_op:_i = _ + 1);

hitdir = _castDif(blockhit, raycast);
sidepos = [];
for (b_cent, sidepos:_i = _ + (hitdir:_i * 0.505));

filt = -1;
for (hitdir, if (_ != 0, filt = _i; break()));
third = [sidepos:filt, filt];
cent = [];
for (sidepos, if(_i != third:1, cent += _));

corner = [[null,null], [null,null], [null,null], [null,null]];
corner:0:0 = cent:0 - 0.45;
corner:0:1 = cent:1 - 0.45;
corner:1:0 = cent:0 - 0.45;
corner:1:1 = cent:1 + 0.45;
corner:2:0 = cent:0 + 0.45;
corner:2:1 = cent:1 + 0.45;
corner:3:0 = cent:0 + 0.45;
corner:3:1 = cent:1 - 0.45;

//Switch to half-block hologram if relevant
if (profile:1 != -1 && !_contains(['up', 'down'], profile:0),
y = 0;
if (third:1 == 2, y = 1);
if (profile:1 == 0,
for(corner, if(_:y > sidepos:1, corner:_i:y += -0.45));
,
for(corner, if(_:y < sidepos:1, corner:_i:y += 0.45));
);
);

d = 20; //duration
w = 0.15; //line thickness
draw_shape('box', d,
'from', _2to3(corner:0, third),
'to', _2to3(_linetobox(corner:0, corner:1, w, 0), third),
'fill', 4294967295
);
draw_shape('box', d,
'from', _2to3(corner:1, third),
'to', _2to3(_linetobox(corner:1, corner:2, 0, -w), third),
'fill', 4294967295
);
draw_shape('box', d,
'from', _2to3(corner:2, third),
'to', _2to3(_linetobox(corner:2, corner:3, -w, 0), third),
'fill', 4294967295
);
draw_shape('box', d,
'from', _2to3(corner:3, third),
'to', _2to3(_linetobox(corner:3, corner:0, 0, w), third),
'fill', 4294967295
);
undef(w);
);
_getCurrentState(outer(p)) ->
(
newProfile = [null, null, null];

direction = query(p, 'facing');
flat_dir = _getDir(query(p, 'yaw'));

raycast = query(p, 'trace', 5, 'blocks', 'exact');
rayhit = query(p, 'trace', 5, 'blocks');
if (raycast != null,
hit_dir = _castSide(rayhit, raycast);

half = abs(floor((raycast:1 - floor(raycast:1)) * 2));
if (_dirAxis(direction) == 'y',
half = -1;
, raycast:1 < 0,
half = 1 - half;
);

flat = _flipDir(hit_dir);
if (_contains(['up', 'down'], flat), flat = flat_dir);

newProfile = [hit_dir, half, _flipDir(flat)];
,
newProfile = [direction, -1, flat_dir];
);

if (global_lockProfile != null && newProfile == global_lockProfile,
global_lockProfile = null;
,
global_lockProfile = newProfile;
_displayProfile(raycast, rayhit, newProfile);
);
);
_getIdealState(block) ->
(
state = block_state(block);
if(_isBustable(block), return(state));

direction = global_lockProfile:0;
half = global_lockProfile:1;
flat_dir = global_lockProfile:2;
if (global_lockProfile == null, return(state));

if (_contains(state, 'axis'), state:'axis' = _dirAxis(direction));
if (_contains(state, 'type'),
//Slab Type
if (_contains(['top', 'bottom'], state:'type') && half != -1,
state:'type' = _halfSide(half);
);
);
if (_contains(state, 'facing'),
state:'facing' = flat_dir; //Generic
//Hopper exception
if (block == 'hopper',
state:'facing' = _flipDir(flat_dir);
if (direction == 'up', state:'facing' = 'down');
);
//Vertibles exception
if (_isVertible(block),
state:'facing' = direction;
//Grindstone handling
if (block == 'grindstone',
state:'face' = 'wall';
if (direction == 'up', state:'face' = 'floor');
if (direction == 'down', state:'face' = 'ceiling');
);
);
//Stairs addendum
if (_contains(state, 'half'),
if (_contains(['top', 'bottom'], state:'half'),
if (state:'open' == null, state:'facing' = _flipDir(flat_dir));
if (half != -1, state:'half' = _halfSide(half));
);
);
);

return(state);
);

__on_player_places_block(player, item_tuple, hand, block) ->
(
if (global_lockProfile != null,
properties = _getIdealState(block);
set(pos(block), block, properties);
if (_contains(block, 'stairs'),
// This code is a little janky, but is neccessary to correctly update shaped stairs.
upos = [pos(block):0 + 1, pos(block):1, pos(block):2];
ublock = block(upos);
set(upos, 'air');
place_item(ublock, upos);
set(upos, ublock);
);
);
);