SabrehavenServer/data/lib/core/position.lua
2020-03-20 00:17:07 +02:00

99 lines
2.5 KiB
Lua

Position.directionOffset = {
[DIRECTION_NORTH] = {x = 0, y = -1},
[DIRECTION_EAST] = {x = 1, y = 0},
[DIRECTION_SOUTH] = {x = 0, y = 1},
[DIRECTION_WEST] = {x = -1, y = 0},
[DIRECTION_SOUTHWEST] = {x = -1, y = 1},
[DIRECTION_SOUTHEAST] = {x = 1, y = 1},
[DIRECTION_NORTHWEST] = {x = -1, y = -1},
[DIRECTION_NORTHEAST] = {x = 1, y = -1}
}
function Position:getNextPosition(direction, steps)
local offset = Position.directionOffset[direction]
if offset then
steps = steps or 1
self.x = self.x + offset.x * steps
self.y = self.y + offset.y * steps
end
end
function Position:moveUpstairs()
local isWalkable = function (position)
local tile = Tile(position)
if not tile then
return false
end
local ground = tile:getGround()
if not ground or ground:hasProperty(CONST_PROP_BLOCKSOLID) then
return false
end
local items = tile:getItems()
for i = 1, tile:getItemCount() do
local item = items[i]
local itemType = item:getType()
if itemType:getType() ~= ITEM_TYPE_MAGICFIELD and not itemType:isMovable() and item:hasProperty(CONST_PROP_BLOCKSOLID) then
return false
end
end
return true
end
local swap = function (lhs, rhs)
lhs.x, rhs.x = rhs.x, lhs.x
lhs.y, rhs.y = rhs.y, lhs.y
lhs.z, rhs.z = rhs.z, lhs.z
end
self.z = self.z - 1
local defaultPosition = self + Position.directionOffset[DIRECTION_SOUTH]
if not isWalkable(defaultPosition) then
for direction = DIRECTION_NORTH, DIRECTION_NORTHEAST do
if direction == DIRECTION_SOUTH then
direction = DIRECTION_WEST
end
local position = self + Position.directionOffset[direction]
if isWalkable(position) then
swap(self, position)
return self
end
end
end
swap(self, defaultPosition)
return self
end
function Position:moveRel(x, y, z)
self.x = self.x + x
self.y = self.y + y
self.z = self.z + z
return self
end
function Position:isInRange(from, to)
-- No matter what corner from and to is, we want to make
-- life easier by calculating north-west and south-east
local zone = {
nW = {
x = (from.x < to.x and from.x or to.x),
y = (from.y < to.y and from.y or to.y),
z = (from.z < to.z and from.z or to.z)
},
sE = {
x = (to.x > from.x and to.x or from.x),
y = (to.y > from.y and to.y or from.y),
z = (to.z > from.z and to.z or from.z)
}
}
if self.x >= zone.nW.x and self.x <= zone.sE.x
and self.y >= zone.nW.y and self.y <= zone.sE.y
and self.z >= zone.nW.z and self.z <= zone.sE.z then
return true
end
return false
end