tweaks to distance beta app
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209c3b9262
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@@ -2,44 +2,46 @@ import('math','_euclidean','_manhattan','_round');
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__config()->{
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'commands'->{
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'from <start_pos>'->'set_start',
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'from <start_pos> to <end_pos>'->'_calculate',
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'to <end_pos>'->_(end_pos)->(_calculate(null,end_pos)),
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'from <start>'->'set_start',
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'from <start> to <end>'->'_calculate',
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'to <end>'->_(end_pos)->(_calculate(null,end_pos)),
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'toggle_line'->'_toggle_line'
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},
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'scope'->'player'
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'arguments' -> {
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'start' -> {'type' -> 'location'},
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'end' -> {'type' -> 'location'}
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}
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};
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global_position=null;
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global_end_position=null;
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global_start=null;
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global_end=null;
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global_show_line=false;
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global_line = {
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'start_pos'->global_position,
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'end_pos'->global_end_position
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};
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__mktp(pos) -> str('!/tp %.6f %.6f %.6f', pos);
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set_start(pos)->(
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global_position= pos;
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print(player(),format('gi Initial point set to: ', 'g '+pos,'?/tp '+(str(pos)-','-'['-']')))
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global_start = pos;
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global_end = null;
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print(player(),format('gi Initial point set to: ', 'g '+pos, __mktp(pos)))
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);
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_toggle_line()->(
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global_show_line= !global_show_line;
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if(global_show_line,
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print('Toggled lines on');
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if(global_end_position,_draw_line()),//making sure that there is a start an end pos, and Ive made it so there is no end pos without start pos
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_draw_line()
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, // else
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print('Toggled lines off')
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);
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null
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);
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_calculate(start_pos, end_pos)->(
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if(start_pos!=null,
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set_start(start_pos);
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calculate(end_pos),
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if(global_position,
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calculate(end_pos)
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, // else
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if(global_start,
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calculate(end_pos),
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print(player(),format('r There was no initial point for '+player()));
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set_start(end_pos)
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@@ -47,42 +49,43 @@ _calculate(start_pos, end_pos)->(
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)
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);
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__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) ->(
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pos = pos_offset(block,face);//for clicking against the wall.
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__on_player_places_block(player, item_tuple, hand, block) ->(
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if(block=='brown_carpet' && system_info('world_carpet_rules'):'carpets'=='true',
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if(global_position==null||player~'sneaking',//wont complain for first carpet
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set_start(pos),
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_calculate(null,pos)
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effective_pos = pos(block)+[0.5, 0, 0.5];
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if(global_start==null||player~'sneaking',//wont complain for first carpet
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set_start(effective_pos),
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_calculate(null, effective_pos)
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)
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)
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);
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calculate(end_pos)->(
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start_pos = global_position;
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[dx,dy,dz] = map(start_pos-end_pos,abs(_));
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global_end = end_pos;
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manhattan = _round(_manhattan(global_start, global_end),0.001);//rounding to nearest 0.01 for precision, but not ridiculous decimal places
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spherical = _round(_euclidean(global_start, global_end), 0.001);
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//useful for chunk distances etc.
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cylindrical = _round(_euclidean(global_start, [global_end:0, global_start:1, global_end:2]), 0.001);
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manhattan = _round(_manhattan([dx, dy, dz],[0,0,0]),100);//rounding to nearest 0.01 for precision, but not ridiculous decimal places
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spherical = _round(_euclidean([dx, dy, dz],[0,0,0]),100);
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cylindrical = _round(_euclidean([dx, 0, dz],[0,0,0]),100);//useful for chunk distances etc.
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print(player(),format(
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'w Distance between ',
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'c '+start_pos,'?/tp '+(str(start_pos)-','-'['-']'), 'w and ',
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'c '+end_pos,'?/tp '+(str(end_pos)-','-'['-']'), 'w :\n',
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'c '+str('[%.1f, %.1f, %.1f]', global_start), __mktp(global_start),
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'w and ',
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'c '+str('[%.1f, %.1f, %.1f]', global_end), __mktp(global_end), 'w :\n',
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'w - Spherical: ', 'wb '+spherical+'\n',
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'w - Cylindrical: ', 'wb '+cylindrical+'\n',
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'w - Manhattan: ', 'wb '+manhattan
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));
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global_end_position = end_pos;
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schedule(0,'_draw_line');
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);
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_draw_line()->(
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if(global_show_line,//It will always draw from the global positions, so it will turn on if there is a line
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draw_shape('line',20,'from',global_position,'to',global_end_position, 'player',player(),'color',0x000000FF);
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draw_shape('label',20,'pos',global_end_position,'text',_round(_euclidean(global_position,global_end_position),100),'color',0x000000FF);
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if ( global_start && global_end,
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draw_shape('line',20,'from',global_start,'to',global_end, 'player',player());
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draw_shape('label',20,'pos',global_end,'text',_round(_euclidean(global_start,global_end),0.001));
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);
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schedule(20,'_draw_line')
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)
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);
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@@ -2,4 +2,4 @@ _euclidean_sq(vec1, vec2) -> reduce(vec1 - vec2, _a + _*_, 0);
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_euclidean(vec1, vec2) -> sqrt(reduce(vec1 - vec2, _a + _*_, 0));
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_manhattan(vec1, vec2) -> reduce(vec1-vec2,_a+abs(_),0);
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_vec_length(vec) -> sqrt(reduce(vec, _a + _*_, 0));
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_round(num,precision) -> round(num*precision)/precision;
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_round(num,precision) -> round(num/precision)*precision;
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