Mirror von
https://github.com/IntellectualSites/FastAsyncWorldEdit.git
synchronisiert 2024-12-24 18:10:08 +01:00
Update draw.js and roof.js
Dieser Commit ist enthalten in:
Ursprung
5eb9b779d7
Commit
b300c21185
@ -2,7 +2,7 @@ CraftScripts are script files for WorldEdit that let you write world
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editing scripts with JavaScript easily.
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Example usage:
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/cs maze.js lightstone 10 10
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/cs maze.js glowstone 10 10
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You may or may not install these scripts -- it is optional. If you are, however,
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place the entire craftscripts/ folder into the respective directory for the platform
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@ -7,4 +7,4 @@ Note: Legally you should not release things to the public domain as not
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all countries have the concept of public domain in their copyright law.
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You can also post your scripts here:
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http://forum.sk89q.com/forums/craftscripts.6/
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https://discord.gg/YKbmj7V or http://forum.sk89q.com/forums/craftscripts.6/
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@ -43,8 +43,26 @@ var clothColors = [
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makeColor(100, 60, 0), // Brown
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makeColor(48, 80, 0), // Cactus green
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makeColor(255, 0, 0), // Red
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makeColor(0, 0, 0), // Black
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]
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makeColor(0, 0, 0) // Black
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];
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var clothBlocks = [
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context.getBlock("white_wool"),
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context.getBlock("orange_wool"),
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context.getBlock("magenta_wool"),
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context.getBlock("light_blue_wool"),
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context.getBlock("yellow_wool"),
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context.getBlock("lime_wool"),
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context.getBlock("pink_wool"),
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context.getBlock("gray_wool"),
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context.getBlock("light_gray_wool"),
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context.getBlock("cyan_wool"),
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context.getBlock("purple_wool"),
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context.getBlock("blue_wool"),
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context.getBlock("brown_wool"),
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context.getBlock("green_wool"),
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context.getBlock("red_wool"),
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context.getBlock("black_wool")
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];
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var clothColorsOpt = [
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makeColor(178, 178, 178), // White
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makeColor(187, 102, 44), // Orange
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@ -61,8 +79,8 @@ var clothColorsOpt = [
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makeColor(68, 41, 22), // Brown
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makeColor(44, 61, 19), // Cactus green
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makeColor(131, 36, 32), // Red
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makeColor(21, 18, 18), // Black
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]
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makeColor(21, 18, 18) // Black
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];
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var clothColorsOptHD = [
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makeColor(168, 168, 168), // White
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makeColor(143, 59, 0), // Orange
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@ -79,8 +97,8 @@ var clothColorsOptHD = [
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makeColor(52, 25, 0), // Brown
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makeColor(10, 76, 10), // Cactus green
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makeColor(127, 9, 9), // Red
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makeColor(17, 17, 17), // Black
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]
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makeColor(17, 17, 17) // Black
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];
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// http://stackoverflow.com/questions/2103368/color-logic-algorithm/2103608#2103608
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function colorDistance(c1, c2) {
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@ -90,7 +108,7 @@ function colorDistance(c1, c2) {
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var b = c1.getBlue() - c2.getBlue();
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var weightR = 2 + rmean/256;
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var weightG = 4.0;
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var weightB = 2 + (255-rmean)/256
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var weightB = 2 + (255-rmean)/256;
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return Math.sqrt(weightR*r*r + weightG*g*g + weightB*b*b);
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}
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@ -113,14 +131,14 @@ function findClosestWoolColor(col, clothColors) {
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context.checkArgs(1, 3, "<image> <orientation> <palette>");
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var f = context.getSafeFile("drawings", argv[1]);
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var f = context.getSafeOpenFile("drawings", argv[1], "png", ["png", "jpg", "jpeg", "bmp"]);
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var sess = context.remember();
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var upright = argv[2] == "v";
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var upright = argv[2] === "v";
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var colors = clothColors;
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if(argv[3] == "opt") {
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if(argv[3] === "opt") {
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colors = clothColorsOpt;
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player.print("Using optimized palette");
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} else if(argv[3] == "optHD") {
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} else if(argv[3] === "optHD") {
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colors = clothColorsOptHD;
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player.print("Using optimized HD palette");
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}
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@ -132,7 +150,7 @@ if (!f.exists()) {
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var width = img.getWidth();
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var height = img.getHeight();
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var origin = player.getBlockIn();
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var origin = player.getBlockIn().toVector().toBlockPoint();
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for (var x = 0; x < width; x++) {
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for (var y = 0; y < height; y++) {
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@ -141,9 +159,9 @@ if (!f.exists()) {
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// Added this to enable the user to create images upright
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// rather than flat on the ground
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if (!upright) {
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sess.setBlock(origin.add(x, 0, y), new BaseBlock(35, data));
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sess.setBlock(origin.add(x, 0, y), clothBlocks[data]);
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} else {
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sess.setBlock(origin.add(x, height - y, 0), new BaseBlock(35, data));
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sess.setBlock(origin.add(x, height - y, 0), clothBlocks[data]);
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}
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}
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}
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@ -20,11 +20,11 @@
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importPackage(Packages.com.sk89q.worldedit);
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importPackage(Packages.com.sk89q.worldedit.blocks);
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var torchDirs = {}
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torchDirs[PlayerDirection.NORTH] = [2, 4];
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torchDirs[PlayerDirection.SOUTH] = [1, 3];
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torchDirs[PlayerDirection.WEST] = [3, 2];
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torchDirs[PlayerDirection.EAST] = [4, 1];
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var torchDirs = {};
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torchDirs[Direction.NORTH] = [2, 4];
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torchDirs[Direction.SOUTH] = [1, 3];
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torchDirs[Direction.WEST] = [3, 2];
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torchDirs[Direction.EAST] = [4, 1];
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var pitches = {
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"f#": 0,
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@ -16,20 +16,20 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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importPackage(Packages.java.io);
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importPackage(Packages.java.awt);
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importPackage(Packages.com.sk89q.worldedit);
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importPackage(Packages.com.sk89q.worldedit.math);
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importPackage(Packages.com.sk89q.worldedit.blocks);
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var blocks = context.remember();
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var session = context.getSession();
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var region = session.getRegion();
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var player = context.getPlayer();
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var region = session.getRegionSelector(player.getWorld()).getRegion();
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context.checkArgs(1, 1, "<type>");
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var blocktype = context.getBlock(argv[1]);
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var cycles = region.getLength()
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var cycles = region.getLength();
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if (region.getWidth() > cycles){
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cycles = region.getWidth();
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@ -40,8 +40,8 @@ cycles = cycles / 2;
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for (var c = 0; c < cycles; c++) {
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for (var w = 0; w < region.getWidth() - (c * 2); w++) {
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for (var l = 0; l < region.getLength() - (c * 2); l++) {
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if (w == 0 || w == (region.getWidth() - (c * 2)) - 1 || l == 0 || l == (region.getLength() - (c * 2)) - 1) {
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var vec = new Vector(
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if (w === 0 || w === (region.getWidth() - (c * 2)) - 1 || l === 0 || l === (region.getLength() - (c * 2)) - 1) {
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var vec = BlockVector3.at(
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region.getMinimumPoint().getX() + (w + c),
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region.getMaximumPoint().getY() + c,
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region.getMinimumPoint().getZ() + (l + c));
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@ -127,7 +127,7 @@ public class ColorCodeBuilder {
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} else if (!resetFrom.hasEqualFormatting(resetTo) ||
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(resetFrom.getColor() != null && resetTo.getColor() == null)) {
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// Have to set reset code and add back all the formatting codes
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return String.valueOf(Style.RESET) + getCode(resetTo);
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return Style.RESET + getCode(resetTo);
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} else {
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if (resetFrom.getColor() != resetTo.getColor()) {
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return String.valueOf(resetTo.getColor());
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