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2025-12-17 16:47:48 +00:00
commit 13813f3363
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while game == nil do
wait(1/30)
end
---------------
--PLUGIN SETUP-
---------------
loaded = false
-- True if the plugin is on, false if not.
on = false
plugin = PluginManager():CreatePlugin()
mouse = plugin:GetMouse()
mouse.Button1Down:connect(function() onClicked(mouse) end)
toolbar = plugin:CreateToolbar("Terrain")
toolbarbutton = toolbar:CreateButton("Builder", "Builder", "builder.png")
toolbarbutton.Click:connect(function()
if on then
Off()
elseif loaded then
On()
end
end)
game:WaitForChild("Workspace")
game.Workspace:WaitForChild("Terrain")
local c = game.Workspace.Terrain
local SetCell = c.SetCell
local GetCell = c.GetCell
local WorldToCellPreferSolid = c.WorldToCellPreferSolid
local CellCenterToWorld = c.CellCenterToWorld
local AutoWedge = c.AutowedgeCells
local WorldToCellPreferEmpty = c.WorldToCellPreferEmpty
local GetWaterCell = c.GetWaterCell
local SetWaterCell = c.SetWaterCell
-----------------
--DEFAULT VALUES-
-----------------
-- Stores selection properties.
selectionProps = {}
selectionProps.isWater = nil -- True if what will be built is water.
selectionProps.waterForce = nil -- Water force.
selectionProps.waterDirection = nil -- Water direction.
selectionProps.terrainMaterial = 0 -- Terrain material to use
-- What color to use for the mouse highlighter.
mouseHighlightColor = BrickColor.new("Lime green")
-- Used to create a highlighter that follows the mouse.
-- It is a class mouse highlighter. To use, call MouseHighlighter.Create(mouse) where mouse is the mouse to track.
MouseHighlighter = {}
MouseHighlighter.__index = MouseHighlighter
-- Create a mouse movement highlighter.
-- plugin - Plugin to get the mouse from.
function MouseHighlighter.Create(mouseUse)
local highlighter = {}
local mouse = mouseUse
highlighter.OnClicked = nil
highlighter.mouseDown = false
-- Store the last point used to draw.
highlighter.lastUsedPoint = nil
-- Will hold a part the highlighter will be attached to. This will be moved where the mouse is.
highlighter.selectionPart = nil
-- Hook the mouse up to check for movement.
mouse.Move:connect(function() MouseMoved() end)
mouse.Button1Down:connect(function() highlighter.mouseDown = true end)
mouse.Button1Up:connect(function() highlighter.mouseDown = false
end)
-- Create the part that the highlighter will be attached to.
highlighter.selectionPart = Instance.new("Part")
highlighter.selectionPart.Name = "SelectionPart"
highlighter.selectionPart.Archivable = false
highlighter.selectionPart.Transparency = 1
highlighter.selectionPart.Anchored = true
highlighter.selectionPart.Locked = true
highlighter.selectionPart.CanCollide = false
highlighter.selectionPart.FormFactor = Enum.FormFactor.Custom
highlighter.selectionBox = Instance.new("SelectionBox")
highlighter.selectionBox.Archivable = false
highlighter.selectionBox.Color = mouseHighlightColor
highlighter.selectionBox.Adornee = highlighter.selectionPart
mouse.TargetFilter = highlighter.selectionPart
setmetatable(highlighter, MouseHighlighter)
-- Function to call when the mouse has moved. Updates where to display the highlighter.
function MouseMoved()
if on then
UpdatePosition(mouse.Hit)
end
end
-- Do a line/plane intersection. The line starts at the camera. The plane is at y == 0, normal(0, 1, 0)
--
-- vectorPos - End point of the line.
--
-- Return:
-- success - Value is true if there was a plane intersection, false if not.
-- cellPos - Value is the terrain cell intersection point if there is one, vectorPos if there isn't.
function PlaneIntersection(vectorPos)
local currCamera = game.Workspace.CurrentCamera
local startPos = Vector3.new(currCamera.CoordinateFrame.p.X, currCamera.CoordinateFrame.p.Y, currCamera.CoordinateFrame.p.Z)
local endPos = Vector3.new(vectorPos.X, vectorPos.Y, vectorPos.Z)
local normal = Vector3.new(0, 1, 0)
local p3 = Vector3.new(0, 0, 0)
local startEndDot = normal:Dot(endPos - startPos)
local cellPos = vectorPos
local success = false
if startEndDot ~= 0 then
local t = normal:Dot(p3 - startPos) / startEndDot
if(t >=0 and t <=1) then
local intersection = ((endPos - startPos) * t) + startPos
cellPos = c:WorldToCell(intersection)
success = true
end
end
return success, cellPos
end
-- Update where the highlighter is displayed.
-- position - Where to display the highlighter, in world space.
function UpdatePosition(position)
if not position then
return
end
-- NOTE:
-- Change this gui to be the one you want to use.
highlighter.selectionBox.Parent = game:GetService("CoreGui")
local vectorPos = Vector3.new(position.x,position.y,position.z)
local cellPos = WorldToCellPreferEmpty(c, vectorPos)
local solidCell = WorldToCellPreferSolid(c, vectorPos)
local success = false
-- If nothing was hit, do the plane intersection.
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
success, cellPos = PlaneIntersection(vectorPos)
if not success then
cellPos = solidCell
end
else
highlighter.lastUsedPoint = cellPos
end
local regionToSelect = nil
local lowVec = CellCenterToWorld(c, cellPos.x , cellPos.y - 1, cellPos.z)
local highVec = CellCenterToWorld(c, cellPos.x, cellPos.y + 1, cellPos.z)
regionToSelect = Region3.new(lowVec, highVec)
highlighter.selectionPart.Size = regionToSelect.Size - Vector3.new(-4, 4, -4)
highlighter.selectionPart.CFrame = regionToSelect.CFrame
if nil ~= highlighter.OnClicked and highlighter.mouseDown then
if nil == highlighter.lastUsedPoint then
highlighter.lastUsedPoint = WorldToCellPreferEmpty(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
else
cellPos = WorldToCellPreferEmpty(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
end
end
end
return highlighter
end
-- Hide the highlighter.
function MouseHighlighter:DisablePreview()
self.selectionBox.Parent = nil
end
-- Show the highlighter.
function MouseHighlighter:EnablePreview()
self.selectionBox.Parent = game:GetService("CoreGui") -- This will make it not show up in workspace.
end
-- Create the mouse movement highlighter.
mouseHighlighter = MouseHighlighter.Create(mouse)
mouseHighlighter:DisablePreview()
-- Create a standard text label. Use this for all lables in the popup so it is easy to standardize.
-- labelName - What to set the text label name as.
-- pos - Where to position the label. Should be of type UDim2.
-- size - How large to make the label. Should be of type UDim2.
-- text - Text to display.
-- parent - What to set the text parent as.
-- Return:
-- Value is the created label.
function CreateStandardLabel(labelName,
pos,
size,
text,
parent)
local label = Instance.new("TextLabel", parent)
label.Name = labelName
label.Position = pos
label.Size = size
label.Text = text
label.TextColor3 = Color3.new(0.95, 0.95, 0.95)
label.Font = Enum.Font.ArialBold
label.FontSize = Enum.FontSize.Size14
label.TextXAlignment = Enum.TextXAlignment.Left
label.BackgroundTransparency = 1
label.Parent = parent
return label
end
------
--GUI-
------
--screengui
g = Instance.new("ScreenGui", game:GetService("CoreGui"))
g.Name = 'BuilderGui'
-- UI gui load. Required for sliders.
local RbxGui = LoadLibrary("RbxGui")
-- Store properties here.
local properties = {autoWedgeEnabled = false}
-- Gui frame for the plugin.
builderPropertiesDragBar, builderFrame, builderHelpFrame, builderCloseEvent = RbxGui.CreatePluginFrame("Builder",UDim2.new(0,123,0,40),UDim2.new(0,0,0,0),false,g)
builderPropertiesDragBar.Visible = false
builderCloseEvent.Event:connect(function ( )
Off()
end)
builderHelpFrame.Size = UDim2.new(0,160,0,85)
local builderHelpText = Instance.new("TextLabel",builderHelpFrame)
builderHelpText.Name = "HelpText"
builderHelpText.Font = Enum.Font.ArialBold
builderHelpText.FontSize = Enum.FontSize.Size12
builderHelpText.TextColor3 = Color3.new(227/255,227/255,227/255)
builderHelpText.TextXAlignment = Enum.TextXAlignment.Left
builderHelpText.TextYAlignment = Enum.TextYAlignment.Top
builderHelpText.Position = UDim2.new(0,4,0,4)
builderHelpText.Size = UDim2.new(1,-8,0,177)
builderHelpText.BackgroundTransparency = 1
builderHelpText.TextWrap = true
builderHelpText.Text = [[
Clicking terrain adds a single block into the selection box shown. The terrain material and type will be the same as the cell that was clicked on.]]
addText = CreateStandardLabel("AddText", UDim2.new(0, 8, 0, 10), UDim2.new(0, 67, 0, 14), "Click to add terrain.", builderFrame)
-- Function to connect to the mouse button 1 down event. This is what will run when the user clicks.
-- Adding and autowedging done here.
-- mouse - Mouse data.
function onClicked(mouse)
if on then
local cellPos = WorldToCellPreferEmpty(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
local x = cellPos.x
local y = cellPos.y
local z = cellPos.z
local solidCellPos = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
local celMat = GetCell(c, solidCellPos.x, solidCellPos.y, solidCellPos.z)
local success = false
if celMat.Value > 0 then
selectionProps.terrainMaterial = celMat.Value
selectionProps.isWater, selectionProps.waterForce, selectionProps.waterDirection = GetWaterCell(c, solidCellPos.X, solidCellPos.Y, solidCellPos.Z)
else
if 0 == selectionProps.terrainMaterial then
-- It was nothing, give it a default type and the plane intersection.
selectionProps.isWater = false
selectionProps.terrainMaterial = 1
end
success, cellPos = PlaneIntersection(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
if not success then
cellPos = solidCellPos
end
x = cellPos.x
y = cellPos.y
z = cellPos.z
end
if selectionProps.isWater and 17 == selectionProps.terrainMaterial then
SetWaterCell(c, x, y, z, selectionProps.waterForce, selectionProps.waterDirection)
else
SetCell(c, x, y, z, selectionProps.terrainMaterial, 0, 0)
end
if properties.autoWedgeEnabled then
AutoWedge(c, Region3int16.new(Vector3int16.new(x - 1, y - 1, z - 1), Vector3int16.new(x + 1, y + 1, z + 1)))
end
-- Mark undo point.
game:GetService("ChangeHistoryService"):SetWaypoint("Builder")
UpdatePosition(mouse.Hit)
end
end
mouseHighlighter.OnClicked = onClicked
-- Run when the popup is activated.
function On()
if not c then
return
end
plugin:Activate(true)
toolbarbutton:SetActive(true)
builderPropertiesDragBar.Visible = true
on = true
end
-- Run when the popup is deactivated.
function Off()
toolbarbutton:SetActive(false)
on = false
-- Hide the popup gui.
builderPropertiesDragBar.Visible = false
mouseHighlighter:DisablePreview()
end
plugin.Deactivation:connect(function()
Off()
end)
loaded = true