forked from aya/aya
254 lines
5.9 KiB
Lua
254 lines
5.9 KiB
Lua
while game == nil do
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wait(1/30)
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end
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---------------
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--PLUGIN SETUP-
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---------------
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local loaded = false
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local on = false
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self = PluginManager():CreatePlugin()
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mouse = self:GetMouse()
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mouse.Button1Down:connect(function() onClicked(mouse) end)
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toolbar = self:CreateToolbar("Terrain")
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toolbarbutton = toolbar:CreateButton("Crater", "Crater", "craters.png")
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toolbarbutton.Click:connect(function()
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if on then
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Off()
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elseif loaded then
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On()
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end
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end)
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game:WaitForChild("Workspace")
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game.Workspace:WaitForChild("Terrain")
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-- Local function definitions
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local c = game.Workspace.Terrain
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local SetCell = c.SetCell
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local GetCell = c.GetCell
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local WorldToCellPreferSolid = c.WorldToCellPreferSolid
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local AutoWedge = c.AutowedgeCell
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-----------------
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--DEFAULT VALUES-
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-----------------
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local r = 20
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local d = 20
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local craterDragBar, craterFrame, craterHelpFrame, craterCloseEvent = nil
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-----------------------
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--FUNCTION DEFINITIONS-
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-----------------------
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--makes a crater at point (x, y, z) in cluster c
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--d is the depth factor, a percent of the depth of a perfect sphere
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function makeCrater(x, y, z, r, d)
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local heightmap = {}
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for i = x - (r + 1), x + (r + 1) do
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heightmap[i] = {}
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end
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for j = 0, r + 1 do
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local cellschanged = false
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for i = x - (r + 1), x + (r + 1) do
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for k = z - (r + 1), z + (r + 1) do
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distance = math.sqrt(math.pow(dist(x, z, i, k), 2) + math.pow(y - (y - j*(100/d)), 2))
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if distance < r then
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SetCell(c, i, y + j, k, 0, 0, 0)
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SetCell(c, i, y - j, k, 0, 0, 0)
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cellschanged = true
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elseif heightmap[i] and heightmap[i][k] == nil then
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material, wedge, rotation = GetCell(c, i, y - j, k)
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if material.Value > 0 then
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heightmap[i][k] = y - j
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end
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end
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end
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end
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if cellschanged == false then
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break
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end
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wait(0)
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end
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for ri = 0, r do
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wait(0)
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i = x - ri
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for k = z - r, z + r do
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height = heightmap[i][k]
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if height == nil then
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height = -1
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end
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for h = height, 0, -1 do
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if not AutoWedge(c, i, h, k) then
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break
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end
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end
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end
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i = x + ri
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for k = z - r, z + r do
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height = heightmap[i][k]
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if height == nil then
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height = -1
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end
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for h = height, 0, -1 do
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if not AutoWedge(c, i, h, k) then
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break
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end
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end
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end
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end
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end
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function dist(x1, y1, x2, y2)
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return math.sqrt(math.pow(x2-x1, 2) + math.pow(y2-y1, 2))
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end
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local debounce = false
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function onClicked(mouse)
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if on and not debounce then
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debounce = true
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local cellPos = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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local x = cellPos.x
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local y = cellPos.y
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local z = cellPos.z
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makeCrater(x, y, z, r, d)
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debounce = false
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game:GetService("ChangeHistoryService"):SetWaypoint("Crater")
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end
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end
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function On()
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if not c then
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return
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end
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if self then
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self:Activate(true)
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end
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if toolbarbutton then
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toolbarbutton:SetActive(true)
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end
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if craterDragBar then
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craterDragBar.Visible = true
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end
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on = true
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end
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function Off()
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if toolbarbutton then
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toolbarbutton:SetActive(false)
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end
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if craterDragBar then
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craterDragBar.Visible = false
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end
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on = false
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end
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------
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--GUI-
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------
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--load library for with sliders
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local RbxGui = LoadLibrary("RbxGui")
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--screengui
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g = Instance.new("ScreenGui", game:GetService("CoreGui"))
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g.Name = "CraterGui"
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craterDragBar, craterFrame, craterHelpFrame, craterCloseEvent = RbxGui.CreatePluginFrame("Crater",UDim2.new(0,141,0,100),UDim2.new(0,0,0,0),false,g)
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craterDragBar.Visible = false
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craterCloseEvent.Event:connect(function ( )
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Off()
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end)
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craterHelpFrame.Size = UDim2.new(0,200,0,170)
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local helpText = Instance.new("TextLabel",craterHelpFrame)
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helpText.Font = Enum.Font.ArialBold
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helpText.FontSize = Enum.FontSize.Size12
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helpText.TextColor3 = Color3.new(1,1,1)
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helpText.BackgroundTransparency = 1
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helpText.TextWrap = true
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helpText.Size = UDim2.new(1,-10,1,-10)
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helpText.Position = UDim2.new(0,5,0,5)
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helpText.TextXAlignment = Enum.TextXAlignment.Left
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helpText.Text =
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[[Creates craters in existing terrain. Click on a point in terrain to make a crater.
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Radius:
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Half of the width of the crater to be created.
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Depth:
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A percentage value, representing a perfect spherical crater. 0% is no crater, 100% will make a crater the same depth as the radius.
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]]
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--current radius display label
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radl = Instance.new("TextLabel", craterFrame)
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radl.Position = UDim2.new(0,0,0,10)
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radl.Size = UDim2.new(1, 0, 0, 14)
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radl.Text = ""
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radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
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radl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
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radl.Font = Enum.Font.ArialBold
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radl.FontSize = Enum.FontSize.Size14
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radl.BorderColor3 = Color3.new(0, 0, 0)
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radl.TextXAlignment = Enum.TextXAlignment.Left
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radl.BackgroundTransparency = 1
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--radius slider
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radSliderGui, radSliderPosition = RbxGui.CreateSlider(128, 0, UDim2.new(0, 10, 0, 32))
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radSliderGui.Parent = craterFrame
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radBar = radSliderGui:FindFirstChild("Bar")
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radBar.Size = UDim2.new(1,-20,0,5)
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radSliderPosition.Changed:connect(function()
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r = radSliderPosition.Value
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radl.Text = " Radius: "..r
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end)
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radSliderPosition.Value = r
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--current depth factor display label
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dfl = Instance.new("TextLabel", craterFrame)
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dfl.Position = UDim2.new(0, 0, 0, 50)
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dfl.Size = UDim2.new(1, 0, 0, 14)
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dfl.Text = ""
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dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
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dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
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dfl.Font = Enum.Font.ArialBold
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dfl.FontSize = Enum.FontSize.Size14
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dfl.BorderColor3 = Color3.new(0, 0, 0)
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dfl.TextXAlignment = Enum.TextXAlignment.Left
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dfl.BackgroundTransparency = 1
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--depth factor slider
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dfSliderGui, dfSliderPosition = RbxGui.CreateSlider(100, 0, UDim2.new(0, 10, 0, 72))
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dfSliderGui.Parent = craterFrame
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dfBar = dfSliderGui:FindFirstChild("Bar")
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dfBar.Size = UDim2.new(1,-20,0,5)
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dfSliderPosition.Changed:connect(function()
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d = dfSliderPosition.Value
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dfl.Text = " Depth: "..d.."%"
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end)
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dfSliderPosition.Value = d
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self.Deactivation:connect(function()
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Off()
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end)
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--------------------------
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--SUCCESSFUL LOAD MESSAGE-
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--------------------------
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loaded = true
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