Files
aya/client/studio/resources/BuiltInPlugins/terrain/06 - craters.lua
2025-12-17 16:47:48 +00:00

254 lines
5.9 KiB
Lua

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