Ladder.txt 2.9 KB

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  1. event.load("block_click");
  2. air_mat = material.get("AIR");
  3. water_mat = material.get("WATER");
  4. rail_mat = material.get("RAIL");
  5. chain_mat = material.get("CHAIN");
  6. vines_mat = material.get("VINE");
  7. ladder_mat = material.get("LADDER");
  8. //twisting vines, weeping_vines (+plant)
  9. @wait
  10. wait();
  11. if (event == "block_click"){
  12. if (!player.isSneaking(player)){
  13. goto("wait");
  14. }
  15. if (action != "RIGHT_CLICK_BLOCK"){
  16. goto("wait");
  17. }
  18. mat = block.getType(block);
  19. item_mat = item.getType(living.getEquip(player, hand));
  20. if (mat != air_mat){
  21. if(item_mat != mat){
  22. goto("wait");
  23. }
  24. }
  25. look = entity.getLook(player);
  26. if(mat == ladder_mat){
  27. xyz = better_ladder.vertical_split(look);
  28. }
  29. elseif(mat == chain_mat){
  30. if (!string.contains(string.blockData(block.getData(block)), "axis=y")){
  31. goto("wait");
  32. }
  33. //xyz = vertical_split(look);
  34. xyz = array.new(3);
  35. xyz[0] = 0;
  36. xyz[1] = -1;
  37. xyz[2] = 0;
  38. }
  39. elseif(mat == rail_mat){
  40. xyz = better_ladder.horizontal_split(player);
  41. }
  42. elseif(mat == vines_mat){
  43. xyz = array.new(3);
  44. xyz[0] = 0;
  45. xyz[1] = -1;
  46. xyz[2] = 0;
  47. }
  48. else{
  49. goto("wait");
  50. }
  51. better_ladder.continue_block(player, block, mat, xyz);
  52. cancel = true;
  53. }
  54. function better_ladder.vertical_split(look){
  55. xyz = array.new(3);
  56. for (i = 0; i<3; i++){
  57. xyz[i] = 0;
  58. }
  59. if (look[1] > 0){
  60. xyz[1] = 1;
  61. }
  62. else{
  63. xyz[1] = -1;
  64. }
  65. return xyz;
  66. }
  67. function better_ladder.horizontal_split(player){
  68. xyz = array.new(3);
  69. for (i = 0; i<3; i++){
  70. xyz[i] = 0;
  71. }
  72. loc = entity.getLocation(player);
  73. yaw = loc.getYaw(loc);
  74. if (yaw < -135){
  75. xyz[2] = -1;
  76. }
  77. elseif (yaw < -45){
  78. xyz[0] = 1;
  79. }
  80. elseif (yaw < 45){
  81. xyz[2] = 1;
  82. }
  83. elseif (yaw < 135){
  84. xyz[0] = -1;
  85. }
  86. else{
  87. xyz[2] = -1;
  88. }
  89. return xyz;
  90. }
  91. function better_ladder.continue_block(player, block, of_mat, xyz){
  92. itemstack = item.new(of_mat, 1);
  93. b_loc = block.getLocation(block);
  94. set_water_logged = false;
  95. i = 0;
  96. while(true){
  97. loc.add(b_loc, xyz[0], xyz[1], xyz[2]);
  98. new_block = block.get(b_loc);
  99. if (!plot.check(b_loc, player, 23, true) || i >= 5){
  100. return;
  101. }
  102. mat = block.getType(new_block);
  103. if(mat == $air_mat){
  104. break;
  105. }
  106. elseif(mat == $water_mat){
  107. snuvi.debug(block.getData(new_block));
  108. if (string.contains(string.blockData(block.getData(new_block)), "falling=true")){
  109. break;
  110. }
  111. elseif(!string.contains(string.blockData(block.getData(new_block)), "level=0")){
  112. break;
  113. }
  114. elseif (block.canHaveWater(block)){
  115. set_water_logged = true;
  116. break;
  117. }
  118. else{
  119. return;
  120. }
  121. }
  122. elseif (mat != of_mat){
  123. return;
  124. }
  125. i += 1;
  126. }
  127. block.clone(block, b_loc, true);
  128. if (block.canHaveWater(block)){
  129. block.setWaterLogged(new_block, set_water_logged);
  130. }
  131. if (player.isSurvival(player)){
  132. player.removeItem(player, itemstack);
  133. }
  134. }
  135. goto("wait");