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WorldEdit - Now with NBT support for command computers!



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#21 exlted

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Posted 31 May 2014 - 03:46 AM

Glad to help, if there are any questions on the codebase or about individual sections both of us are available to answer questions either here or in PM. If you want individual functions seperated out and released for download, just ask we can easily release any individual section of the code annotated to be as easy to understand as possible

#22 Geforce Fan

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Posted 17 June 2014 - 05:58 AM

Replace command is broken on this.
edit: nevermind. I forgot to specify the blocks
You need a copy command, though. Also how about storing builds on files?

Edited by Geforce Fan, 17 June 2014 - 06:25 AM.


#23 moomoomoo3O9

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Posted 17 June 2014 - 05:04 PM

View PostGeforce Fan, on 17 June 2014 - 05:58 AM, said:

You need a copy command, though. Also how about storing builds on files?
Well, I'm planning on storing the clipboard in files and having the export command, it's just that I haven't had the time to code it, plus given that I'd also have to read/write the NBT data on each block, it might make some pretty massive files.

So, I will get to it eventually, but it may be very slow to work or it might take a while for me to code.

Edit: But I will start coding it today, I haven't really touched the code since the 30th, so I should start now.
Edit2: First draft of the code is written, but 100% untested. If you'd like a beta version, here you go.
Edit3: This code never worked. I don't know why I didn't remove/update it at any point

Edited by moomoomoo309, 18 July 2015 - 08:14 PM.


#24 exlted

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Posted 17 February 2015 - 04:15 AM

We apologize for the delay in updates (for all the maybe two people in the world who care)
Moo and I got distracted by other projects and have just recently gotten back onto this project
Today we fixed the brokeness of the main program and also have built up Polygon Select to a point of theoretical completeness, to implement this selection into the main program we will need to do some recoding of WE Core so after getting through testing of Polygon Select it might be ~3 weeks from today for an actual update to the public build of the program.
There might be a good build pushed sooner than that without copy or poly, but don't hold your breath, but overall not much has changed.
We bid you a good night, day, afternoon or whatever
exlted, Moo

#25 moomoomoo3O9

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Posted 21 February 2015 - 07:12 PM

Here's a stable release for you guys. Use the installer or the files themselves from the OP.

What's changed?
  • Block blacklist is now a table.
  • the weird way I accessed WE_Commands through core is now fixed to make more sense
  • WE_Commands split into WE_Cuboid and WE_Sel so that the Cuboid only functions are separate.
  • set now says the correct number of blocks changed.
  • getDirection now works properly on north and south.
  • All parts of the main loop have been put into functions (like hpos1)
  • round() has been renamed to math.round() because that makes way more sense.
  • shift, expand, and contract now work without a provided direction.
  • shift, expand, and contract now give more informative output.
  • I have given up on WE_Clipboard until I can find a release where NBT works (It hasn't worked since CC 1.58 from my testing)
  • hpos1 and hpos2 are much more accurate due to player coordinates not being rounded
  • The selection is no longer generated on calling set/replace, it is now stored in a table (making way for poly)
  • Immibis's NBT API won't be included in my programs, but instead in a separate file if and when WE_Clipboard works.
  • Probably more stuff, but that's all I could think of.

Edited by moomoomoo309, 29 May 2015 - 01:39 AM.


#26 Geforce Fan

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Posted 22 February 2015 - 03:24 AM

you should rewrite this for command computers

#27 moomoomoo3O9

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Posted 24 February 2015 - 02:42 AM

Speedwise, it would be way way slower, but to make it work with command computers requires one thing that I would need to get: I would need ANOTHER freaking table with all of the block names in it, except the numerical index would have to correspond to the name of the block "minecraft:stone" or something of the sort. (To be honest, I'll need to do this eventually either way, I just really don't want to) Then, all I'd need to do is check if it's a command computer and if it doesn't find an adventure map interface, write a handful of functions/pointers which do the setting and replacing of the blocks.

Also, is there any way to get chat or the way the player is looking with a command computer? I can't find any way of doing that. Without those, you couldn't run any commands, and hpos isn't implementable.


TL;DR Give me a way to get chat and a way to see where the player is looking with the command computer and I'll try it. (I'm actually interested in trying it, but I need those things before I do, because it wouldn't be super hard to do if I can implement it 100%, I just need to change a couple method names)

Edit 1: If I feel rather inspired, I may tackle it using the Peripherals++ or Computronics Chat Box, and get the username and chat from players that way. hpos is still not implementable without the player's direction vector, which I doubt anything else will give me.

Edit 2: The links in the OP were leading to a 404 because I derped. Fixed!

Edited by moomoomoo309, 24 February 2015 - 03:04 AM.


#28 Dahknee

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Posted 03 March 2015 - 04:04 PM

This is awesome, could you upload this on my app store please? check my profile for the link the to the app store thread.

#29 moomoomoo3O9

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Posted 06 March 2015 - 04:01 PM

View PostDannySMc, on 03 March 2015 - 04:04 PM, said:

This is awesome, could you upload this on my app store please? check my profile for the link the to the app store thread.
Sure, I just need to push one feature I completely forgot about first. (It doesn't throw an error if it doesn't find the adventure map interface!)

edit: Done. Installed on the app store, and removed a bunch of dead code and code that is not yet ready to see the light of day, and updated OP with a link to the app store.

Edited by moomoomoo309, 06 March 2015 - 04:59 PM.


#30 Dahknee

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Posted 06 March 2015 - 05:16 PM

View Postmoomoomoo309, on 06 March 2015 - 04:01 PM, said:

View PostDannySMc, on 03 March 2015 - 04:04 PM, said:

This is awesome, could you upload this on my app store please? check my profile for the link the to the app store thread.
Sure, I just need to push one feature I completely forgot about first. (It doesn't throw an error if it doesn't find the adventure map interface!)

edit: Done. Installed on the app store, and removed a bunch of dead code and code that is not yet ready to see the light of day, and updated OP with a link to the app store.

If you want to add a quick link to your app, on the app store: click menu -> click apps -> click all -> find your program -> click it -> then see the 8 character code at the bottom? you can use the code in the search to go straight to your app?:D and it allows you to install apps via the command line :P and thanks for the link!

#31 moomoomoo3O9

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Posted 06 March 2015 - 05:29 PM

View PostDannySMc, on 06 March 2015 - 05:16 PM, said:

View Postmoomoomoo309, on 06 March 2015 - 04:01 PM, said:

View PostDannySMc, on 03 March 2015 - 04:04 PM, said:

This is awesome, could you upload this on my app store please? check my profile for the link the to the app store thread.
Sure, I just need to push one feature I completely forgot about first. (It doesn't throw an error if it doesn't find the adventure map interface!)

edit: Done. Installed on the app store, and removed a bunch of dead code and code that is not yet ready to see the light of day, and updated OP with a link to the app store.

If you want to add a quick link to your app, on the app store: click menu -> click apps -> click all -> find your program -> click it -> then see the 8 character code at the bottom? you can use the code in the search to go straight to your app? :D and it allows you to install apps via the command line :P and thanks for the link!
No problem. Code added to the OP. If I'm using your store, I see no reason why I wouldn't recognize that here :)

#32 Dahknee

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Posted 06 March 2015 - 06:52 PM

Well it's not going far, and I think it's awsome! So the more people that see it the more people that will use it :P

#33 moomoomoo3O9

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Posted 19 May 2015 - 12:08 AM

I'm pushing version 1.1.2, as development is going somewhat slowly, but theres some usability stuffs added since last release.
The direction now is to finish Poly development, then release it along with a command shell I've (mostly) written after the polygon selection is done and merged with WE_Core.

What's changed:
  • WE_Cuboid now actually prints all of its text correctly, and the text is more informative.
  • All selection operations print the size of the selection in parentheses.
  • My GeneralAPI is now a dependency. As a result, more of the functions should have better error handling. Not everything has been moved over yet.
  • Overlay and Naturalize should now work correctly. (I must have been sleep deprived when I wrote them originally...) This means everything in WE_Sel will work with all selection types when Poly is added.
  • All of minecraft's localized and unlocalized names have been added to the BlockNames table. (So, the name in f3+h for a block will definitely work now in addition to the name on English (US)!)
  • The BlockNames table is now indexed by Block ID instead of Block ID+1, but must now be iterated through with pairs() or ipairs()
The installation is the same. Just run WE_Installer.

#34 moomoomoo3O9

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Posted 24 May 2015 - 03:31 PM

I didn't think I would've done it, but I did. Here is the release of WE_Clipboard, and by extension, version 1.2.0!
What's changed:
  • Percentages now work correctly. (I fixed one thing and broke another last version)
  • WE_Clipboard has finally been released in a semi-stable manner!
  • Copy, save, load, paste, stack, and move have been added.
  • Any blocks with NBT data will be copied correctly, unless you are on CC 1.64 or CC 1.65. (If someone knows how I can detect if someone's on CC 1.64, let me know. I could if the computer was a turtle, but that's a stupid requirement to add for this program, and os.version() will only return 1.6 or 1.7) /rom/help/changelog
  • refresh command added. This command runs all of the other programs other than core, allowing you to change code on the fly without rebooting.
  • reboot command added. This reboots the computer running WE_Core.
  • terminate command added. This ends the program.

Edited by moomoomoo309, 27 May 2015 - 07:10 PM.


#35 moomoomoo3O9

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Posted 22 June 2015 - 12:04 AM

I thought some more on how to get the command block version working, if it's possible. So, using the peripherals++ or moarperipherals chat box, I can get chat. Using command blocks, I can set/replace blocks. Now, my problem is that I cannot find where the player is looking. The only way I can think of doing this is as follows, and bear with me, I won't actually do this:
  • Place a computer and a sensor (from OpenCCSensors or OpenPeripherals) near the player somewhere (within the scanning radius)
  • Make sure the computer placed has the same ID as the computer running the program (not a problem)
  • write the data to a file
  • destroy the computer and the sensor
  • stare, mouth agape at the pure stupidity that you just witnessed as it prints out the correct block you were looking at.
If anyone can think of a good way to find the pitch/yaw or something of the sort that I can use to figure out which block the player is looking at, I'm all ears.

Edited by moomoomoo309, 22 June 2015 - 12:07 AM.


#36 moomoomoo3O9

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Posted 30 June 2015 - 01:39 AM

(Very) Minor update 1.2.1 released.
  • Added the help command.
I think this warranted a release without me touching any other features because I should have written it a long time ago. Post any feedback you have about my help text.

#37 moomoomoo3O9

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Posted 15 July 2015 - 11:02 PM

Major update 1.3.0 released. The changelog isn't going to be too large, but it's a big update.
Changes:
  • Added support for Command Computers. Everything but getDirection("self") and hpos1 and 2 works.
  • Rewrote almost every command to add that support.
  • added "endchatspam" command. runs "/gamemode commandBlockOutput false"
This one may need some testing from the community. It's a very big update, and I may have left a bug or two around, though I did test pretty extensively. Let me know if you find any.

edit: Should this be moved to command programs? It works with the Adventure Map Interface or as a Command Program depending on what peripherals it has.

Edited by moomoomoo309, 16 July 2015 - 01:17 AM.


#38 AoD

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Posted 31 July 2015 - 12:21 PM

Hi moom I have loaded up your program and it errors out on line 32 what version of minecraft and cc are required to use your program??

kind regards

AoD

#39 moomoomoo3O9

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Posted 31 July 2015 - 02:48 PM

View PostAoD, on 31 July 2015 - 12:21 PM, said:

Hi moom I have loaded up your program and it errors out on line 32 what version of minecraft and cc are required to use your program??

kind regards

AoD

Line 32 is peripheral.find(), assuming you're using command computers, you need computercraft 1.7, but if you aren't, then you need at least computercraft 1.5. Tell me what CC version you're running and I can probably port it to an older version. (That line could be replaced with like 3-8 lines that would work in an older version)

#40 AoD

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Posted 31 July 2015 - 03:15 PM

well im kinda on version mc 1.6.2 and cc 1.56 lol my linux system at all that lol I was just wondering because of that error thats all just trying to port worldedit into Arc OS and then that error came about :) no need to port it to an older version just for me.

other than that error does the files need to be in a set folder or not because my Program repository is using a separate dir to the the boot file (holds all the commands) for Arc OS and just want to make sure that when the Arc OS update comes out that world edit works just as it does for you

Edited by AoD, 31 July 2015 - 03:16 PM.






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