dragonfire-client-dragonfire/builtin/client/util.lua

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function core.parse_pos(param)
local p = {}
local playerpos = core.localplayer:get_pos()
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p.x, p.y, p.z = string.match(param, "^([~|%d.-]+)[, ] *([~|%d.-]+)[, ] *([~|%d.-]+)$")
for k, v in pairs(p) do
if p[k] == "~" then
p[k] = playerpos[k]
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else
p[k] = tonumber(v)
end
end
if p.x and p.y and p.z then
return true, vector.round(p)
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end
return false, "Invalid position (" .. param .. ")"
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end
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function core.parse_relative_pos(param)
local success, pos = core.parse_pos(param:gsub("~", "0"))
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if success then pos = vector.round(vector.add(core.localplayer:get_pos(), pos)) end
return success, pos
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end
function core.find_item(item, mini, maxi)
for index, stack in ipairs(core.get_inventory("current_player").main) do
if (not mini or index >= mini) and (not maxi or index <= maxi) and stack:get_name() == item then
return index
end
end
end
function core.switch_to_item(item)
local i = core.find_item(item)
if i then
core.localplayer:set_wield_index(i)
return true
else
return false
end
end
function core.get_pointed_thing()
local pos = core.camera:get_pos()
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local pos2 = vector.add(pos, vector.multiply(core.camera:get_look_dir(), 7))
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local player = core.localplayer
if not player then return end
local item = player:get_wielded_item()
if not item then return end
local def = core.get_item_def(item:get_name())
local ray = core.raycast(pos, pos2, true, core.settings:get_bool("point_liquids") or def and def.liquids_pointable)
return ray and ray:next()
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end
function core.close_formspec(formname)
return core.show_formspec(formname, "")
end