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box3速建代碼介紹-123+填充

2023-07-13 14:19 作者:tcpcs  | 我要投稿

console.clear();

const admin = ['tater'];/*在此添加名稱*/

var message_in_num_123 = {

??'zero': { num: 0 },

??'one': { num: 0 },

??'two': { num: 0 },

??'three': { num: 0 },

??'add': { num: 0 },

??'T': { num: 0 },

??'A': { num: 0 },

??'E': { num: 0 },

??'H': { num: 0 },

??'R': { num: 0 },

??'N': { num: 0 },

};

const message_in_123 = Object.keys(message_in_num_123);

function getget1_123(message, entity) {

??let shape = voxels.shape;

??let data = [-1, -1, -1, -1, -1, -1];

??let voxel_on = [0, 0];

??let voxel_in = [0, 0];

??for (var x = 0; x <= shape.x; x++) {

????for (var y = 0; y <= shape.y; y++) {

??????for (var z = 0; z <= shape.z; z++) {

????????if (voxels.getVoxelId(x, y, z) === voxels.id(message)) {

??????????if (data[0] == -1) {

????????????data[0] = x;

????????????data[1] = y;

????????????data[2] = z;

????????????voxel_on[0] = voxels.getVoxel(x, y + entity.pos_123, z);

????????????voxel_in[0] = voxels.getVoxel(x, y + entity.pos_123 + 1, z);

??????????}

??????????else {

????????????data[3] = x;

????????????data[4] = y;

????????????data[5] = z;

????????????voxel_on[1] = voxels.getVoxel(x, y + entity.pos_123, z);

????????????voxel_in[1] = voxels.getVoxel(x, y + entity.pos_123 + 1, z);

????????????break;

??????????}

????????}

??????}

????}

??}

??return [data, voxel_on, voxel_in];

}

function getget2_123(message, entity) {

??let shape = voxels.shape;

??let va = [];

??for (let x = 0; x <= shape.x; x++) {

????for (let y = 0; y <= shape.y; y++) {

??????for (let z = 0; z <= shape.z; z++) {

????????if (voxels.getVoxelId(x, y, z) == voxels.id(message)) {

??????????va.push(x, y, z, voxels.getVoxelId(x, y + entity.pos_123, z));

????????}

??????}

????}

??}

??return va;

}

function sphere_123(vox, cx, cy, cz, radius) {

??for (let x = cx - radius; x <= cx + radius; x++) {

????for (let y = cy - radius; y <= cy + radius; y++) {

??????for (let z = cz - radius; z <= cz + radius; z++) {

????????let dx = x - cx; let dy = y - cy; let dz = z - cz;

????????if (Math.round(Math.sqrt(dx * dx + dy * dy + dz * dz)) <= radius) {

??????????voxels.setVoxel(x, y, z, vox);

????????}

??????}

????}

??}

}

function cylinder_123(vox, cx, cy, cz, radius, height) {

??for (let x = cx - radius; x <= cx + radius; x++) {

????for (let z = cz - radius; z <= cz + radius; z++) {

??????let dx = x - cx; let dz = z - cz;

??????if (Math.round(Math.sqrt(dx * dx + dz * dz)) <= radius) {

????????for (let y = cy; y < cy + height; y++) {

??????????voxels.setVoxel(x, y, z, vox);

????????}

??????}

????}

??}

}

async function start_time_123(entity) {

??let shape = voxels.shape;

??message_in_num_123 = {

????'zero': { num: 0 },

????'one': { num: 0 },

????'two': { num: 0 },

????'three': { num: 0 },

????'add': { num: 0 },

????'T': { num: 0 },

????'A': { num: 0 },

????'E': { num: 0 },

????'H': { num: 0 },

????'R': { num: 0 },

????'N': { num: 0 },

??};

??for (let x = 0; x <= shape.x; x++) {

????for (let y = 0; y <= shape.y; y++) {

??????for (let z = 0; z <= shape.z; z++) {

????????if (message_in_123.includes(voxels.name(voxels.getVoxel(x, y, z)))) {

??????????message_in_num_123[voxels.name(voxels.getVoxel(x, y, z))].num++;

????????}

??????}

????}

????await sleep(0.01);

??}

??for (let key in message_in_123) {

????if (message_in_num_123[message_in_123[key]].num == 0) continue;

????console.log(message_in_123[key] + ':' + message_in_num_123[message_in_123[key]].num);

??}

??entity.player.directMessage('啟動完成');

??return;

}

const Fill_123 = {

??'BLO': {/*方塊*/

????Fill_Block: async function (message, entity) {

??????let data = getget1_123(message, entity)[0];

??????let voxel_on = getget1_123(message, entity)[1];

??????if (data[3] === -1) return;

??????for (let x1 = (data[0] <= data[3] ? data[0] : data[3]); x1 <= (data[0] >= data[3] ? data[0] : data[3]); x1++) {

????????for (let y1 = (data[1] <= data[4] ? data[1] : data[4]); y1 <= (data[1] >= data[4] ? data[1] : data[4]); y1++) {

??????????for (let z1 = (data[2] <= data[5] ? data[2] : data[5]); z1 <= (data[2] >= data[5] ? data[2] : data[5]); z1++) {

????????????voxels.setVoxelId(x1, y1, z1, (voxel_on[0] == 0 ? voxel_on[1] : voxel_on[0]));

??????????}

????????}

????????await sleep(0.01);

??????}

??????entity.player.directMessage('方塊填充完畢')

????}

??},

??'FIN': {/*查找*/

????Fill_Block: async function (message, entity) {

??????let shape = voxels.shape;

??????let number = 0;

??????for (let x = 0; x <= shape.x; x++) {

????????for (let y = 0; y <= shape.y; y++) {

??????????for (let z = 0; z <= shape.z; z++) {

????????????if (voxels.getVoxelId(x, y, z) == voxels.id(message)) {

??????????????number++

????????????}

??????????}

????????}

??????}

??????entity.player.directMessage(` ${message} 方塊有 ${number} 個`)

????}

??},

??'CIR': {/*圓*/

????Fill_Block: async function (message, entity) {

??????let va = getget2_123(message, entity);

??????for (let x1 = 0; x1 < va.length; x1 += 4) {

????????sphere_123(va[x1 + 3], va[x1], va[x1 + 1], va[x1 + 2], entity.rad_123);

????????await sleep(0.01);

??????}

??????entity.player.directMessage(`圓建造完成,累計 ${va.length / 4} 個`)

????}

??},

??'TAL': {/*圓柱*/

????Fill_Block: async function (message, entity) {

??????let va = getget2_123(message, entity);

??????for (let x1 = 0; x1 < va.length; x1 += 4) {

????????cylinder_123(va[x1 + 3], va[x1], va[x1 + 1], va[x1 + 2], entity.rad_123, entity.hei_123);

????????await sleep(0.001);

??????}

??????entity.player.directMessage(`圓柱建造完成,累計 ${va.length / 4} 個`)

????}

??},

??'REP': {/*方塊替換*/

????Fill_Block: async function (message, entity) {

??????let data = getget1_123(message, entity)[0];

??????let voxel_on = getget1_123(message, entity)[1];

??????let voxel_in = getget1_123(message, entity)[2];

??????if (data[3] === -1) return;

??????for (let x1 = (data[0] <= data[3] ? data[0] : data[3]); x1 <= (data[0] >= data[3] ? data[0] : data[3]); x1++) {

????????for (let y1 = (data[1] <= data[4] ? data[1] : data[4]); y1 <= (data[1] >= data[4] ? data[1] : data[4]); y1++) {

??????????for (let z1 = (data[2] <= data[5] ? data[2] : data[5]); z1 <= (data[2] >= data[5] ? data[2] : data[5]); z1++) {

????????????if (voxels.getVoxel(x1, y1, z1) == (voxel_in[0] == 0 ? voxel_in[1] : voxel_in[0])) {

??????????????voxels.setVoxelId(x1, y1, z1, (voxel_on[0] == 0 ? voxel_on[1] : voxel_on[0]));

????????????}

??????????}

????????}

????????await sleep(0.001);

??????}

??????entity.player.directMessage('方塊替換完畢')

????}

??},

};

function init_123(entity) {

??entity.pos_123 = 1;

??entity.rad_123 = 1;

??entity.hei_123 = 1;

??entity.player.directMessage('123+已自動初始化');

};

world.onChat(async ({ entity, message }) => {

??if (!admin.includes(entity.player.name)) return;

??if (!entity.pos_123) { await init_123(entity); }

??let message_new = message.split(';');

??for (let a = 0; a < message_new.length; a++) {

????let c = message_new[a].split(/\s+/);

????if (c[0] !== 'A') { return; }

????switch (c[1]) {

??????case 'INT':

????????console.clear();

????????console.log(

??????????`名稱:123+填充\n

??????????作者:tater\n

??????????鳴謝:屑阿魚 三角函數(shù) Nelson 及其他試用、提供技術(shù)支持者\(yùn)n

??????????用法:\n

??????????(注意空格)(程序可用分號間隔)(BLO請注意關(guān)注地圖指定方塊數(shù)量)\n

??????????0.A STA\n

??????????可用方塊:\n${message_in_123}\n

??????????(沒錯程序要從0開始數(shù)owo)可查看地圖被占用方塊數(shù)\n

??????????顯示在控制臺,顯示為 可用方塊名+此方塊數(shù)量\n

??????????1.A BLO 方塊名稱\n

??????????如A BLO add\n

??????????填充兩個方塊形成的長方體/正方體\n

??????????只需在其中一個方塊的POS位置放置要填充的方塊即可(不放為清除)\n

??????????2.A FIN 方塊名稱\n

??????????查找方塊有多少個,不限制方塊名稱\n

??????????3.A CIR 方塊名稱\n

??????????速建球,半徑為RAD\n

??????????只需要放置一個方塊,可同時速建多個\n

??????????4.A TAL 方塊名稱\n

??????????速建圓柱,半徑為RAD,高度為HEI\n

??????????只需要放置一個方塊,可同時速建多個\n

??????????5.A REP 方塊替換\n

??????????類似BLO的放置方法,但需要在其中一個方塊的POS位置上放置兩個方塊\n

??????????從下往上為替換方塊、被替換方塊(不放為清除)\n

??????????6.A POS RAD HEI\n

??????????例如:\n

??????????A POS 1\n

??????????A RAD 1\n

??????????A HEI 1\n

??????????默認(rèn)值:1\n

??????????7.clear\n

??????????清空控制臺\n

??????????留言:如想要其他速建或給出建議請私聊(Q在總?cè)耗芩阉鞯?\n

??????????謝謝@@`,

????????);

????????continue;

??????case 'STA':

????????await start_time_123(entity); continue;

??????case 'FIN':

????????await Fill_123[c[1]].Fill_Block(c[2], entity); continue;

??????case 'POS':

????????entity.pos_123 = parseInt(c[2]);

????????if (!entity.pos_123 || entity.pos_123 == 0) {

??????????entity.pos_123 = 1;

????????} entity.player.directMessage(`已將pos設(shè)置為 ${entity.pos_123}`);

????????continue;

??????case 'RAD':

????????entity.rad_123 = parseInt(c[2]);

????????if (!entity.rad_123 || entity.rad_123 == 0) {

??????????entity.rad_123 = 1;

????????} entity.player.directMessage(`已將rad設(shè)置為 ${entity.rad_123}`);

????????continue;

??????case 'HEI':

????????entity.hei_123 = parseInt(c[2]);

????????if (!entity.hei_123 || entity.hei_123 == 0) {

??????????entity.hei_123 = 1;

????????} entity.player.directMessage(`已將hei設(shè)置為 ${entity.hei_123}`);

????????continue;

??????case 'clear':

????????console.clear();

????????continue;

??????default:

????????await Fill_123[c[1]].Fill_Block(c[2], entity);

????????continue;

????}

??}

})


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