-- RbxUtility print "[Mercury]: Loaded corescript 60595411" local News = require "../Modules/New" local New = News.New local Hydrate = News.Hydrate local Terrain = game:GetService "Terrain" local RbxUtility = {} -- Fuq json RbxUtility.DecodeJSON = function() error 'RbxUtility.DecodeJSON has been removed, please use Game:GetService("HttpService"):JSONDecode() instead.' end RbxUtility.EncodeJSON = function() error 'RbxUtility.EncodeJSON has been removed, please use Game:GetService("HttpService"):JSONEncode() instead.' end ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --------------------------------------------Terrain Utilities Begin----------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --makes a wedge at location x, y, z --sets cell x, y, z to default material if parameter is provided, if not sets cell x, y, z to be whatever material it previously w --returns true if made a wedge, false if the cell remains a block RbxUtility.MakeWedge = function(x, y, z, _) return Terrain:AutoWedgeCell(x, y, z) end RbxUtility.SelectTerrainRegion = function( regionToSelect: Region3, colour: BrickColor, selectEmptyCells: boolean, selectionParent: Instance ) local terrain = game.Workspace:FindFirstChild "Terrain" :: Terrain if not terrain then return end assert(regionToSelect) assert(colour) -- can't use typeof if not (regionToSelect.CFrame and regionToSelect.Size) then error( `regionToSelect (first arg), should be of type Region3, but is type {type( regionToSelect )}` ) end if not (colour.Number and colour.r and colour.Color) then error( `color (second arg), should be of type BrickColor, but is type {type( colour )}` ) end -- frequently used terrain calls (speeds up call, no lookup necessary) local GetCell = terrain.GetCell local WorldToCellPreferSolid = terrain.WorldToCellPreferSolid local CellCenterToWorld = terrain.CellCenterToWorld local emptyMaterial = Enum.CellMaterial.Empty -- container for all adornments, passed back to user local selectionContainer = New "Model" { Name = "SelectionContainer", Archivable = false, Parent = selectionParent or game.Workspace, } local updateSelection -- function we return to allow user to update selection local currentKeepAliveTag -- a tag that determines whether adorns should be destroyed local aliveCounter = 0 -- helper for currentKeepAliveTag local lastRegion -- used to stop updates that do nothing local adornments = {} -- contains all adornments local reusableAdorns = {} local selectionPart = New "Part" { Name = "SelectionPart", Transparency = 1, Anchored = true, Locked = true, CanCollide = false, Size = Vector3.new(4.2, 4.2, 4.2), } local selectionBox = Instance.new "SelectionBox" -- helper function that creates the basis for a selection box local function createAdornment(theColour) local selectionPartClone local selectionBoxClone if #reusableAdorns > 0 then selectionPartClone = reusableAdorns[1]["part"] selectionBoxClone = reusableAdorns[1]["box"] table.remove(reusableAdorns, 1) selectionBoxClone.Visible = true else selectionPartClone = Hydrate(selectionPart:Clone()) { Archivable = false, } selectionBoxClone = Hydrate(selectionBox:Clone()) { Archivable = false, Adornee = selectionPartClone, Parent = selectionContainer, } end if theColour then selectionBoxClone.Color = theColour end return selectionPartClone, selectionBoxClone end -- iterates through all current adornments and deletes any that don't have latest tag local function cleanUpAdornments() for cellPos, adornTable in pairs(adornments) do if adornTable.KeepAlive ~= currentKeepAliveTag then -- old news, we should get rid of this adornTable.SelectionBox.Visible = false table.insert(reusableAdorns, { part = adornTable.SelectionPart, box = adornTable.SelectionBox, }) adornments[cellPos] = nil end end end -- helper function to update tag local function incrementAliveCounter() aliveCounter += 1 aliveCounter %= 1000000 return aliveCounter end -- finds full cells in region and adorns each cell with a box, with the argument color local function adornFullCellsInRegion(region, newColour) local regionBegin = region.CFrame.p - (region.Size / 2) + Vector3.new(2, 2, 2) local regionEnd = region.CFrame.p + (region.Size / 2) - Vector3.new(2, 2, 2) local cellPosBegin = WorldToCellPreferSolid(terrain, regionBegin) local cellPosEnd = WorldToCellPreferSolid(terrain, regionEnd) currentKeepAliveTag = incrementAliveCounter() for y = cellPosBegin.y, cellPosEnd.y do for z = cellPosBegin.z, cellPosEnd.z do for x = cellPosBegin.x, cellPosEnd.x do local cellMaterial = GetCell(terrain, x, y, z) if cellMaterial ~= emptyMaterial then local cframePos = CellCenterToWorld(terrain, x, y, z) local cellPos = Vector3int16.new(x, y, z) local updated = false for cellPosAdorn, adornTable in pairs(adornments) do if cellPosAdorn == cellPos then adornTable.KeepAlive = currentKeepAliveTag if newColour then adornTable.SelectionBox.Color = newColour end updated = true break end end if not updated then selectionPart, selectionBox = createAdornment(newColour) selectionPart.Size = Vector3.new(4, 4, 4) selectionPart.CFrame = CFrame.new(cframePos) local adornTable = { SelectionPart = selectionPart, SelectionBox = selectionBox, KeepAlive = currentKeepAliveTag, } adornments[cellPos] = adornTable end end end end end cleanUpAdornments() end ------------------------------------- setup code ------------------------------ lastRegion = regionToSelect if selectEmptyCells then -- use one big selection to represent the area selected selectionPart, selectionBox = createAdornment(colour) selectionPart.Size = regionToSelect.Size selectionPart.CFrame = regionToSelect.CFrame adornments.SelectionPart = selectionPart adornments.SelectionBox = selectionBox updateSelection = function(newRegion: Region3, newColour) if newRegion and newRegion ~= lastRegion then lastRegion = newRegion selectionPart.Size = newRegion.Size selectionPart.CFrame = newRegion.CFrame end if newColour then selectionBox.Color = newColour end end else -- use individual cell adorns to represent the area selected adornFullCellsInRegion(regionToSelect, colour) updateSelection = function(newRegion, newColour) if newRegion and newRegion ~= lastRegion then lastRegion = newRegion adornFullCellsInRegion(newRegion, newColour) end end end local destroyFunc = function() updateSelection = nil if selectionContainer then selectionContainer:Destroy() end adornments = {} end return updateSelection, destroyFunc end -----------------------------Terrain Utilities End----------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------Signal class begin------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --[[ A 'Signal' object identical to the internal RBXScriptSignal object in it's public API and semantics. This function can be used to create "custom events" for user-made code. API: Method :connect( function handler ) Arguments: The function to connect to. Returns: A new connection object which can be used to disconnect the connection Description: Connects this signal to the function specified by |handler|. That is, when |fire( ... )| is called for the signal the |handler| will be called with the arguments given to |fire( ... )|. Note, the functions connected to a signal are called in NO PARTICULAR ORDER, so connecting one function after another does NOT mean that the first will be called before the second as a result of a call to |fire|. Method :disconnect() Arguments: None Returns: None Description: Disconnects all of the functions connected to this signal. Method :fire( ... ) Arguments: Any arguments are accepted Returns: None Description: Calls all of the currently connected functions with the given arguments. Method :wait() Arguments: None Returns: The arguments given to fire Description: This call blocks until ]] function RbxUtility.CreateSignal() local this = {} local mBindableEvent = Instance.new "BindableEvent" local mAllCns = {} --all connection objects returned by mBindableEvent::connect --main functions function this:connect(func) if self ~= this then error("connect must be called with `:`, not `.`", 2) end if type(func) ~= "function" then error( "Argument #1 of connect must be a function, got a " .. type(func), 2 ) end local cn = mBindableEvent.Event:connect(func) mAllCns[cn] = true local pubCn = {} function pubCn.disconnect(_) cn:disconnect() mAllCns[cn] = nil end pubCn.Disconnect = pubCn.disconnect return pubCn end function this:disconnect() if self ~= this then error("disconnect must be called with `:`, not `.`", 2) end for cn, _ in pairs(mAllCns) do cn:disconnect() mAllCns[cn] = nil end end function this:wait() if self ~= this then error("wait must be called with `:`, not `.`", 2) end return mBindableEvent.Event:wait() end function this:fire(...) if self ~= this then error("fire must be called with `:`, not `.`", 2) end mBindableEvent:Fire(...) end this.Connect = this.connect this.Disconnect = this.disconnect this.Wait = this.wait this.Fire = this.fire return this end ------------------------------------------------- Sigal class End ------------------------------------------------------ -- this ones my favourite - Heliodex ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ -----------------------------------------------Create Function Begins--------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --[[ A "Create" function for easy creation of Roblox instances. The function accepts a string which is the classname of the object to be created. The function then returns another function which either accepts accepts no arguments, in which case it simply creates an object of the given type, or a table argument that may contain several types of data, in which case it mutates the object in varying ways depending on the nature of the aggregate data. These are the type of data and what operation each will perform: 1) A string key mapping to some value: Key-Value pairs in this form will be treated as properties of the object, and will be assigned in NO PARTICULAR ORDER. If the order in which properties is assigned matter, then they must be assigned somewhere else than the |Create| call's body. 2) An integral key mapping to another Instance: Normal numeric keys mapping to Instances will be treated as children if the object being created, and will be parented to it. This allows nice recursive calls to Create to create a whole hierarchy of objects without a need for temporary variables to store references to those objects. 3) A key which is a value returned from Create.Event( eventname ), and a value which is a function function The Create.E( string ) function provides a limited way to connect to signals inside of a Create hierarchy for those who really want such a functionality. The name of the event whose name is passed to Create.E( string ) 4) A key which is the Create function itself, and a value which is a function The function will be run with the argument of the object itself after all other initialization of the object is done by create. This provides a way to do arbitrary things involving the object from withing the create hierarchy. Note: This function is called SYNCHRONOUSLY, that means that you should only so initialization in it, not stuff which requires waiting, as the Create call will block until it returns. While waiting in the constructor callback function is possible, it is probably not a good design choice. Note: Since the constructor function is called after all other initialization, a Create block cannot have two constructor functions, as it would not be possible to call both of them last, also, this would be unnecessary. Some example usages: A simple example which uses the Create function to create a model object and assign two of it's properties. local model = Create'Model'{ Name = 'A New model', Parent = game.Workspace, } An example where a larger hierarchy of object is made. After the call the hierarchy will look like this: Model_Container |-ObjectValue | | | `-BoolValueChild `-IntValue local model = Create'Model'{ Name = 'Model_Container', Create'ObjectValue'{ Create'BoolValue'{ Name = 'BoolValueChild', }, }, Create'IntValue'{}, } An example using the event syntax: local part = Create'Part'{ [Create.E'Touched'] = function(part) print("I was touched by "..part.Name) end, } An example using the general constructor syntax: local model = Create'Part'{ [Create] = function(this) print("Constructor running!") this.Name = GetGlobalFoosAndBars(this) end, } Note: It is also perfectly legal to save a reference to the function returned by a call Create, this will not cause any unexpected behavior. EG: local partCreatingFunction = Create'Part' local part = partCreatingFunction() ]] --the Create function need to be created as a functor, not a function, in order to support the Create.E syntax, so it --will be created in several steps rather than as a single function declaration. local function Create_PrivImpl(objectType: string) if type(objectType) ~= "string" then error("Argument of Create must be a string", 2) end --return the proxy function that gives us the nice Create'string'{data} syntax --The first function call is a function call using Lua's single-string-argument syntax --The second function call is using Lua's single-table-argument syntax --Both can be chained together for the nice effect. return function(dat: { [string | number | { any } | any]: any }) --default to nothing, to handle the no argument given case dat = dat or {} --make the object to mutate local obj = Instance.new(objectType) local parent --stored constructor function to be called after other initialization local ctor for k, v in pairs(dat) do --add property if type(k) == "string" then if k == "Parent" then -- Parent should always be set last, setting the Parent of a new object -- immediately makes performance worse for all subsequent property updates. parent = v else obj[k] = v end --add child elseif type(k) == "number" then if type(v) ~= "userdata" then error( `Bad entry in Create body: Numeric keys must be paired with children, got a: {v}` ) end v.Parent = obj --event connect elseif type(k) == "table" and k.__eventname then if type(v) ~= "function" then error( `Bad entry in Create body: Key \`[Create.E'{k.__eventname}']\` must have a function value, got: {v}`, 2 ) end obj[k.__eventname]:connect(v) --define constructor function elseif k == RbxUtility.Create then if type(v) ~= "function" then error( `Bad entry in Create body: Key \`[Create]\` should be paired with a constructor function, got: {v}`, 2 ) elseif ctor then --ctor already exists, only one allowed error( "Bad entry in Create body: Only one constructor function is allowed", 2 ) end ctor = v else error(`Bad entry ({k} => {v}) in Create body`, 2) end end --apply constructor function if it exists if ctor then ctor(obj) end if parent then obj.Parent = parent end --return the completed object return obj end end --now, create the functor: RbxUtility.Create = setmetatable({}, { __call = function(_, ...) return Create_PrivImpl(...) end, }) --and create the "Event.E" syntax stub. Really it's just a stub to construct a table which our Create --function can recognize as special. RbxUtility.Create.E = function(eventName) return { __eventname = eventName } end -------------------------------------------------Create function End---------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------Documentation Begin----------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ RbxUtility.Help = function(funcNameOrFunc) --input argument can be a string or a function. Should return a description (of arguments and expected side effects) if funcNameOrFunc == "DecodeJSON" or funcNameOrFunc == RbxUtility.DecodeJSON then return "Function DecodeJSON. " .. "Arguments: (string). " .. "Side effect: returns a table with all parsed JSON values" end if funcNameOrFunc == "EncodeJSON" or funcNameOrFunc == RbxUtility.EncodeJSON then return "Function EncodeJSON. " .. "Arguments: (table). " .. "Side effect: returns a string composed of argument table in JSON data format" end if funcNameOrFunc == "MakeWedge" or funcNameOrFunc == RbxUtility.MakeWedge then return "Function MakeWedge. " .. "Arguments: (x, y, z, [default material]). " .. "Description: Makes a wedge at location x, y, z. Sets cell x, y, z to default material if " .. "parameter is provided, if not sets cell x, y, z to be whatever material it previously was. " .. "Returns true if made a wedge, false if the cell remains a block " end if funcNameOrFunc == "SelectTerrainRegion" or funcNameOrFunc == RbxUtility.SelectTerrainRegion then return "Function SelectTerrainRegion. " .. "Arguments: (regionToSelect, color, selectEmptyCells, selectionParent). " .. "Description: Selects all terrain via a series of selection boxes within the regionToSelect " .. "(this should be a region3 value). The selection box color is detemined by the color argument " .. "(should be a brickcolor value). SelectionParent is the parent that the selection model gets placed to (optional)." .. "SelectEmptyCells is bool, when true will select all cells in the " .. "region, otherwise we only select non-empty cells. Returns a function that can update the selection," .. "arguments to said function are a new region3 to select, and the adornment color (color arg is optional). " .. "Also returns a second function that takes no arguments and destroys the selection" end if funcNameOrFunc == "CreateSignal" or funcNameOrFunc == RbxUtility.CreateSignal then return "Function CreateSignal. " .. "Arguments: None. " .. "Returns: The newly created Signal object. This object is identical to the RBXScriptSignal class " .. "used for events in Objects, but is a Lua-side object so it can be used to create custom events in" .. "Lua code. " .. "Methods of the Signal object: :connect, :wait, :fire, :disconnect. " .. "For more info you can pass the method name to the Help function, or view the wiki page " .. 'for this library. EG: Help "Signal:connect".' end if funcNameOrFunc == "Signal:connect" then return "Method Signal:connect. " .. "Arguments: (function handler). " .. "Return: A connection object which can be used to disconnect the connection to this handler. " .. "Description: Connectes a handler function to this Signal, so that when |fire| is called the " .. "handler function will be called with the arguments passed to |fire|." end if funcNameOrFunc == "Signal:wait" then return "Method Signal:wait. " .. "Arguments: None. " .. "Returns: The arguments passed to the next call to |fire|. " .. "Description: This call does not return until the next call to |fire| is made, at which point it " .. "will return the values which were passed as arguments to that |fire| call." end if funcNameOrFunc == "Signal:fire" then return "Method Signal:fire. " .. "Arguments: Any number of arguments of any type. " .. "Returns: None. " .. "Description: This call will invoke any connected handler functions, and notify any waiting code " .. "attached to this Signal to continue, with the arguments passed to this function. Note: The calls " .. "to handlers are made asynchronously, so this call will return immediately regardless of how long " .. "it takes the connected handler functions to complete." end if funcNameOrFunc == "Signal:disconnect" then return "Method Signal:disconnect. " .. "Arguments: None. " .. "Returns: None. " .. "Description: This call disconnects all handlers attacched to this function, note however, it " .. "does NOT make waiting code continue, as is the behavior of normal Roblox events. This method " .. "can also be called on the connection object which is returned from Signal:connect to only " .. "disconnect a single handler, as opposed to this method, which will disconnect all handlers." end if funcNameOrFunc == "Create" then return "Function Create. " .. "Arguments: A table containing information about how to construct a collection of objects. " .. "Returns: The constructed objects. " .. "Descrition: Create is a very powerful function, whose description is too long to fit here, and " .. "is best described via example, please see the wiki page for a description of how to use it." end return "No help available for this function" end --------------------------------------------Documentation Ends---------------------------------------------------------- return RbxUtility