----------------- --DEFAULT VALUES- ----------------- loaded = false on = false r = 20 d = 20 --------------- --PLUGIN SETUP- --------------- self = PluginManager():CreatePlugin() mouse = self:GetMouse() mouse.Button1Down:connect(function() onClicked(mouse) end) self.Deactivation:connect(function() Off() end) toolbar = self:CreateToolbar("Terrain") toolbarbutton = toolbar:CreateButton("", "Crater", "craters.png") toolbarbutton.Click:connect(function() if on then Off() elseif loaded then On() end end) ----------------------- --FUNCTION DEFINITIONS- ----------------------- --makes a wedge at location x, y, z using info from heightmap instead of GetCell --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 function MakeWedge(x, y, z, heightmap, defaultmaterial) local c = game.Workspace.Terrain --gather info about all the cells around x, y, z local surroundings = {} --surroundings is a 3 x 3 x 3 array of the cells adjacent to x, y, z (1 if a cell is there, 0 if not) for i = x - 1, x + 1 do surroundings[i] = {} for j = y - 1, y + 1 do surroundings[i][j] = {} for k = z - 1, z + 1 do heightmapi = heightmap[i] height = nil if heightmapi then height = heightmapi[k] end if height then if height >= j then surroundings[i][j][k] = 1 else surroundings[i][j][k] = 0 end else -- need to get info from cell when our heightmap doesn't exist there! [otherwise, we can get holes through the terrain] local material, wedge, rotation = c:GetCell(i, j, k) surroundings[i][j][k] = material.Value end end end end --make some useful arrays and counters local sides = {} --sides is an array of the material of the 4 adjacent sides sides[0] = surroundings[x - 1][y][z] sides[1] = surroundings[x][y][z + 1] sides[2] = surroundings[x + 1][y][z] sides[3] = surroundings[x][y][z - 1] local adjacentSides = 0 for n = 0, 3 do if sides[n] > 0 then adjacentSides = adjacentSides + 1 end end local sidesAbove = {} --sides is an array of the material of the 4 adjacent sides 1 height above sidesAbove[0] = surroundings[x - 1][y + 1][z] sidesAbove[1] = surroundings[x][y + 1][z + 1] sidesAbove[2] = surroundings[x + 1][y + 1][z] sidesAbove[3] = surroundings[x][y + 1][z - 1] local adjacentSidesAbove = 0 for n = 0, 3 do if sidesAbove[n] > 0 then adjacentSidesAbove = adjacentSidesAbove + 1 end end local corners = {} --corners is an array of the material of the 4 adjacent corners corners[0] = surroundings[x - 1][y][z - 1] corners[1] = surroundings[x - 1][y][z + 1] corners[2] = surroundings[x + 1][y][z + 1] corners[3] = surroundings[x + 1][y][z - 1] local adjacentCorners = 0 for n = 0, 3 do if corners[n] > 0 then adjacentCorners = adjacentCorners + 1 end end local cornersAbove = {} --corners is an array of the material of the 4 adjacent corners 1 height above cornersAbove[0] = surroundings[x - 1][y + 1][z - 1] cornersAbove[1] = surroundings[x - 1][y + 1][z + 1] cornersAbove[2] = surroundings[x + 1][y + 1][z + 1] cornersAbove[3] = surroundings[x + 1][y + 1][z - 1] local adjacentCornersAbove = 0 for n = 0, 3 do if cornersAbove[n] > 0 then adjacentCornersAbove = adjacentCornersAbove + 1 end end --determine what type of wedge to make local material = nil local wedge = nil local rotation = nil if defaultmaterial then material = defaultmaterial else material, wedge, rotation = c:GetCell(x, y, z) --start with the existing material, wedge, and rotation end wedge = 0 --default wedge is a block rotation = 0 --default rotation is 0 --type 1: 45 degree ramp //must not have a block on top and must have a block under, and be surrounded by 1 side; or 3 sides and the 2 corners between them if surroundings[x][y + 1][z] == 0 and surroundings[x][y - 1][z] > 0 then if adjacentSides == 1 then for n = 0, 3 do if sides[n] > 0 then wedge = 1 rotation = (n + 1) % 4 c:SetCell(x, y, z, material, wedge, rotation) return true end end elseif adjacentSides == 3 then for n = 0, 3 do if sides[n] > 0 and corners[(n + 1) % 4] > 0 and sides[(n + 1) % 4] > 0 and corners[(n + 2) % 4] > 0 and sides[(n + 2) % 4] > 0 then wedge = 1 rotation = (n + 2) % 4 c:SetCell(x, y, z, material, wedge, rotation) return true end end end end --type 2: 45 degree corner //must not have a block on top and must have a block under, and be surrounded by 2 sides and the 1 corner between them; or 3 sides and 1 corner between 2 of them (facing towards that corner) if surroundings[x][y + 1][z] == 0 and surroundings[x][y - 1][z] > 0 then for n = 0, 3 do if sides[n] > 0 and corners[(n + 1) % 4] > 0 and sides[(n + 1) % 4] > 0 and (adjacentSides == 2 or (adjacentSides == 3 and (corners[(n + 3) % 4] > 0 or (sides[(n + 2) % 4] > 0 and corners[(n + 2) % 4] > 0) or (sides[(n + 3) % 4] > 0 and corners[n] > 0)))) then wedge = 2 rotation = (n + 2) % 4 c:SetCell(x, y, z, material, wedge, rotation) return true end end end --type 3: 45 degree inverse corner //surrounded by three sides or 4 sides and 3 corners, with nothing above or else a block on top surrounded on 2 sides and the corner between them if adjacentSides == 3 and surroundings[x][y + 1][z] > 0 then if adjacentCorners > 1 then for n = 0, 3 do if (corners[n] == 0 or cornersAbove[n] == 0) and (sides[(n - 1) % 4] == 0 or sides[n] == 0) and (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] > 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] == 0) then wedge = 3 rotation = (n + 3) % 4 c:SetCell(x, y, z, material, wedge, rotation) return true end end end elseif adjacentSides == 4 and adjacentCorners == 3 then for n = 0, 3 do if corners[n] == 0 and (surroundings[x][y + 1][z] == 0 or (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] > 0 and cornersAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] == 0)) then wedge = 3 rotation = (n + 3) % 4 c:SetCell(x, y, z, material, wedge, rotation) return true end end end --type 4: half a cube, as if it were cut diagonally from front to back //surrounded by 2 sides if adjacentSides == 2 and adjacentCorners < 4 then for n = 0, 3 do if sides[n] == 0 and sides[(n + 1) % 4] == 0 and (surroundings[x][y + 1][z] == 0 or (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] == 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] > 0)) then wedge = 4 rotation = n c:SetCell(x, y, z, material, wedge, rotation) return true end end end c:SetCell(x, y, z, material, wedge, rotation) return false end --makes a crater at point (x, y, z) in cluster c --d is the depth factor, a percent of the depth of a perfect sphere function makeCrater(x, y, z, r, d) c = game.Workspace.Terrain local heightmap = {} for i = x - (r + 1), x + (r + 1) do heightmap[i] = {} end for j = 0, r + 1 do local cellschanged = false for i = x - (r + 1), x + (r + 1) do for k = z - (r + 1), z + (r + 1) do distance = math.sqrt(math.pow(dist(x, z, i, k), 2) + math.pow(y - (y - j*(100/d)), 2)) if distance < r then c:SetCell(i, y + j, k, 0, 0, 0) c:SetCell(i, y - j, k, 0, 0, 0) cellschanged = true elseif heightmap[i] and heightmap[i][k] == nil then material, wedge, rotation = c:GetCell(i, y - j, k) if material.Value > 0 then heightmap[i][k] = y - j end end end end if cellschanged == false then break end wait(0) end for ri = 0, r do wait(0) i = x - ri for k = z - r, z + r do height = heightmap[i][k] if height == nil then height = -1 end for h = height, 0, -1 do if not MakeWedge(i, h, k, heightmap, nil) then break end end end i = x + ri for k = z - r, z + r do height = heightmap[i][k] if height == nil then height = -1 end for h = height, 0, -1 do if not MakeWedge(i, h, k, heightmap, nil) then break end end end end end function dist(x1, y1, x2, y2) return math.sqrt(math.pow(x2-x1, 2) + math.pow(y2-y1, 2)) end local debounce = false function onClicked(mouse) if on and not debounce then debounce = true c = game.Workspace.Terrain local cellPos = c:WorldToCellPreferSolid(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z)) local x = cellPos.x local y = cellPos.y local z = cellPos.z makeCrater(x, y, z, r, d) print("Crater formed at: "..x..", "..y..", "..z) debounce = false end end function On() self:Activate(true) toolbarbutton:SetActive(true) frame.Visible = true for w = 0, 0.3, 0.06 do frame.Size = UDim2.new(w, 0, w/2, 0) wait(0) end radl.Text = "Radius: "..r dfl.Text = "Depth: "..d.."%" on = true end function Off() toolbarbutton:SetActive(false) radl.Text = "" dfl.Text = "" for w = 0.3, 0, -0.06 do frame.Size = UDim2.new(w, 0, w/2, 0) wait(0) end frame.Visible = false on = false end ------ --GUI- ------ --load library for with sliders local RbxGui = LoadLibrary("RbxGui") --screengui g = Instance.new("ScreenGui", game:GetService("CoreGui")) --frame frame = Instance.new("Frame", g) frame.Position = UDim2.new(0.35, 0, 0.8, 0) frame.Size = UDim2.new(0.3, 0, 0.15, 0) frame.BackgroundTransparency = 0.5 frame.Visible = false --current radius display label radl = Instance.new("TextLabel", frame) radl.Position = UDim2.new(0.05, 0, 0.1, 0) radl.Size = UDim2.new(0.2, 0, 0.35, 0) radl.Text = "" radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4) radl.TextColor3 = Color3.new(0.95, 0.95, 0.95) radl.Font = Enum.Font.ArialBold radl.FontSize = Enum.FontSize.Size14 radl.BorderColor3 = Color3.new(0, 0, 0) radl.BackgroundTransparency = 1 --radius slider radSliderGui, radSliderPosition = RbxGui.CreateSlider(128, 0, UDim2.new(0.3, 0, 0.26, 0)) radSliderGui.Parent = frame radBar = radSliderGui:FindFirstChild("Bar") radBar.Size = UDim2.new(0.65, 0, 0, 5) radSliderPosition.Value = r radSliderPosition.Changed:connect(function() r = radSliderPosition.Value radl.Text = "Radius: "..r end) --current depth factor display label dfl = Instance.new("TextLabel", frame) dfl.Position = UDim2.new(0.05, 0, 0.55, 0) dfl.Size = UDim2.new(0.2, 0, 0.35, 0) dfl.Text = "" dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4) dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95) dfl.Font = Enum.Font.ArialBold dfl.FontSize = Enum.FontSize.Size14 dfl.BorderColor3 = Color3.new(0, 0, 0) dfl.BackgroundTransparency = 1 --depth factor slider dfSliderGui, dfSliderPosition = RbxGui.CreateSlider(100, 0, UDim2.new(0.3, 0, 0.71, 0)) dfSliderGui.Parent = frame dfBar = dfSliderGui:FindFirstChild("Bar") dfBar.Size = UDim2.new(0.65, 0, 0, 5) dfSliderPosition.Value = d dfSliderPosition.Changed:connect(function() d = dfSliderPosition.Value dfl.Text = "Depth: "..d.."%" end) -------------------------- --SUCCESSFUL LOAD MESSAGE- -------------------------- loaded = true print("Craters Plugin Loaded")