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worldedit = worldedit or { }
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local minetest = minetest --local copy of global
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--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_sphere = function ( pos , radius , nodename )
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--set up voxel manipulator
local manip = minetest.get_voxel_manip ( )
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local pos1 = { x = pos.x - radius , y = pos.y - radius , z = pos.z - radius }
local pos2 = { x = pos.x + radius , y = pos.y + radius , z = pos.z + radius }
local emerged_pos1 , emerged_pos2 = manip : read_from_map ( pos1 , pos2 )
local area = VoxelArea : new ( { MinEdge = emerged_pos1 , MaxEdge = emerged_pos2 } )
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--fill emerged area with ignore
local nodes = { }
local ignore = minetest.get_content_id ( " ignore " )
for i = 1 , worldedit.volume ( emerged_pos1 , emerged_pos2 ) do
nodes [ i ] = ignore
end
--fill selected area with node
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local node_id = minetest.get_content_id ( nodename )
local min_radius , max_radius = radius * ( radius - 1 ) , radius * ( radius + 1 )
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local offsetx , offsety , offsetz = pos.x - emerged_pos1.x , pos.y - emerged_pos1.y , pos.z - emerged_pos1.z
local zstride , ystride = area.zstride , area.ystride
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local count = 0
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for z = - radius , radius do
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local newz = ( z + offsetz ) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = - radius , radius do
local newy = newz + ( y + offsety ) * ystride
for x = - radius , radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
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local i = newy + ( x + offsetx )
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nodes [ i ] = node_id
count = count + 1
end
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end
end
end
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--update map nodes
manip : set_data ( nodes )
manip : write_to_map ( )
manip : update_map ( )
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return count
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end
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--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.sphere = function ( pos , radius , nodename )
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--set up voxel manipulator
local manip = minetest.get_voxel_manip ( )
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local pos1 = { x = pos.x - radius , y = pos.y - radius , z = pos.z - radius }
local pos2 = { x = pos.x + radius , y = pos.y + radius , z = pos.z + radius }
local emerged_pos1 , emerged_pos2 = manip : read_from_map ( pos1 , pos2 )
local area = VoxelArea : new ( { MinEdge = emerged_pos1 , MaxEdge = emerged_pos2 } )
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--fill emerged area with ignore
local nodes = { }
local ignore = minetest.get_content_id ( " ignore " )
for i = 1 , worldedit.volume ( emerged_pos1 , emerged_pos2 ) do
nodes [ i ] = ignore
end
--fill selected area with node
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local node_id = minetest.get_content_id ( nodename )
local max_radius = radius * ( radius + 1 )
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local offsetx , offsety , offsetz = pos.x - emerged_pos1.x , pos.y - emerged_pos1.y , pos.z - emerged_pos1.z
local zstride , ystride = area.zstride , area.ystride
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local count = 0
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for z = - radius , radius do
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local newz = ( z + offsetz ) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = - radius , radius do
local newy = newz + ( y + offsety ) * ystride
for x = - radius , radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + ( x + offsetx )
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nodes [ i ] = node_id
count = count + 1
end
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end
end
end
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--update map nodes
manip : set_data ( nodes )
manip : write_to_map ( )
manip : update_map ( )
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return count
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end
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--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_dome = function ( pos , radius , nodename )
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--set up voxel manipulator
local manip = minetest.get_voxel_manip ( )
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local pos1 = { x = pos.x - radius , y = pos.y , z = pos.z - radius }
local pos2 = { x = pos.x + radius , y = pos.y + radius , z = pos.z + radius }
local emerged_pos1 , emerged_pos2 = manip : read_from_map ( pos1 , pos2 )
local area = VoxelArea : new ( { MinEdge = emerged_pos1 , MaxEdge = emerged_pos2 } )
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--fill emerged area with ignore
local nodes = { }
local ignore = minetest.get_content_id ( " ignore " )
for i = 1 , worldedit.volume ( emerged_pos1 , emerged_pos2 ) do
nodes [ i ] = ignore
end
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local miny , maxy = 0 , radius
if radius < 0 then
radius = - radius
miny , maxy = - radius , 0
end
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--fill selected area with node
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local node_id = minetest.get_content_id ( nodename )
local min_radius , max_radius = radius * ( radius - 1 ) , radius * ( radius + 1 )
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local offsetx , offsety , offsetz = pos.x - emerged_pos1.x , pos.y - emerged_pos1.y , pos.z - emerged_pos1.z
local zstride , ystride = area.zstride , area.ystride
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local count = 0
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for z = - radius , radius do
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local newz = ( z + offsetz ) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = miny , maxy do
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local newy = newz + ( y + offsety ) * ystride
for x = - radius , radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
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local i = newy + ( x + offsetx )
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nodes [ i ] = node_id
count = count + 1
end
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end
end
end
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--update map nodes
manip : set_data ( nodes )
manip : write_to_map ( )
manip : update_map ( )
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return count
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end
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--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.dome = function ( pos , radius , nodename )
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--set up voxel manipulator
local manip = minetest.get_voxel_manip ( )
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local pos1 = { x = pos.x - radius , y = pos.y , z = pos.z - radius }
local pos2 = { x = pos.x + radius , y = pos.y + radius , z = pos.z + radius }
local emerged_pos1 , emerged_pos2 = manip : read_from_map ( pos1 , pos2 )
local area = VoxelArea : new ( { MinEdge = emerged_pos1 , MaxEdge = emerged_pos2 } )
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--fill emerged area with ignore
local nodes = { }
local ignore = minetest.get_content_id ( " ignore " )
for i = 1 , worldedit.volume ( emerged_pos1 , emerged_pos2 ) do
nodes [ i ] = ignore
end
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local miny , maxy = 0 , radius
if radius < 0 then
radius = - radius
miny , maxy = - radius , 0
end
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--fill selected area with node
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local node_id = minetest.get_content_id ( nodename )
local max_radius = radius * ( radius + 1 )
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local offsetx , offsety , offsetz = pos.x - emerged_pos1.x , pos.y - emerged_pos1.y , pos.z - emerged_pos1.z
local zstride , ystride = area.zstride , area.ystride
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local count = 0
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for z = - radius , radius do
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local newz = ( z + offsetz ) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = miny , maxy do
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local newy = newz + ( y + offsety ) * ystride
for x = - radius , radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + ( x + offsetx )
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nodes [ i ] = node_id
count = count + 1
end
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end
end
end
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--update map nodes
manip : set_data ( nodes )
manip : write_to_map ( )
manip : update_map ( )
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return count
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end
--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_cylinder = function ( pos , axis , length , radius , nodename ) --wip: rewrite this using voxelmanip
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local other1 , other2
if axis == " x " then
other1 , other2 = " y " , " z "
elseif axis == " y " then
other1 , other2 = " x " , " z "
else --axis == "z"
other1 , other2 = " x " , " y "
end
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--handle negative lengths
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local currentpos = { x = pos.x , y = pos.y , z = pos.z }
if length < 0 then
length = - length
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currentpos [ axis ] = currentpos [ axis ] - length
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end
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--make area stay loaded
local manip = minetest.get_voxel_manip ( )
local pos1 = {
[ axis ] = currentpos [ axis ] ,
[ other1 ] = currentpos [ other1 ] - radius ,
[ other2 ] = currentpos [ other2 ] - radius
}
local pos2 = {
[ axis ] = currentpos [ axis ] + length - 1 ,
[ other1 ] = currentpos [ other1 ] + radius ,
[ other2 ] = currentpos [ other2 ] + radius
}
manip : read_from_map ( pos1 , pos2 )
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--create schematic for single node column along the axis
local node = { name = nodename , param1 = 0 , param2 = 0 }
local nodes = { }
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for i = 1 , length do
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nodes [ i ] = node
end
local schematic = { size = { [ axis ] = length , [ other1 ] = 1 , [ other2 ] = 1 } , data = nodes }
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--add columns in a circle around axis to form cylinder
local place_schematic = minetest.place_schematic
local count = 0
local offset1 , offset2 = 0 , radius
local delta = - radius
while offset1 <= offset2 do
--add node at each octant
local first1 , first2 = pos [ other1 ] + offset1 , pos [ other1 ] - offset1
local second1 , second2 = pos [ other2 ] + offset2 , pos [ other2 ] - offset2
currentpos [ other1 ] , currentpos [ other2 ] = first1 , second1
place_schematic ( currentpos , schematic ) --octant 1
currentpos [ other1 ] = first2
place_schematic ( currentpos , schematic ) --octant 4
currentpos [ other2 ] = second2
place_schematic ( currentpos , schematic ) --octant 5
currentpos [ other1 ] = first1
place_schematic ( currentpos , schematic ) --octant 8
local first1 , first2 = pos [ other1 ] + offset2 , pos [ other1 ] - offset2
local second1 , second2 = pos [ other2 ] + offset1 , pos [ other2 ] - offset1
currentpos [ other1 ] , currentpos [ other2 ] = first1 , second1
place_schematic ( currentpos , schematic ) --octant 2
currentpos [ other1 ] = first2
place_schematic ( currentpos , schematic ) --octant 3
currentpos [ other2 ] = second2
place_schematic ( currentpos , schematic ) --octant 6
currentpos [ other1 ] = first1
place_schematic ( currentpos , schematic ) --octant 7
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count = count + 8 --wip: broken because sometimes currentpos is repeated
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--move to next location
delta = delta + ( offset1 * 2 ) + 1
if delta >= 0 then
offset2 = offset2 - 1
delta = delta - ( offset2 * 2 )
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end
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offset1 = offset1 + 1
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end
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count = count * length --apply the length to the number of nodes
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return count
end
--adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.cylinder = function ( pos , axis , length , radius , nodename )
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local other1 , other2
if axis == " x " then
other1 , other2 = " y " , " z "
elseif axis == " y " then
other1 , other2 = " x " , " z "
else --axis == "z"
other1 , other2 = " x " , " y "
end
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--handle negative lengths
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local currentpos = { x = pos.x , y = pos.y , z = pos.z }
if length < 0 then
length = - length
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currentpos [ axis ] = currentpos [ axis ] - length
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end
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--set up voxel manipulator
local manip = minetest.get_voxel_manip ( )
local pos1 = {
[ axis ] = currentpos [ axis ] ,
[ other1 ] = currentpos [ other1 ] - radius ,
[ other2 ] = currentpos [ other2 ] - radius
}
local pos2 = {
[ axis ] = currentpos [ axis ] + length - 1 ,
[ other1 ] = currentpos [ other1 ] + radius ,
[ other2 ] = currentpos [ other2 ] + radius
}
local emerged_pos1 , emerged_pos2 = manip : read_from_map ( pos1 , pos2 )
local area = VoxelArea : new ( { MinEdge = emerged_pos1 , MaxEdge = emerged_pos2 } )
--fill emerged area with ignore
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local nodes = { }
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local ignore = minetest.get_content_id ( " ignore " )
for i = 1 , worldedit.volume ( emerged_pos1 , emerged_pos2 ) do
nodes [ i ] = ignore
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end
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--fill selected area with node
local node_id = minetest.get_content_id ( nodename )
local max_radius = radius * ( radius + 1 )
local stride = { x = 1 , y = area.ystride , z = area.zstride }
local offset = { x = currentpos.x - emerged_pos1.x , y = currentpos.y - emerged_pos1.y , z = currentpos.z - emerged_pos1.z }
local min_slice , max_slice = offset [ axis ] , offset [ axis ] + length - 1
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local count = 0
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for index2 = - radius , radius do
local newindex2 = ( index2 + offset [ other1 ] ) * stride [ other1 ] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = - radius , radius do
local newindex3 = newindex2 + ( index3 + offset [ other2 ] ) * stride [ other2 ]
if index2 * index2 + index3 * index3 <= max_radius then
for index1 = min_slice , max_slice do --add column along axis
local i = newindex3 + index1 * stride [ axis ] + 1
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nodes [ i ] = node_id
end
count = count + length
end
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end
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end
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--update map nodes
manip : set_data ( nodes )
manip : write_to_map ( )
manip : update_map ( )
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return count
end
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--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
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worldedit.pyramid = function ( pos , axis , height , nodename )
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local other1 , other2
if axis == " x " then
other1 , other2 = " y " , " z "
elseif axis == " y " then
other1 , other2 = " x " , " z "
else --axis == "z"
other1 , other2 = " x " , " y "
end
local pos1 = { x = pos.x - height , y = pos.y - height , z = pos.z - height }
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local pos2 = { x = pos.x + height , y = pos.y + height , z = pos.z + height }
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--handle inverted pyramids
local startaxis , endaxis , step
local currentpos = { x = pos.x , y = pos.y , z = pos.z }
if height > 0 then
height = height - 1
startaxis , endaxis = 0 , height
step = 1
pos1 [ axis ] = pos [ axis ] --upper half of box
else
height = - height - 1
startaxis , endaxis = height , 0
step = - 1
pos2 [ axis ] = pos [ axis ] + 1 --lower half of box
currentpos [ axis ] = pos [ axis ] - height --bottom of box
end
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--set up voxel manipulator
local manip = minetest.get_voxel_manip ( )
local emerged_pos1 , emerged_pos2 = manip : read_from_map ( pos1 , pos2 )
local area = VoxelArea : new ( { MinEdge = emerged_pos1 , MaxEdge = emerged_pos2 } )
--fill emerged area with ignore
local nodes = { }
local ignore = minetest.get_content_id ( " ignore " )
for i = 1 , worldedit.volume ( emerged_pos1 , emerged_pos2 ) do
nodes [ i ] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id ( nodename )
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local stride = { x = 1 , y = area.ystride , z = area.zstride }
local offset = { x = currentpos.x - emerged_pos1.x , y = currentpos.y - emerged_pos1.y , z = currentpos.z - emerged_pos1.z }
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local count = 0
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for index1 = startaxis , endaxis , step do --go through each level of the pyramid
local newindex1 = ( index1 + offset [ axis ] ) * stride [ axis ] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = - height , height do
local newindex2 = newindex1 + ( index2 + offset [ other1 ] ) * stride [ other1 ]
for index3 = - height , height do
local i = newindex2 + ( index3 + offset [ other2 ] ) * stride [ other2 ]
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nodes [ i ] = node_id
end
end
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count = count + ( height * 2 + 1 ) ^ 2
height = height - 1
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end
--update map nodes
manip : set_data ( nodes )
manip : write_to_map ( )
manip : update_map ( )
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return count
end
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--adds a spiral centered at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
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worldedit.spiral = function ( pos , width , height , spacer , nodename , env ) --wip: rewrite this whole thing, nobody can understand it anyways
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-- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua
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local abs = math.abs
local sign = function ( s ) return s ~= 0 and s / av ( s ) or 0 end
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local function sindex ( z , x ) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards
if z == - x and z >= x then return ( 2 * z + 1 ) ^ 2 end
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local longest = math.max ( abs ( z ) , abs ( x ) )
return ( 2 * longest - 1 ) ^ 2 + 4 * longest + 2 * longest * sign ( x + z ) + sign ( z ^ 2 - x ^ 2 ) * ( longest - ( abs ( z ) == longest and sign ( z ) * x or sign ( x ) * z ) ) -- OH GOD WHAT
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end
local function spiralt ( side )
local ret , id , start , stop = { } , 0 , math.floor ( ( - side + 1 ) / 2 ) , math.floor ( ( side - 1 ) / 2 )
for i = 1 , side do
for j = 1 , side do
local id = side ^ 2 - sindex ( stop - i + 1 , start + j - 1 )
ret [ id ] = { x = i , z = j }
end
end
return ret
end
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if env == nil then env = minetest.env end
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-- connect the joined parts
local spiral = spiralt ( width )
height = tonumber ( height )
if height < 1 then height = 1 end
spacer = tonumber ( spacer ) - 1
if spacer < 1 then spacer = 1 end
local count = 0
local node = { name = nodename }
local np , lp
for y = 0 , height do
lp = nil
for _ , v in ipairs ( spiral ) do
np = { x = pos.x + v.x * spacer , y = pos.y + y , z = pos.z + v.z * spacer }
if lp ~= nil then
if lp.x ~= np.x then
if lp.x < np.x then
for i = lp.x + 1 , np.x do
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env : add_node ( { x = i , y = np.y , z = np.z } , node )
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count = count + 1
end
else
for i = np.x , lp.x - 1 do
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env : add_node ( { x = i , y = np.y , z = np.z } , node )
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count = count + 1
end
end
end
if lp.z ~= np.z then
if lp.z < np.z then
for i = lp.z + 1 , np.z do
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env : add_node ( { x = np.x , y = np.y , z = i } , node )
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count = count + 1
end
else
for i = np.z , lp.z - 1 do
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env : add_node ( { x = np.x , y = np.y , z = i } , node )
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count = count + 1
end
end
end
end
lp = np
end
end
return count
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end