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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
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local i = newindex3 + index1 * stride [ axis ]
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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
if height > 0 then
height = height - 1
step = 1
pos1 [ axis ] = pos [ axis ] --upper half of box
else
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height = height + 1
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step = - 1
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pos2 [ axis ] = pos [ axis ] --lower half of box
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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 }
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local offset = { x = pos.x - emerged_pos1.x , y = pos.y - emerged_pos1.y , z = pos.z - emerged_pos1.z }
local size = height * step
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local count = 0
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for index1 = 0 , height , step do --go through each level of the pyramid
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local newindex1 = ( index1 + offset [ axis ] ) * stride [ axis ] + 1 --offset contributed by axis plus 1 to make it 1-indexed
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for index2 = - size , size do
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local newindex2 = newindex1 + ( index2 + offset [ other1 ] ) * stride [ other1 ]
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for index3 = - size , size do
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local i = newindex2 + ( index3 + offset [ other2 ] ) * stride [ other2 ]
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nodes [ i ] = node_id
end
end
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count = count + ( size * 2 + 1 ) ^ 2
size = size - 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 side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function ( pos , length , height , spacer , nodename )
local extent = math.ceil ( length / 2 )
local pos1 = { x = pos.x - extent , y = pos.y , z = pos.z - extent }
local pos2 = { x = pos.x + extent , y = pos.y + height , z = pos.z + extent }
--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
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end
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--
local node_id = minetest.get_content_id ( nodename )
local stride = { x = 1 , y = area.ystride , z = area.zstride }
local offsetx , offsety , offsetz = pos.x - emerged_pos1.x , pos.y - emerged_pos1.y , pos.z - emerged_pos1.z
local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
--add first column
local column = i
for y = 1 , height do
nodes [ column ] = node_id
column = column + stride.y
end
--add spiral segments
local axis , other = " x " , " z "
local sign = 1
local count = height
for segment = 1 , length / spacer - 1 do --go through each segment except the last
for index = 1 , segment * spacer do --fill segment
i = i + stride [ axis ] * sign
local column = i
for y = 1 , height do --add column
nodes [ column ] = node_id
column = column + stride.y
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end
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count = count + height
end
axis , other = other , axis --swap axes
if segment % 2 == 1 then --change sign every other turn
sign = - sign
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end
end
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--add shorter final segment
for index = 1 , ( math.floor ( length / spacer ) - 2 ) * spacer do
i = i + stride [ axis ] * sign
local column = i
for y = 1 , height do --add column
nodes [ column ] = node_id
column = column + stride.y
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end
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count = count + height
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end
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print ( minetest.serialize ( nodes ) )
--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