Cleanup and fixup

Non-stylistic changes:
  * Add LuaDoc/LDoc support.
  * Fix `clear_objects` area size calculation.
  * Fix `clear_objects` removing player objects.
  * Fix shadowing of marker entity name with player name.
  * Make visualization functions use `swap_node`.
  * Make hidden nodes unwalkable.
  * Prevent `hide` from hiding air.
  * Make deprecated functions log to deprecated stream when called.
  * Fixed `replaceinverse` not using normalized node names.
  * Added .gitignore.
  * Bump version to 1.1.

Stylistic changes:
  * Change `x = function` to `function x`.
  * Change comment format.
  * Make  missing VoxelManip error less obnoxious.
  * Move `sort_pos` into `common.lua`, which is a required module.
  * Remove local copies of `minetest`.
  * Remove `worldedit = worldedit or {}` from modules.
  * Replace replaceinverse with an inverse argument to `replace`.
  * Added `error()`s on on invalid axes.
  * Change `wip` to `TODO`.
  * Rename `clearobjects` to `clear_objects`.
  * Remove `hollow_{sphere,dome,cylinder}` and replace them with a hollow parameter to each function.
  * Add helpers to reduce code duplication.
  * Renamed `Chat Commands.md` to `ChatCommands.md`.
This commit is contained in:
ShadowNinja
2014-10-29 22:47:08 -04:00
parent 1f277147ca
commit bb8456b711
16 changed files with 788 additions and 983 deletions

View File

@ -1,27 +1,9 @@
worldedit = worldedit or {}
local minetest = minetest -- local copy of global
--- Lua code execution functions.
-- @module worldedit.code
-- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
-- Executes `code` as a Lua chunk in the global namespace,
-- returning an error if the code fails, or nil otherwise.
worldedit.lua = function(code)
--- Executes `code` as a Lua chunk in the global namespace.
-- @return An error message if the code fails, or nil on success.
function worldedit.lua(code)
local func, err = loadstring(code)
if not func then -- Syntax error
return err
@ -33,10 +15,12 @@ worldedit.lua = function(code)
return nil
end
-- Executes `code` as a Lua chunk in the global namespace with the variable
--- Executes `code` as a Lua chunk in the global namespace with the variable
-- pos available, for each node in a region defined by positions `pos1` and
-- `pos2`, returning an error if the code fails, or nil otherwise
worldedit.luatransform = function(pos1, pos2, code)
-- `pos2`.
-- @return An error message if the code fails, or nil on success.
function worldedit.luatransform(pos1, pos2, code)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local factory, err = loadstring("return function(pos) " .. code .. " end")
@ -45,9 +29,7 @@ worldedit.luatransform = function(pos1, pos2, code)
end
local func = factory()
-- Keep area loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do