forked from mtcontrib/Minetest-WorldEdit
Split up init.lua in worldedit_commands
This commit is contained in:
352
worldedit_commands/manipulations.lua
Normal file
352
worldedit_commands/manipulations.lua
Normal file
@ -0,0 +1,352 @@
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local S = minetest.get_translator("worldedit_commands")
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local function check_region(name)
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return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
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end
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worldedit.register_command("deleteblocks", {
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params = "",
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description = S("Remove all MapBlocks (16x16x16) containing the selected area from the map"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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local success = minetest.delete_area(pos1, pos2)
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if success then
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worldedit.player_notify(name, S("Area deleted."))
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else
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worldedit.player_notify(name, S("There was an error during deletion of the area."))
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end
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end,
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})
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worldedit.register_command("clearobjects", {
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params = "",
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description = S("Clears all objects within the WorldEdit region"),
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category = S("Node manipulation"), -- not really, but it doesn't fit anywhere else
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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local count = worldedit.clear_objects(worldedit.pos1[name], worldedit.pos2[name])
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worldedit.player_notify(name, S("@1 objects cleared", count))
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end,
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})
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worldedit.register_command("set", {
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params = "<node>",
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description = S("Set the current WorldEdit region to <node>"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local node = worldedit.normalize_nodename(param)
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if not node then
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return false, S("invalid node name: @1", param)
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end
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return true, node
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end,
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nodes_needed = check_region,
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func = function(name, node)
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local count = worldedit.set(worldedit.pos1[name], worldedit.pos2[name], node)
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worldedit.player_notify(name, S("@1 nodes set", count))
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end,
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})
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worldedit.register_command("param2", {
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params = "<param2>",
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description = S("Set param2 of all nodes in the current WorldEdit region to <param2>"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local param2 = tonumber(param)
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if not param2 then
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return false
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elseif param2 < 0 or param2 > 255 then
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return false, S("Param2 is out of range (must be between 0 and 255 inclusive!)")
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end
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return true, param2
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end,
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nodes_needed = check_region,
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func = function(name, param2)
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local count = worldedit.set_param2(worldedit.pos1[name], worldedit.pos2[name], param2)
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worldedit.player_notify(name, S("@1 nodes altered", count))
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end,
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})
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worldedit.register_command("mix", {
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params = "<node1> [count1] <node2> [count2] ...",
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description = S("Fill the current WorldEdit region with a random mix of <node1>, ..."),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local nodes = {}
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for nodename in param:gmatch("[^%s]+") do
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if tonumber(nodename) ~= nil and #nodes > 0 then
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local last_node = nodes[#nodes]
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for i = 1, tonumber(nodename) do
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nodes[#nodes + 1] = last_node
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end
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else
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local node = worldedit.normalize_nodename(nodename)
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if not node then
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return false, S("invalid node name: @1", nodename)
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end
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nodes[#nodes + 1] = node
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end
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end
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if #nodes == 0 then
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return false
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end
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return true, nodes
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end,
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nodes_needed = check_region,
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func = function(name, nodes)
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local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
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local count = worldedit.set(pos1, pos2, nodes)
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worldedit.player_notify(name, S("@1 nodes set", count))
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end,
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})
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local check_replace = function(param)
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local found, _, searchnode, replacenode = param:find("^([^%s]+)%s+(.+)$")
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if found == nil then
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return false
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end
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local newsearchnode = worldedit.normalize_nodename(searchnode)
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if not newsearchnode then
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return false, S("invalid search node name: @1", searchnode)
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end
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local newreplacenode = worldedit.normalize_nodename(replacenode)
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if not newreplacenode then
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return false, S("invalid replace node name: @1", replacenode)
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end
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return true, newsearchnode, newreplacenode
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end
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worldedit.register_command("replace", {
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params = "<search node> <replace node>",
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description = S("Replace all instances of <search node> with <replace node> in the current WorldEdit region"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = check_replace,
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nodes_needed = check_region,
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func = function(name, search_node, replace_node)
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local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
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search_node, replace_node)
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worldedit.player_notify(name, S("@1 nodes replaced", count))
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end,
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})
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worldedit.register_command("replaceinverse", {
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params = "<search node> <replace node>",
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description = S("Replace all nodes other than <search node> with <replace node> in the current WorldEdit region"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = check_replace,
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nodes_needed = check_region,
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func = function(name, search_node, replace_node)
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local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name],
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search_node, replace_node, true)
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worldedit.player_notify(name, S("@1 nodes replaced", count))
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end,
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})
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worldedit.register_command("fixlight", {
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params = "",
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description = S("Fix the lighting in the current WorldEdit region"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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local count = worldedit.fixlight(worldedit.pos1[name], worldedit.pos2[name])
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worldedit.player_notify(name, S("@1 nodes updated", count))
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end,
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})
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worldedit.register_command("drain", {
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params = "",
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description = S("Remove any fluid node within the current WorldEdit region"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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-- TODO: make an API function for this
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local count = 0
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local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
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local get_node, remove_node = minetest.get_node, minetest.remove_node
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for x = pos1.x, pos2.x do
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for y = pos1.y, pos2.y do
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for z = pos1.z, pos2.z do
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local p = vector.new(x, y, z)
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local n = get_node(p).name
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local d = minetest.registered_nodes[n]
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if d ~= nil and (d.drawtype == "liquid" or d.drawtype == "flowingliquid") then
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remove_node(p)
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count = count + 1
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end
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end
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end
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end
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worldedit.player_notify(name, S("@1 nodes updated", count))
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end,
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})
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local clearcut_cache
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local function clearcut(pos1, pos2)
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-- decide which nodes we consider plants
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if clearcut_cache == nil then
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clearcut_cache = {}
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for name, def in pairs(minetest.registered_nodes) do
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local groups = def.groups or {}
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if (
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-- the groups say so
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groups.flower or groups.grass or groups.flora or groups.plant or
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groups.leaves or groups.tree or groups.leafdecay or groups.sapling or
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-- drawtype heuristic
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(def.is_ground_content and def.buildable_to and
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(def.sunlight_propagates or not def.walkable)
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and def.drawtype == "plantlike") or
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-- if it's flammable, it probably needs to go too
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(def.is_ground_content and not def.walkable and groups.flammable)
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) then
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clearcut_cache[name] = true
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end
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end
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end
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local plants = clearcut_cache
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local count = 0
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local prev, any
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local get_node, remove_node = minetest.get_node, minetest.remove_node
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for x = pos1.x, pos2.x do
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for z = pos1.z, pos2.z do
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prev = false
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any = false
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-- first pass: remove floating nodes that would be left over
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for y = pos1.y, pos2.y do
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local pos = vector.new(x, y, z)
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local n = get_node(pos).name
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if plants[n] then
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prev = true
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any = true
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elseif prev then
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local def = minetest.registered_nodes[n] or {}
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local groups = def.groups or {}
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if groups.attached_node or (def.buildable_to and groups.falling_node) then
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remove_node(pos)
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count = count + 1
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else
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prev = false
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end
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end
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end
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-- second pass: remove plants, top-to-bottom to avoid item drops
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if any then
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for y = pos2.y, pos1.y, -1 do
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local pos = vector.new(x, y, z)
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local n = get_node(pos).name
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if plants[n] then
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remove_node(pos)
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count = count + 1
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end
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end
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end
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end
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end
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return count
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end
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worldedit.register_command("clearcut", {
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params = "",
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description = S("Remove any plant, tree or foliage-like nodes in the selected region"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name])
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local count = clearcut(pos1, pos2)
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worldedit.player_notify(name, S("@1 nodes removed", count))
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end,
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})
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worldedit.register_command("hide", {
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params = "",
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description = S("Hide all nodes in the current WorldEdit region non-destructively"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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local count = worldedit.hide(worldedit.pos1[name], worldedit.pos2[name])
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worldedit.player_notify(name, S("@1 nodes hidden", count))
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end,
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})
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worldedit.register_command("suppress", {
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params = "<node>",
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description = S("Suppress all <node> in the current WorldEdit region non-destructively"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local node = worldedit.normalize_nodename(param)
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if not node then
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return false, S("invalid node name: @1", param)
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end
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return true, node
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end,
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nodes_needed = check_region,
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func = function(name, node)
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local count = worldedit.suppress(worldedit.pos1[name], worldedit.pos2[name], node)
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worldedit.player_notify(name, S("@1 nodes suppressed", count))
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end,
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})
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worldedit.register_command("highlight", {
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params = "<node>",
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description = S("Highlight <node> in the current WorldEdit region by hiding everything else non-destructively"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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parse = function(param)
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local node = worldedit.normalize_nodename(param)
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if not node then
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return false, S("invalid node name: @1", param)
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end
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return true, node
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end,
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nodes_needed = check_region,
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func = function(name, node)
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local count = worldedit.highlight(worldedit.pos1[name], worldedit.pos2[name], node)
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worldedit.player_notify(name, S("@1 nodes highlighted", count))
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end,
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})
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worldedit.register_command("restore", {
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params = "",
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description = S("Restores nodes hidden with WorldEdit in the current WorldEdit region"),
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category = S("Node manipulation"),
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privs = {worldedit=true},
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require_pos = 2,
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nodes_needed = check_region,
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func = function(name)
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local count = worldedit.restore(worldedit.pos1[name], worldedit.pos2[name])
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worldedit.player_notify(name, S("@1 nodes restored", count))
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end,
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})
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