worldedit = worldedit or {} local minetest = minetest -- local copy of global -- 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) local func, err = loadstring(code) if not func then -- Syntax error return err end local good, err = pcall(func) if not good then -- Runtime error return err end return nil end -- 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) pos1, pos2 = worldedit.sort_pos(pos1, pos2) local factory, err = loadstring("return function(pos) " .. code .. " end") if not factory then -- Syntax error return err end local func = factory() -- Keep area loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local pos = {x=pos1.x, y=0, z=0} while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local good, err = pcall(func, pos) if not good then -- Runtime error return err end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return nil end