worldedit = worldedit or {} local minetest = minetest --local copy of global --modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two 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 --determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume worldedit.volume = function(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1) end --sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled worldedit.set = function(pos1, pos2, nodenames) if type(nodenames) == "string" then nodenames = {nodenames} end local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --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_ids = {} for i,v in ipairs(nodenames) do node_ids[i] = minetest.get_content_id(nodenames[i]) end if #node_ids then --only one type of node local id = node_ids for i in area:iterp(pos1, pos2) do nodes[i] = id end --fill area with node else --several types of nodes specified local id_count, rand = #node_ids, math.random for i in area:iterp(pos1, pos2) do nodes[i] = node_ids[rand(id_count)] end --fill randomly with all types of specified nodes end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return worldedit.volume(pos1, pos2) end --replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced worldedit.replace = function(pos1, pos2, searchnode, replacenode) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --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}) local nodes = manip:get_data() local searchnode_id = minetest.get_content_id(searchnode) local replacenode_id = minetest.get_content_id(replacenode) local count = 0 for i in area:iterp(pos1, pos2) do --replace searchnode with replacenode if nodes[i] == searchnode_id then nodes[i] = replacenode_id count = count + 1 end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --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}) local nodes = manip:get_data() local searchnode_id = minetest.get_content_id(searchnode) local replacenode_id = minetest.get_content_id(replacenode) local count = 0 for i in area:iterp(pos1, pos2) do --replace anything that is not searchnode with replacenode if nodes[i] ~= searchnode_id then nodes[i] = replacenode_id count = count + 1 end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied worldedit.copy = function(pos1, pos2, axis, amount) --wip: replace the old version below local pos1, pos2 = worldedit.sort_pos(pos1, pos2) if amount == 0 then return end 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 --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) --prepare slice along axis local extent = { [axis] = 1, [other1]=pos2[other1] - pos1[other1] + 1, [other2]=pos2[other2] - pos1[other2] + 1, } local nodes = {} local schematic = {size=extent, data=nodes} local currentpos = {x=pos1.x, y=pos1.y, z=pos1.z} local stride = {x=1, y=extent.x, z=extent.x * extent.y} local get_node = minetest.get_node for index1 = 1, extent[axis] do --go through each slice --copy slice into schematic local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed for index2 = 1, extent[other1] do local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1] for index3 = 1, extent[other2] do local i = newindex2 + (index3 + offset[other2]) * stride[other2] local node = get_node(pos) node.param1 = 255 --node will always appear nodes[i] = node end end --copy schematic to target currentpos[axis] = currentpos[axis] + amount place_schematic(currentpos, schematic) --wip: copy meta currentpos[axis] = currentpos[axis] + 1 end return worldedit.volume(pos1, pos2) end worldedit.copy2 = function(pos1, pos2, direction, volume) -- the overlap shouldn't matter as long as we -- 1) start at the furthest separated corner -- 2) complete an edge before moving inward, either edge works -- 3) complete a face before moving inward, similarly -- -- to do this I -- 1) find the furthest destination in the direction, of each axis -- 2) call those the furthest separated corner -- 3) make sure to iterate inward from there -- 4) nested loop to make sure complete edge, complete face, then complete cube. local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node local somemeta = get_meta(pos1) -- hax lol local to_table = somemeta.to_table local from_table = somemeta.from_table somemeta = nil local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local sx, sy, sz -- direction sign local ix, iy, iz -- initial destination local ex, ey, ez -- final destination local originalx, originaly, originalz -- source -- vim -> :'<,'>s/\<\([ioes]\?\)x\>/\1y/g if direction.x > 0 then originalx = pos2.x ix = originalx + direction.x ex = pos1.x + direction.x sx = -1 elseif direction.x < 0 then originalx = pos1.x ix = originalx + direction.x ex = pos2.x + direction.x sx = 1 else originalx = pos1.x ix = originalx -- whatever ex = pos2.x sx = 1 end if direction.y > 0 then originaly = pos2.y iy = originaly + direction.y ey = pos1.y + direction.y sy = -1 elseif direction.y < 0 then originaly = pos1.y iy = originaly + direction.y ey = pos2.y + direction.y sy = 1 else originaly = pos1.y iy = originaly -- whatever ey = pos2.y sy = 1 end if direction.z > 0 then originalz = pos2.z iz = originalz + direction.z ez = pos1.z + direction.z sz = -1 elseif direction.z < 0 then originalz = pos1.z iz = originalz + direction.z ez = pos2.z + direction.z sz = 1 else originalz = pos1.z iz = originalz -- whatever ez = pos2.z sz = 1 end -- print('copy',originalx,ix,ex,sx,originaly,iy,ey,sy,originalz,iz,ez,sz) local ox,oy,oz ox = originalx for x = ix, ex, sx do oy = originaly for y = iy, ey, sy do oz = originalz for z = iz, ez, sz do -- reusing pos1/pos2 as source/dest here pos1.x, pos1.y, pos1.z = ox, oy, oz pos2.x, pos2.y, pos2.z = x, y, z local node = get_node(pos1) local meta = to_table(get_meta(pos1)) --get meta of current node add_node(pos2,node) from_table(get_meta(pos2),meta) oz = oz + sz end oy = oy + sy end ox = ox + sx end end --duplicates the region defined by positions `pos1` and `pos2` `amount` times with offset vector `direction`, returning the number of nodes stacked worldedit.stack2 = function(pos1, pos2, direction, amount, finished) local i = 0 local translated = {x=0,y=0,z=0} local function nextone() if i <= amount then i = i + 1 translated.x = translated.x + direction.x translated.y = translated.y + direction.y translated.z = translated.z + direction.z worldedit.copy2(pos1, pos2, translated, volume) minetest.after(0, nextone) else if finished then finished() end end end nextone() return worldedit.volume(pos1, pos2) * amount end --copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied worldedit.copy = function(pos1, pos2, axis, amount) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node if amount < 0 then 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 node = get_node(pos) --obtain current node local meta = get_meta(pos):to_table() --get meta of current node local value = pos[axis] --store current position pos[axis] = value + amount --move along axis add_node(pos, node) --copy node to new position get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end else local pos = {x=pos2.x, y=0, z=0} while pos.x >= pos1.x do pos.y = pos2.y while pos.y >= pos1.y do pos.z = pos2.z while pos.z >= pos1.z do local node = get_node(pos) --obtain current node local meta = get_meta(pos):to_table() --get meta of current node local value = pos[axis] --store current position pos[axis] = value + amount --move along axis add_node(pos, node) --copy node to new position get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z - 1 end pos.y = pos.y - 1 end pos.x = pos.x - 1 end end return worldedit.volume(pos1, pos2) end --moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved worldedit.move = function(pos1, pos2, axis, amount) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) --wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method) local get_node, get_meta, add_node, remove_node = minetest.get_node, minetest.get_meta, minetest.add_node, minetest.remove_node if amount < 0 then 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 node = get_node(pos) --obtain current node local meta = get_meta(pos):to_table() --get metadata of current node remove_node(pos) local value = pos[axis] --store current position pos[axis] = value + amount --move along axis add_node(pos, node) --move node to new position get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end else local pos = {x=pos2.x, y=0, z=0} while pos.x >= pos1.x do pos.y = pos2.y while pos.y >= pos1.y do pos.z = pos2.z while pos.z >= pos1.z do local node = get_node(pos) --obtain current node local meta = get_meta(pos):to_table() --get metadata of current node remove_node(pos) local value = pos[axis] --store current position pos[axis] = value + amount --move along axis add_node(pos, node) --move node to new position get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z - 1 end pos.y = pos.y - 1 end pos.x = pos.x - 1 end end return worldedit.volume(pos1, pos2) end --duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked worldedit.stack = function(pos1, pos2, axis, count) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local length = pos2[axis] - pos1[axis] + 1 if count < 0 then count = -count length = -length end local amount = 0 local copy = worldedit.copy local i = 1 function nextone() if i <= count then i = i + 1 amount = amount + length copy(pos1, pos2, axis, amount) minetest.after(0, nextone) end end nextone() return worldedit.volume(pos1, pos2) * count end --stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin, returning the number of nodes scaled, the new scaled position 1, and the new scaled position 2 worldedit.stretch = function(pos1, pos2, stretchx, stretchy, stretchz) --wip: test this local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --prepare schematic of large node local get_node, get_meta, place_schematic = minetest.get_node, minetest.get_meta, minetest.place_schematic local placeholder_node = {name="", param1=255, param2=0} local nodes = {} for i = 1, stretchx * stretchy * stretchz do nodes[i] = placeholder_node end local schematic = {size={x=stretchx, y=stretchy, z=stretchz}, data=nodes} local sizex, sizey, sizez = stretchx - 1, stretchy - 1, stretchz - 1 --make area stay loaded local manip = minetest.get_voxel_manip() local new_pos2 = { x=pos1.x + (pos2.x - pos1.x) * stretchx + sizex, y=pos1.y + (pos2.y - pos1.y) * stretchy + sizey, z=pos1.z + (pos2.z - pos1.z) * stretchz + sizez, } manip:read_from_map(pos1, new_pos2) local pos = {x=pos2.x, y=0, z=0} local bigpos = {x=0, y=0, z=0} while pos.x >= pos1.x do pos.y = pos2.y while pos.y >= pos1.y do pos.z = pos2.z while pos.z >= pos1.z do local node = get_node(pos) --obtain current node local meta = get_meta(pos):to_table() --get meta of current node --calculate far corner of the big node local posx = pos1.x + (pos.x - pos1.x) * stretchx local posy = pos1.y + (pos.y - pos1.y) * stretchy local posz = pos1.z + (pos.z - pos1.z) * stretchz --create large node placeholder_node.name = node.name placeholder_node.param2 = node.param2 bigpos.x, bigpos.y, bigpos.z = posx, posy, posz place_schematic(bigpos, schematic) --fill in large node meta if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then --node has meta fields for x = 0, sizex do for y = 0, sizey do for z = 0, sizez do bigpos.x, bigpos.y, bigpos.z = posx + x, posy + y, posz + z get_meta(bigpos):from_table(meta) --set metadata of new node end end end end pos.z = pos.z - 1 end pos.y = pos.y - 1 end pos.x = pos.x - 1 end return worldedit.volume(pos1, pos2) * stretchx * stretchy * stretchz, pos1, new_pos2 end --transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new transposed position 1, and the new transposed position 2 worldedit.transpose = function(pos1, pos2, axis1, axis2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local compare local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2] if extent1 > extent2 then compare = function(extent1, extent2) return extent1 > extent2 end else compare = function(extent1, extent2) return extent1 < extent2 end end --calculate the new position 2 after transposition local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z} new_pos2[axis1] = pos1[axis1] + extent2 new_pos2[axis2] = pos1[axis2] + extent1 --make area stay loaded local manip = minetest.get_voxel_manip() local upperbound = {x=pos2.x, y=pos2.y, z=pos2.z} if upperbound[axis1] < new_pos2[axis1] then upperbound[axis1] = new_pos2[axis1] end if upperbound[axis2] < new_pos2[axis2] then upperbound[axis2] = new_pos2[axis2] end manip:read_from_map(pos1, upperbound) local pos = {x=pos1.x, y=0, z=0} local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node 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 extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2] if compare(extent1, extent2) then --transpose only if below the diagonal local node1 = get_node(pos) local meta1 = get_meta(pos):to_table() local value1, value2 = pos[axis1], pos[axis2] --save position values pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 --swap axis extents local node2 = get_node(pos) local meta2 = get_meta(pos):to_table() add_node(pos, node1) get_meta(pos):from_table(meta1) pos[axis1], pos[axis2] = value1, value2 --restore position values add_node(pos, node2) get_meta(pos):from_table(meta2) end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return worldedit.volume(pos1, pos2), pos1, new_pos2 end --flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped worldedit.flip = function(pos1, pos2, axis) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) --wip: flip the region slice by slice along the flip axis using schematic method local pos = {x=pos1.x, y=0, z=0} local start = pos1[axis] + pos2[axis] pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2) local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node 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 node1 = get_node(pos) local meta1 = get_meta(pos):to_table() local value = pos[axis] pos[axis] = start - value local node2 = get_node(pos) local meta2 = get_meta(pos):to_table() add_node(pos, node1) get_meta(pos):from_table(meta1) pos[axis] = value add_node(pos, node2) get_meta(pos):from_table(meta2) pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return worldedit.volume(pos1, pos2) end --rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated worldedit.rotate = function(pos1, pos2, axis, angle) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local axis1, axis2 if axis == "x" then axis1, axis2 = "z", "y" elseif axis == "y" then axis1, axis2 = "x", "z" else --axis == "z" axis1, axis2 = "y", "x" end angle = angle % 360 local count if angle == 90 then worldedit.flip(pos1, pos2, axis1) count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2) elseif angle == 180 then worldedit.flip(pos1, pos2, axis1) count = worldedit.flip(pos1, pos2, axis2) elseif angle == 270 then worldedit.flip(pos1, pos2, axis2) count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2) end return count, pos1, pos2 end --rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis, returning the number of nodes oriented worldedit.orient = function(pos1, pos2, angle) --wip: support 6D facedir rotation along arbitrary axis local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local registered_nodes = minetest.registered_nodes local wallmounted = { [90]={[0]=0, [1]=1, [2]=5, [3]=4, [4]=2, [5]=3}, [180]={[0]=0, [1]=1, [2]=3, [3]=2, [4]=5, [5]=4}, [270]={[0]=0, [1]=1, [2]=4, [3]=5, [4]=3, [5]=2} } local facedir = { [90]={[0]=1, [1]=2, [2]=3, [3]=0}, [180]={[0]=2, [1]=3, [2]=0, [3]=1}, [270]={[0]=3, [1]=0, [2]=1, [3]=2} } angle = angle % 360 if angle == 0 then return 0 end local wallmounted_substitution = wallmounted[angle] local facedir_substitution = facedir[angle] --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local count = 0 local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node 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 node = get_node(pos) local def = registered_nodes[node.name] if def then if def.paramtype2 == "wallmounted" then node.param2 = wallmounted_substitution[node.param2] local meta = get_meta(pos):to_table() add_node(pos, node) get_meta(pos):from_table(meta) count = count + 1 elseif def.paramtype2 == "facedir" then node.param2 = facedir_substitution[node.param2] local meta = get_meta(pos):to_table() add_node(pos, node) get_meta(pos):from_table(meta) count = count + 1 end end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return count end --fixes the lighting in a region defined by positions `pos1` and `pos2`, returning the number of nodes updated worldedit.fixlight = function(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local nodes = minetest.find_nodes_in_area(pos1, pos2, "air") local dig_node = minetest.dig_node for _, pos in ipairs(nodes) do dig_node(pos) end return #nodes end --clears all objects in a region defined by the positions `pos1` and `pos2`, returning the number of objects cleared worldedit.clearobjects = function(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local pos1x, pos1y, pos1z = pos1.x, pos1.y, pos1.z local pos2x, pos2y, pos2z = pos2.x + 1, pos2.y + 1, pos2.z + 1 local center = {x=(pos1x + pos2x) / 2, y=(pos1y + pos2y) / 2, z=(pos1z + pos2z) / 2} --center of region local radius = ((center.x - pos1x + 0.5) + (center.y - pos1y + 0.5) + (center.z - pos1z + 0.5)) ^ 0.5 --bounding sphere radius local count = 0 for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do --all objects in bounding sphere local entity = obj:get_luaentity() if not (entity and entity.name:find("^worldedit:")) then --avoid WorldEdit entities local pos = obj:getpos() if pos.x >= pos1x and pos.x <= pos2x and pos.y >= pos1y and pos.y <= pos2y and pos.z >= pos1z and pos.z <= pos2z then --inside region obj:remove() count = count + 1 end end end return count end