worldedit = worldedit or {} --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, nodename) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env local node = {name=nodename} 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 env:add_node(pos, node) pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end 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) local env = minetest.env if minetest.registered_nodes[searchnode] == nil then searchnode = "default:" .. searchnode end local pos = {x=pos1.x, y=0, z=0} local node = {name=replacenode} local count = 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 if env:get_node(pos).name == searchnode then env:add_node(pos, node) count = count + 1 end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end 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) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env 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 = env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get meta of current node local value = pos[axis] --store current position pos[axis] = value + amount --move along axis env:add_node(pos, node) --copy node to new position env: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 = minetest.env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get meta of current node local value = pos[axis] --store current position pos[axis] = value + amount --move along axis minetest.env:add_node(pos, node) --copy node to new position env: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) local env = minetest.env 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 = env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get metadata of current node env:remove_node(pos) local value = pos[axis] --store current position pos[axis] = value + amount --move along axis env:add_node(pos, node) --move node to new position env: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 = env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get metadata of current node env:remove_node(pos) local value = pos[axis] --store current position pos[axis] = value + amount --move along axis env:add_node(pos, node) --move node to new position env: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 for i = 1, count do amount = amount + length copy(pos1, pos2, axis, amount) end return worldedit.volume(pos1, 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 position 1, and the new 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 newpos2 = {x=pos1.x, y=pos1.y, z=pos1.z} newpos2[axis1] = pos1[axis1] + extent2 newpos2[axis2] = pos1[axis2] + extent1 local pos = {x=pos1.x, y=0, z=0} local env = minetest.env 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 = env:get_node(pos) local meta1 = env: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 = env:get_node(pos) local meta2 = env:get_meta(pos):to_table() env:add_node(pos, node1) env:get_meta(pos):from_table(meta1) pos[axis1], pos[axis2] = value1, value2 --restore position values env:add_node(pos, node2) env: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, newpos2 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) 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 env = minetest.env 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 = env:get_node(pos) local meta1 = env:get_meta(pos):to_table() local value = pos[axis] pos[axis] = start - value local node2 = env:get_node(pos) local meta2 = env:get_meta(pos):to_table() env:add_node(pos, node1) env:get_meta(pos):from_table(meta1) pos[axis] = value env:add_node(pos, node2) env: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 --Fixes the Lightning in a region defined by positions `pos1` and `pos2`, returning the number of nodes dug worldedit.fixlight = function(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env local d = 0 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 = env:get_node(pos) if node.name == "air": env:dig_node(pos) d = d + 1 pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return d end