Minetest-WorldEdit/worldedit/manipulations.lua

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--- Generic node manipulations.
-- @module worldedit.manipulations
local mh = worldedit.manip_helpers
--- Sets a region to `node_names`.
-- @param pos1
-- @param pos2
-- @param node_names Node name or list of node names.
-- @return The number of nodes set.
function worldedit.set(pos1, pos2, node_names)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip, area = mh.init(pos1, pos2)
local data = mh.get_empty_data(area)
if type(node_names) == "string" then -- Only one type of node
local id = minetest.get_content_id(node_names)
-- Fill area with node
for i in area:iterp(pos1, pos2) do
data[i] = id
end
else -- Several types of nodes specified
local node_ids = {}
for i, v in ipairs(node_names) do
node_ids[i] = minetest.get_content_id(v)
end
-- Fill area randomly with nodes
local id_count, rand = #node_ids, math.random
for i in area:iterp(pos1, pos2) do
data[i] = node_ids[rand(id_count)]
end
end
mh.finish(manip, data)
return worldedit.volume(pos1, pos2)
end
--- Sets param2 of a region.
-- @param pos1
-- @param pos2
-- @param param2 Value of param2 to set
-- @return The number of nodes set.
function worldedit.set_param2(pos1, pos2, param2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip, area = mh.init(pos1, pos2)
local param2_data = manip:get_param2_data()
-- Set param2 for every node
for i in area:iterp(pos1, pos2) do
param2_data[i] = param2
end
-- Update map
manip:set_param2_data(param2_data)
manip:write_to_map()
manip:update_map()
return worldedit.volume(pos1, pos2)
end
--- Replaces all instances of `search_node` with `replace_node` in a region.
-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
-- @return The number of nodes replaced.
function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip, area = mh.init(pos1, pos2)
local data = manip:get_data()
local search_id = minetest.get_content_id(search_node)
local replace_id = minetest.get_content_id(replace_node)
local count = 0
if not inverse then
for i in area:iterp(pos1, pos2) do
if data[i] == search_id then
data[i] = replace_id
count = count + 1
end
end
else
for i in area:iterp(pos1, pos2) do
if data[i] ~= search_id then
data[i] = replace_id
count = count + 1
end
end
end
mh.finish(manip, data)
return count
end
--- Copies a region along `axis` by `amount` nodes.
-- @param pos1
-- @param pos2
-- @param axis Axis ("x", "y", or "z")
-- @param amount
-- @return The number of nodes copied.
function worldedit.copy(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- Decide if we need to copy stuff backwards (only applies to metadata)
local backwards = amount > 0 and amount < (pos2[axis] - pos1[axis] + 1)
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local off = vector.new()
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off[axis] = amount
return worldedit.copy2(pos1, pos2, off, backwards)
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end
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--- Copies a region by offset vector `off`.
-- @param pos1
-- @param pos2
-- @param off
-- @param meta_backwards (not officially part of API)
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-- @return The number of nodes copied.
function worldedit.copy2(pos1, pos2, off, meta_backwards)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local src_manip, src_area = mh.init(pos1, pos2)
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local src_stride = vector.new(1, src_area.ystride, src_area.zstride)
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local src_offset = vector.subtract(pos1, src_area.MinEdge)
local dpos1 = vector.add(pos1, off)
local dpos2 = vector.add(pos2, off)
local dim = vector.add(vector.subtract(pos2, pos1), 1)
local dst_manip, dst_area = mh.init(dpos1, dpos2)
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local dst_stride = vector.new(1, dst_area.ystride, dst_area.zstride)
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local dst_offset = vector.subtract(dpos1, dst_area.MinEdge)
local function do_copy(src_data, dst_data)
for z = 0, dim.z-1 do
local src_index_z = (src_offset.z + z) * src_stride.z + 1 -- +1 for 1-based indexing
local dst_index_z = (dst_offset.z + z) * dst_stride.z + 1
for y = 0, dim.y-1 do
local src_index_y = src_index_z + (src_offset.y + y) * src_stride.y
local dst_index_y = dst_index_z + (dst_offset.y + y) * dst_stride.y
-- Copy entire row at once
local src_index_x = src_index_y + src_offset.x
local dst_index_x = dst_index_y + dst_offset.x
for x = 0, dim.x-1 do
dst_data[dst_index_x + x] = src_data[src_index_x + x]
end
end
end
end
-- Copy node data
local src_data = src_manip:get_data()
local dst_data = dst_manip:get_data()
do_copy(src_data, dst_data)
dst_manip:set_data(dst_data)
-- Copy param1
src_manip:get_light_data(src_data)
dst_manip:get_light_data(dst_data)
do_copy(src_data, dst_data)
dst_manip:set_light_data(dst_data)
-- Copy param2
src_manip:get_param2_data(src_data)
dst_manip:get_param2_data(dst_data)
do_copy(src_data, dst_data)
dst_manip:set_param2_data(dst_data)
mh.finish(dst_manip)
-- Copy metadata
local get_meta = minetest.get_meta
if meta_backwards then
for z = dim.z-1, 0, -1 do
for y = dim.y-1, 0, -1 do
for x = dim.x-1, 0, -1 do
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local pos = vector.new(pos1.x+x, pos1.y+y, pos1.z+z)
local meta = get_meta(pos):to_table()
pos = vector.add(pos, off)
get_meta(pos):from_table(meta)
end
end
end
else
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for z = 0, dim.z-1 do
for y = 0, dim.y-1 do
for x = 0, dim.x-1 do
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local pos = vector.new(pos1.x+x, pos1.y+y, pos1.z+z)
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local meta = get_meta(pos):to_table()
pos = vector.add(pos, off)
get_meta(pos):from_table(meta)
end
end
end
end
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return worldedit.volume(pos1, pos2)
end
--- Deletes all node metadata in the region
-- @param pos1
-- @param pos2
-- @return The number of nodes that had their meta deleted.
function worldedit.delete_meta(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local meta_positions = minetest.find_nodes_with_meta(pos1, pos2)
local get_meta = minetest.get_meta
for _, pos in ipairs(meta_positions) do
get_meta(pos):from_table(nil)
end
return #meta_positions
end
--- Moves a region along `axis` by `amount` nodes.
-- @return The number of nodes moved.
function worldedit.move(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local dim = vector.add(vector.subtract(pos2, pos1), 1)
local overlap = math.abs(amount) < dim[axis]
-- Decide if we need to copy metadata backwards
local backwards = overlap and amount > 0
local function nuke_area(my_off, my_dim)
if my_dim.x == 0 or my_dim.y == 0 or my_dim.z == 0 then
return
end
local my_pos1 = vector.add(pos1, my_off)
local my_pos2 = vector.subtract(vector.add(my_pos1, my_dim), 1)
worldedit.set(my_pos1, my_pos2, "air")
worldedit.delete_meta(my_pos1, my_pos2)
end
-- Copy stuff to new location
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local off = vector.new()
off[axis] = amount
worldedit.copy2(pos1, pos2, off, backwards)
-- Nuke old area
if not overlap then
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nuke_area(vector.new(), dim)
else
-- Source and destination region are overlapping, which means we can't
-- blindly delete the [pos1, pos2] area
local leftover = vector.new(dim) -- size of the leftover slice
leftover[axis] = math.abs(amount)
if amount > 0 then
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nuke_area(vector.new(), leftover)
else
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local top = vector.new() -- offset of the leftover slice from pos1
top[axis] = dim[axis] - math.abs(amount)
nuke_area(top, leftover)
end
end
return worldedit.volume(pos1, pos2)
end
--- Attempts to fix the lighting in a region.
-- @return The number of nodes updated.
function worldedit.fixlight(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local vmanip = minetest.get_voxel_manip(pos1, pos2)
vmanip:write_to_map()
vmanip:update_map() -- this updates the lighting
return worldedit.volume(pos1, pos2)
end
--- Clears all objects in a region.
-- @return The number of objects cleared.
function worldedit.clear_objects(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local function should_delete(obj)
-- Avoid players and WorldEdit entities
if obj:is_player() then
return false
end
local entity = obj:get_luaentity()
return not (entity and entity.name:find("^worldedit:"))
end
-- Offset positions to include full nodes (positions are in the center of nodes)
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pos1 = vector.add(pos1, -0.5)
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pos2 = vector.add(pos2, 0.5)
local count = 0
if minetest.get_objects_in_area then
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local objects = minetest.get_objects_in_area(pos1, pos2)
for _, obj in pairs(objects) do
if should_delete(obj) then
obj:remove()
count = count + 1
end
end
return count
end
-- Fallback implementation via get_objects_inside_radius
-- Center of region
local center = {
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x = pos1.x + ((pos2.x - pos1.x) / 2),
y = pos1.y + ((pos2.y - pos1.y) / 2),
z = pos1.z + ((pos2.z - pos1.z) / 2)
}
-- Bounding sphere radius
local radius = math.sqrt(
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(center.x - pos1.x) ^ 2 +
(center.y - pos1.y) ^ 2 +
(center.z - pos1.z) ^ 2)
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local objects = minetest.get_objects_inside_radius(center, radius)
for _, obj in pairs(objects) do
if should_delete(obj) then
local pos = obj:get_pos()
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if pos.x >= pos1.x and pos.x <= pos2.x and
pos.y >= pos1.y and pos.y <= pos2.y and
pos.z >= pos1.z and pos.z <= pos2.z then
-- Inside region
obj:remove()
count = count + 1
end
end
end
return count
end