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Minetest-WorldEdit/worldedit/code.lua

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worldedit = worldedit or {}
local minetest = minetest --local copy of global
--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 operation, message = loadstring(code)
if operation == nil then --code parsing failed
return message
end
local status, message = pcall(operation)
if status == nil then --operation failed
return message
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)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local factory, message = loadstring("return function(pos) " .. code .. " end")
if factory == nil then --code parsing failed
return message
end
local operation = factory()
--make area stay 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 status, message = pcall(operation, pos)
if status == nil then --operation failed
return message
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
return nil
end