diff --git a/Chat Commands.md b/Chat Commands.md index c3d5250..8a0a7cd 100644 --- a/Chat Commands.md +++ b/Chat Commands.md @@ -22,6 +22,10 @@ Many commands also have shorter names that can be typed faster. For example, if | `//hdo` | `//hollowdome` | | `//do` | `//dome` | | `//hcyl` | `//hollowcylinder` | +| `//co` | `//correctorigin` | +| `//oc` | `//correctorigin` | +| `//la` | `//loadalign` | +| `//lao` | `//loadalignoffset`| ### `//about` @@ -307,6 +311,7 @@ Save the current WorldEdit region to "(world folder)/schems/``.we". ### `//allocate ` Set the region defined by nodes from "(world folder)/schems/``.we" as the current WorldEdit region. +Also display any mods which are not currently enabled in the world, but are referenced in the schem file. //allocate some random filename //allocate huge_base @@ -314,10 +319,51 @@ Set the region defined by nodes from "(world folder)/schems/``.we" as the ### `//load ` Load nodes from "(world folder)/schems/``.we" with position 1 of the current WorldEdit region as the origin. +NB is it suggested you do a dummy-run with //allocate to list referenced mods not currently enabled (which will cause errors) //load some random filename //load huge_base +### `//correctorigin` + +Moves pos1 and pos2 so pos1 is at the origin of the region (ie pos1 located with minimum x,y,z, pos2 with maximum x,y,z) +This is ideally used before /save to decrease confusion with placement for /load and /loadalign +Shortcut of /co and /oc (to ease confusion) is set in worldedit_shortcommands/init.lua + + //correctorigin + +### `//loadalignoffset [x y z]` + +Set a global variable to enable an offset to the player location for /loadalign +-- This can be useful it a particular location is not easily accessible (eg if you want a file y-origin to be below ground level, or x- or z- inside a cliff) +-- the offset is cleared by using the command without params (=arguments) +-- Shortcut of /lao is set in worldedit_shortcommands/init.lua + + //load + //load x y z + +### `//loadalign ` + +Load nodes from "(world folder)/schems/``.we" with player location as the origin. The loaded schem will be in a region to the front, right and above the players location. +NB is it suggested you do a dummy-run with //allocate to list referenced mods not currently enabled (which will cause errors) + +If the location is not easily accessible (eg if you want a file y-origin to be below ground level, or x- or z- inside a cliff), you can set an offset with /loadalignoffset +The player is moved backwards one space to moved them out of the load zone (or more if there is and offset). This may mean the player ends up inside a node (if it suddenly gets dark). You may be able to step out. If not you'll have to teleport to an unblocked location. +The /save command saves the file with the origin at the xmin,ymin,zmin, irrespective of where pos1 and pos2 are. To reduce confusion it is suggested that you use the /correctorigin command before saving + to move the markers to reflect this, but if you are copying a section one node wide, there are two possible orientations. + You need to be facing in the positive z direction to correctly orient yourself to the orientation when it is reloaded. + If you are using a schem regularly, and markers are not in your prefered orientation, it is best to do an initial /loadalign to get the correct orientation, then resave it +The loaded region is marked with pos1/pos2 with pos1 where the origin would have been when the schem was saved. +The function has only been tested with the current (version 4) schem files, so consider use with older schem files to be at your own risk. + The most likely bugs with untested versions are: either the entire region is incorrectly rotated or individual nodes are incorrectly oriented (so faces point in the incorrect direction) +The functions is a modifications of the original register //load to support alignment relative to player, so code from the screwdriver mod was used as a starter for node orientation. + The main functions are in the WorldEdit/worldedit/serialization.lua (worldedit.deserializeAligned which also uses worldedit.getNewRotation, and might need worldedit.screwdriver_handler + depending on compatibility with old files) +Shortcut of /la is set in worldedit_shortcommands/init.lua + + //loadalign some random filename + //loadalign huge_base + ### `//lua ` Executes `` as a Lua chunk in the global namespace. diff --git a/worldedit/serialization.lua b/worldedit/serialization.lua index bbedca5..b917ec8 100644 --- a/worldedit/serialization.lua +++ b/worldedit/serialization.lua @@ -89,11 +89,12 @@ worldedit.allocate = function(originpos, value) local originx, originy, originz = originpos.x, originpos.y, originpos.z local count = 0 local version = worldedit.valueversion(value) + local missingMods = "" if version == 1 or version == 2 then --flat table format --obtain the node table local get_tables = loadstring(value) if get_tables then --error loading value - return originpos, originpos, count + return originpos, originpos, count, missingMods end local tables = get_tables() @@ -163,6 +164,8 @@ worldedit.allocate = function(originpos, value) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT + -- The following loop sets up pos1 and pos2 to encompass the boundary of the region, + -- and checks all nodes reference mods present in the current world. If they are not present, they are returned for processing if required. count = #nodes for index = 1, count do local entry = nodes[index] @@ -173,18 +176,31 @@ worldedit.allocate = function(originpos, value) if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end + local colonLoc = string.find(entry.name, ":") + if colonLoc ~= nil then + local curMod = entry.name:sub(0,colonLoc-1) + if not string.find(missingMods, (curMod.. ";")) then + if not minetest.get_modpath(curMod) then + missingMods = missingMods.. curMod.. "; " + end + end + end + end + if string.len(missingMods) ~= 0 then + print("Worldedit file dependencies include the following missing mods:") + print(missingMods) end end local pos1 = {x=pos1x, y=pos1y, z=pos1z} local pos2 = {x=pos2x, y=pos2y, z=pos2z} - return pos1, pos2, count + return pos1, pos2, count, missingMods end --loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized --contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) worldedit.deserialize = function(originpos, value) --make area stay loaded - local pos1, pos2 = worldedit.allocate(originpos, value) + local pos1, pos2, count, missingMods = worldedit.allocate(originpos, value) local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) @@ -269,5 +285,259 @@ worldedit.deserialize = function(originpos, value) get_meta(entry):from_table(entry.meta) end end - return count + return count, missingMods +end + + +-- create a copy of a node added by worldedit.deserializeAligned, then rotate it and replace the original with the correctly aligned copy +-- hopefully this function is not required, but is included as it may aid/improve backward compatibility if worldedit.getNewRotation doesn't work properly +worldedit.screwdriver_handler = function(pos, axisChange) + -- This function is hopefully not needed, but is included just in case (for old file formats) + -- the basis of this is the minetest screwdriver function + -- it would probably + if axisChange == "Z" then return end + + -- create a copy of the node + local nodeRot = minetest.get_node({x=pos.x, y=pos.y, z=pos.z}) + + -- Get ready to set the param2 + local n = nodeRot.param2 + + -- screwdriver uses axis direction. not sure why, but leave it there just in case... + local axisdir = math.floor(n / 4) + local rotation = n - axisdir * 4 + -- screwdriver uses a separate function rather than modulus. Not sure why, but this seems to work + if axisChange == "X" then + n = axisdir * 4 + ((rotation + 1) % 4) + elseif axisChange == "z" then + n = axisdir * 4 + ((rotation + 2) % 4) + elseif axisChange == "x" then + n = axisdir * 4 + ((rotation + 3) % 4) + else + n = axisdir * 4 + end + + -- now replace the node with the copied one + nodeRot.param2 = n + minetest.swap_node({x=pos.x, y=pos.y, z=pos.z}, nodeRot) + +end + +-- return the correct orientation for a node within a region being loaded by worldedit.deserializeAligned +worldedit.getNewRotation = function(param2, axisChange) + -- the basis of this is the minetest screwdriver function + if axisChange == "Z" then return param2 end + + -- screwdriver uses axisdir. not sure why, but leave it there just in case... + local axisdir = math.floor(param2 / 4) + local rotation = param2 - axisdir * 4 + -- screwdriver uses a separate function rather than modulus. Not sure why, but modulus seems to work without the extra call + if axisChange == "X" then + param2 = axisdir * 4 + ((rotation + 1) % 4) + elseif axisChange == "z" then + param2 = axisdir * 4 + ((rotation + 2) % 4) + elseif axisChange == "x" then + param2 = axisdir * 4 + ((rotation + 3) % 4) + end + + -- now return the new param2 + return param2 +end + +--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized +--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) +worldedit.deserializeAligned = function(originpos, value, axis) + --make area stay loaded + local pos1, pos2, count, missingMods = worldedit.allocate(originpos, value) + local manip = minetest.get_voxel_manip() + manip:read_from_map(pos1, pos2) + + local huge = math.huge + local originx, originy, originz = originpos.x, originpos.y, originpos.z + local count = 0 + local pos1x, pos1y, pos1z = huge, huge, huge + local pos2x, pos2y, pos2z = -huge, -huge, -huge + local add_node, get_meta = minetest.add_node, minetest.get_meta + local version = worldedit.valueversion(value) +-- print ("Debug info deserializeAligned: version: ".. version) +-- minetest.chat_send_all("Debug info deserializeAligned: version: ".. version) + + if version == 1 or version == 2 then --original flat table format + --obtain the node table + local get_tables = loadstring(value) + if not get_tables then --error loading value + return count + end + local tables = get_tables() + + --transform the node table into an array of nodes + for i = 1, #tables do + for j, v in pairs(tables[i]) do + if type(v) == "table" then + tables[i][j] = tables[v[1]] + end + end + end + local nodes = tables[1] + + --load the node array + count = #nodes + if version == 1 then --original flat table format + print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 1") + for index = 1, count do + local entry = nodes[index] + local pos = entry[1] + if axis == "x" then + pos.x, pos.y, pos.z = originx + pos.z, originy - pos.y, originz - pos.x + elseif axis == "X" then + pos.x, pos.y, pos.z = originx - pos.z, originy - pos.y, originz + pos.x + elseif axis == "z" then + pos.x, pos.y, pos.z = originx + pos.x, originy - pos.y, originz + pos.z + elseif axis == "Z" then + pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z + end +-- pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z + if pos.x < pos1x then pos1x = pos.x end + if pos.y < pos1y then pos1y = pos.y end + if pos.z < pos1z then pos1z = pos.z end + if pos.x > pos2x then pos2x = pos.x end + if pos.y > pos2y then pos2y = pos.y end + if pos.z > pos2z then pos2z = pos.z end + entry[2].param2 = worldedit.getNewRotation(entry[2].param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load + -- this has only been tested to work with version == 4 + -- I'm not sure of the format, so if it wouldn't work then disable and + -- enable the worldedit.screwdriver_handler after the node has been added + add_node(pos, entry[2]) + -- worldedit.screwdriver_handler({x=pos.x, y=pos.y, z=pos.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format) + end + else --previous meta flat table format + print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 2") + for index = 1, #nodes do + local entry = nodes[index] + if axis == "x" then + entry.x, entry.y, entry.z = originx - entry.z, originy + entry.y, originz + entry.x + elseif axis == "X" then + entry.x, entry.y, entry.z = originx + entry.z, originy + entry.y, originz - entry.x + elseif axis == "z" then + entry.x, entry.y, entry.z = originx - entry.x, originy + entry.y, originz - entry.z + elseif axis == "Z" then + entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z + end +-- entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z + + + if entry.x < pos1x then pos1x = entry.x end + if entry.y < pos1y then pos1y = entry.y end + if entry.z < pos1z then pos1z = entry.z end + if entry.x > pos2x then pos2x = entry.x end + if entry.y > pos2y then pos2y = entry.y end + if entry.z > pos2z then pos2z = entry.z end + + entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load + -- this has only been tested to work with version == 4 + -- I'm not sure of the format, so if it wouldn't work then disable and + -- enable the worldedit.screwdriver_handler after the node has been added + add_node(entry, entry) --entry acts both as position and as node + -- worldedit.screwdriver_handler({x=entry.x, y=entry.y, z=entry.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format) + + get_meta(entry):from_table(entry.meta) + end + end + elseif version == 3 then --previous list format + print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 3") + local pos = {x=0, y=0, z=0} + local node = {name="", param1=0, param2=0} + for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries + if axis == "x" then + pos.x, pos.y, pos.z = originx - tonumber(z), originy + tonumber(y), originz + tonumber(x) + elseif axis == "X" then + pos.x, pos.y, pos.z = originx + tonumber(z), originy + tonumber(y), originz - tonumber(x) + elseif axis == "z" then + pos.x, pos.y, pos.z = originx - tonumber(x), originy + tonumber(y), originz - tonumber(z) + elseif axis == "z" then + pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) + end +-- pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) + node.name, node.param1, node.param2 = name, param1, param2 + + if pos.x < pos1x then pos1x = pos.x end + if pos.y < pos1y then pos1y = pos.y end + if pos.z < pos1z then pos1z = pos.z end + if pos.x > pos2x then pos2x = pos.x end + if pos.y > pos2y then pos2y = pos.y end + if pos.z > pos2z then pos2z = pos.z end + + node.param2 = worldedit.getNewRotation(node.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load + -- this has only been tested to work with version == 4 + -- I'm not sure of the format, so if it wouldn't work then disable and + -- enable the worldedit.screwdriver_handler after the node has been added + add_node(pos, node) + -- worldedit.screwdriver_handler({x=pos.x, y=pos.y, z=pos.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format) + count = count + 1 + end + elseif version == 4 then --current nested table format + --wip: this is a filthy hack that works surprisingly well + value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) + local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) + local startpos, startpos1, endpos = 1, 1 + local nodes = {} + -- loop through the loaded file, and save each piece of node information to the node table + while true do + startpos, endpos = escaped:find("},%s*{", startpos) + if not startpos then + break + end + local current = value:sub(startpos1, startpos) + table.insert(nodes, minetest.deserialize("return " .. current)) + startpos, startpos1 = endpos, endpos + end + table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) + + --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT + + --load the nodes + count = #nodes + for index = 1, count do + local entry = nodes[index] + print("Node: name: ".. entry.name) + + if axis == "x" then + entry.x, entry.y, entry.z = originx - entry.z, originy + entry.y, originz + entry.x + elseif axis == "X" then + entry.x, entry.y, entry.z = originx + entry.z, originy + entry.y, originz - entry.x + elseif axis == "z" then + entry.x, entry.y, entry.z = originx - entry.x, originy + entry.y, originz - entry.z + elseif axis == "Z" then + entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z + end +-- entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z + + if entry.x < pos1x then pos1x = entry.x end + if entry.y < pos1y then pos1y = entry.y end + if entry.z < pos1z then pos1z = entry.z end + if entry.x > pos2x then pos2x = entry.x end + if entry.y > pos2y then pos2y = entry.y end + if entry.z > pos2z then pos2z = entry.z end + + entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load + add_node(entry, entry) --entry acts both as position and as node + end + + --load the metadata + for index = 1, count do + local entry = nodes[index] + get_meta(entry):from_table(entry.meta) + end + end + + -- Correct pos1 and pos2 location so markers appear as they would have without rotation (ie when saved with corrected origin) + if axis == "x" then + pos1x, pos2x = pos2x, pos1x + elseif axis == "X" then + pos1z, pos2z = pos2z, pos1z + elseif axis == "z" then + pos1x, pos2x = pos2x, pos1x + pos1z, pos2z = pos2z, pos1z + end + return count, {x=pos1x, y=pos1y, z=pos1z}, {x=pos2x, y=pos2y, z=pos2z}, missingMods end diff --git a/worldedit_commands/init.lua b/worldedit_commands/init.lua index 2bbfeed..3db9bbe 100644 --- a/worldedit_commands/init.lua +++ b/worldedit_commands/init.lua @@ -854,6 +854,7 @@ minetest.register_chatcommand("/allocate", { privs = {worldedit=true}, func = function(name, param) local pos = get_position(name) + local missingMods = "" if pos == nil then return end if param == "" then @@ -878,7 +879,7 @@ minetest.register_chatcommand("/allocate", { worldedit.player_notify(name, "invalid file: file is invalid or created with newer version of WorldEdit") return end - local nodepos1, nodepos2, count = worldedit.allocate(pos, value) + local nodepos1, nodepos2, count, missingMods = worldedit.allocate(pos, value) worldedit.pos1[name] = nodepos1 worldedit.mark_pos1(name) @@ -886,6 +887,9 @@ minetest.register_chatcommand("/allocate", { worldedit.mark_pos2(name) worldedit.player_notify(name, count .. " nodes allocated") + if missingMods ~= "" then + worldedit.player_notify(name, "Warning: schem file contains references to the following missing mods: ".. missingMods) + end end, }) @@ -896,6 +900,7 @@ minetest.register_chatcommand("/load", { func = function(name, param) local pos = get_position(name) if pos == nil then return end + local missingMods = "" if param == "" then worldedit.player_notify(name, "invalid usage: " .. param) @@ -931,9 +936,183 @@ minetest.register_chatcommand("/load", { return end - local count = worldedit.deserialize(pos, value) + local count, missingMods = worldedit.deserialize(pos, value) worldedit.player_notify(name, count .. " nodes loaded") + if missingMods ~= "" then + worldedit.player_notify(name, "Warning: schem file contains references to the following missing mods: ".. missingMods) + end + end, +}) + +-- Chat command to move pos1 and pos2 to correct origin (ie pos1 located with minimum x,y,z, pos2 with maximum x,y,z) +-- this is ideally used before /save to decrease confusion with placement for /load and /loadalign +-- This command has a helper function of worldedit.correctOrigin (located below) +-- Shortcut of /co and /oc (to ease confusion) is set in worldedit_shortcommands/init.lua +minetest.register_chatcommand("/correctorigin", { + params = "", + description = "Moves pos1 and pos2 so region is marked with pos1 at the origin (ie minimum x,y,z)", + privs = {worldedit=true}, + func = function(name) + worldedit.correctOrigin(name) + end, +}) + +--Corrects pos1 and pos2 so pos1 is located at the region origin - (ie pos1 located with minimum x,y,z, pos2 with maximum z,y,z) +-- not sure where best located, so left with the chat command. +worldedit.correctOrigin = function(name) + local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] + + if pos1 == nil or pos2 == nil then + worldedit.player_notify(name, "no region selected") + return nil + end + + pos1, pos2 = worldedit.sort_pos(pos1, pos2) + + worldedit.pos1[name] = pos1 + worldedit.mark_pos1(name) + worldedit.pos2[name] = pos2 + worldedit.mark_pos2(name) +end + +-- Chat command to enable a global variable which enables an offset to the player (or pos1) location for /loadalign +-- This can be useful it a particular location is not easily accessible (eg if you want a file y-origin to be below ground level, or x- or z- inside a cliff) +-- the offset is cleared by using the command without params (=arguments) +-- Shortcut of /lao is set in worldedit_shortcommands/init.lua +minetest.register_chatcommand("/loadalignoffset", { + params = "x y z", + description = "Set an offset for the worldedit command /loadaligned (x y z)", + privs = {worldedit=true}, + func = function(name, param) + local found, _, x, y, z = param:find("^([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)$") + if x == nil or y == nil or z == nil then + worldedit.player_notify(name, "LoadAlign Offset set to 0 for all axes (to set provide: 'x y z')") + laPosOffset = {x=tonumber(0), y=tonumber(0), z=tonumber(0)} + else + laPosOffset = {x=tonumber(x), y=tonumber(y), z=tonumber(z)} + end + end, +}) + + +-- Chat command to allow loading of a schem file which is aligned to player forward direction. The loaded schem will be in a region to the front, right and above the players location. +-- If the location is not easily accessible (eg if you want a file y-origin to be below ground level, or x- or z- inside a cliff), you can set an offset with /loadalignoffset +-- The player is moved backwards one space to moved them out of the load zone (or more if there is and offset). This may mean the player ends up inside a node (if it suddenly gets dark). You may be able to step out. If not you'll have to teleport to an unblocked location. +-- The /save command saves the file with the origin at the xmin,ymin,zmin, irrespective of where pos1 and pos2 are. To reduce confusion it is suggested that you use the /correctorigin command before saving +-- to move the markers to reflect this, but if you are copying a section one node wide, there are two possible orientations. +-- You need to be facing in the positive z direction to correctly orient yourself to the orientation when it is reloaded. +-- If you are using a schem regularly, and markers are not in your prefered orientation, it is best to do an initial /loadalign to get the correct orientation, then resave it +-- The loaded region is marked with pos1/pos2 with pos1 where the origin would have been when the schem was saved. +-- The function has only been tested with the current (version 4) schem files, so consider use with older schem files to be at your own risk. +-- The most likely bugs with untested versions are: either the entire region is incorrectly rotated or individual nodes are incorrectly oriented (so faces point in the incorrect direction) +-- The functions is a modifications of the original register //load to support alignment relative to player, so code from the screwdriver mod was used as a starter for node orientation. +-- The main functions are in the WorldEdit/worldedit/serialization.lua (worldedit.deserializeAligned which also uses worldedit.getNewRotation, and might need worldedit.screwdriver_handler +-- depending on compatibility with old files) +-- Shortcut of /la is set in worldedit_shortcommands/init.lua +minetest.register_chatcommand("/loadalign", { + params = "", + -- usePlayer (p) forces using player location rather than position markers prior to load. markImport (m) places pos1/pos2 around the new region" + description = "Load nodes from \"(world folder)/schems/[.we[m]]\" with position 1 (or player location) of the current WorldEdit region as the origin. xyz offset from the player/pos1 position (eg for foundations), can be set with /loadalignoffset.", + privs = {worldedit=true}, + func = function(name, param) + local posOffx, posOffy, posOffz + local player = minetest.get_player_by_name(name) + local plPos = player:getpos() + local pos + local missingMods = "" + + + -- There's probably a snazzy way of using patterns to enable multiple optional parameters including a filename, but I don't know how... + -- ideally I would like to be able to supply as params: filename, pos, usePlayer, markImport + fileName = param + -- if this function ever gets merged with load, it's probably easier to be able to determine if player should be used as the origin + -- also anything but 'p' will use pos1 as the origin (if it's set), and just use the player for alignment + usePlayer = "p" + markImport = "m" -- mark the dimensions of the loaded section (anything but 'm' will not mark + + + -- if set use the global posOffset (as this enables offset to be set once and reused) + if laPosOffset == nil then + posOffx, posOffy, posOffz = 0, 0, 0 + else + posOffx, posOffy, posOffz = laPosOffset.x, laPosOffset.y, laPosOffset.z + end + + if usePlayer ~= "p" then pos = get_position(name) end + if pos == nil then + usePlayer = "p" + pos = plPos + end + pos = {x=math.floor(pos.x+posOffx+0.51),y=math.floor(pos.y+posOffy+0.51),z=math.floor(pos.z+posOffz+0.51)} + + + if fileName == "" then + worldedit.player_notify(name, "invalid usage: " .. param) + return + end + if not string.find(fileName, "^[%w \t.,+-_=!@#$%%^&*()%[%]{};'\"]+$") then + worldedit.player_notify(name, "invalid file name: " .. param) + return + end + + --find the file in the world path, check it exists + local testpaths = { + minetest.get_worldpath() .. "/schems/" .. fileName, + minetest.get_worldpath() .. "/schems/" .. fileName .. ".we", + minetest.get_worldpath() .. "/schems/" .. fileName .. ".wem", + } + local file, err + for index, path in ipairs(testpaths) do + file, err = io.open(path, "rb") + if not err then + break + end + end + if err then + worldedit.player_notify(name, "could not open file \"" .. param .. "\"") + return + end + local value = file:read("*a") + file:close() + + -- check the schem version is recognised + if worldedit.valueversion(value) == 0 then --unknown version + worldedit.player_notify(name, "invalid file: file is invalid or created with newer version of WorldEdit") + return + end + + -- identify the direction the player is facing, and move them player out of the load region + local dir = player:get_look_dir() + local axx, axy, axz = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z) + if axx > axz and dir.x >= 0 then + axis = "X" + if usePlayer == "p" then player:setpos({x=(plPos.x-1+posOffx), y=plPos.y, z=plPos.z}) end + elseif axx > axz and dir.x < 0 then + axis = "x" + if usePlayer == "p" then player:setpos({x=(plPos.x+1-posOffx), y=plPos.y, z=plPos.z}) end + elseif axx < axz and dir.z >= 0 then + axis = "Z" + if usePlayer == "p" then player:setpos({x=plPos.x, y=plPos.y, z=(plPos.z-1+posOffz)}) end + elseif axx < axz and dir.z < 0 then + axis = "z" + if usePlayer == "p" then player:setpos({x=plPos.x, y=plPos.y, z=(plPos.z+1-posOffz)}) end + end + + local count, pos1, pos2, missingMods = worldedit.deserializeAligned(pos, value, axis) + + -- placer pos1 and pos2 markers around the loaded region + if markImport == "m" then + worldedit.pos1[name] = pos1 + worldedit.mark_pos1(name) + worldedit.pos2[name] = pos2 + worldedit.mark_pos2(name) + end + + worldedit.player_notify(name, (count .. " nodes loaded. PlayerFacing: ".. axis.. " Location: x=".. pos.x.. " y=".. pos.y.. " z=".. pos.z.. " Offset: x=".. posOffx.. " y=".. posOffy.. " z=".. posOffz )) --.. x ", y=".. y, "z=".. z) + if missingMods ~= "" then + worldedit.player_notify(name, "Warning: schem file contains references to the following missing mods: ".. missingMods) + end end, }) diff --git a/worldedit_shortcommands/init.lua b/worldedit_shortcommands/init.lua index a3cbb67..1eb73aa 100644 --- a/worldedit_shortcommands/init.lua +++ b/worldedit_shortcommands/init.lua @@ -47,4 +47,8 @@ worldedit.alias_chatcommand("/hlt", "/highlight") worldedit.alias_chatcommand("/rsr", "/restore") worldedit.alias_chatcommand("/l", "/lua") worldedit.alias_chatcommand("/lt", "/luatransform") -worldedit.alias_chatcommand("/clro", "/clearobjects") \ No newline at end of file +worldedit.alias_chatcommand("/clro", "/clearobjects") +worldedit.alias_chatcommand("/la", "/loadalign") +worldedit.alias_chatcommand("/lao", "/loadalignoffset") +worldedit.alias_chatcommand("/co", "/correctorigin") +worldedit.alias_chatcommand("/oc", "/correctorigin")