diff --git a/worldedit/serialization.lua b/worldedit/serialization.lua index bbedca5..379321f 100644 --- a/worldedit/serialization.lua +++ b/worldedit/serialization.lua @@ -271,3 +271,309 @@ worldedit.deserialize = function(originpos, value) end return count 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 + +-- returns true if mod is known, else false. Accepts either a mod, or a mod:node +worldedit.knownMod = function(modName, missingMods) + local colonLoc = string.find(modName, ":") + if colonLoc ~= nil then modName = modName:sub(0,colonLoc-1) end + if not string.find(missingMods, (modName.. ";")) then + if not minetest.get_modpath(modName) then + missingMods = missingMods.. modName.. "; " + print("unknown mod: ".. modName) + return false, missingMods + else + return true, missingMods + end + else + return false, missingMods + end +end + +worldedit.minmax = function(posToCheck,posMin,posMax) + if posToCheck.x < posMin.x then posMin.x = posToCheck.x end + if posToCheck.y < posMin.y then posMin.y = posToCheck.y end + if posToCheck.z < posMin.z then posMin.z = posToCheck.z end + if posToCheck.x > posMax.x then posMax.x = posToCheck.x end + if posToCheck.y > posMax.y then posMax.y = posToCheck.y end + if posToCheck.z > posMax.z then posMax.z = posToCheck.z end + + return posMin, posMax + +end + + +--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized, and locations +-- it is essentially an enhancement of worldedit.load with the addition of aligning load to a particular axis, tracking missingmods +-- not attempting (and failing) to add nodes to unknown mods, monitoring the bounds of the load region + +-- Use .deserializeAlign to replace .deserialize by running with axis="Z":- +--worldedit.deserialize = function(originpos, value) +-- count = worldedit.deserializeAlign(originpos, value, "Z", false) +-- return count +--end + +-- Use .deserializeAlign to replace .allocate by running with axis="Z" and runTest=true (as is done internally) +--worldedit.allocate(originpos, value) +-- count, posMin, posMax, unknownModCnt, missingMods = worldedit.deserializeAlign(originpos, value, "Z", true) +-- return posMin, posMax, count +--end + +--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) +worldedit.deserializeAlign = function(originpos, value, axis, runTest) + local huge = math.huge + local posMin = {x=huge, y=huge, z=huge} + local posMax = {x=-huge, y=-huge, z=-huge} + local count = 0 + + if not runTest then + --make area stay loaded + -- loop deserializeAlign once to identify posMin and posMax for loading (and holding) the region with voxel_manip + local count, posMin, posMax = worldedit.deserializeAlign(originpos, value, axis, true) + local manip = minetest.get_voxel_manip() + manip:read_from_map(posMin, posMax) + end + + local add_node, get_meta = minetest.add_node, minetest.get_meta + local version = worldedit.valueversion(value) + local unknownModCnt = 0 + local missingMods = "" + +-- 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 = originpos.x + pos.z, originpos.y - pos.y, originpos.z - pos.x + elseif axis == "X" then + pos.x, pos.y, pos.z = originpos.x - pos.z, originpos.y - pos.y, originpos.z + pos.x + elseif axis == "z" then + pos.x, pos.y, pos.z = originpos.x + pos.x, originpos.y - pos.y, originpos.z + pos.z + elseif axis == "Z" then + pos.x, pos.y, pos.z = originpos.x - pos.x, originpos.y - pos.y, originpos.z - pos.z + end +-- pos.x, pos.y, pos.z = originpos.x - pos.x, originpos.y - pos.y, originpos.z - pos.z + + posMin,posMax = worldedit.minmax(pos,posMin,posMax) -- update max and min positions + + 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 + knownMod, missingMods = worldedit.knownMod(entry[2].name, missingMods) + if knownMod then + if not runTest then add_node(pos, entry[2]) end + else + unknownModCnt = unknownModCnt +1 + end + -- 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 = originpos.x - entry.z, originpos.y + entry.y, originpos.z + entry.x + elseif axis == "X" then + entry.x, entry.y, entry.z = originpos.x + entry.z, originpos.y + entry.y, originpos.z - entry.x + elseif axis == "z" then + entry.x, entry.y, entry.z = originpos.x - entry.x, originpos.y + entry.y, originpos.z - entry.z + elseif axis == "Z" then + entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z + end +-- entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z + + + posMin,posMax = worldedit.minmax(entry,posMin,posMax) -- update max and min positions + 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 + + knownMod, missingMods = worldedit.knownMod(entry.name, missingMods) + if knownMod then + if not runTest then add_node(entry, entry) end --entry acts both as position and as node + else + unknownModCnt = unknownModCnt +1 + end + -- 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 = originpos.x - tonumber(z), originpos.y + tonumber(y), originpos.z + tonumber(x) + elseif axis == "X" then + pos.x, pos.y, pos.z = originpos.x + tonumber(z), originpos.y + tonumber(y), originpos.z - tonumber(x) + elseif axis == "z" then + pos.x, pos.y, pos.z = originpos.x - tonumber(x), originpos.y + tonumber(y), originpos.z - tonumber(z) + elseif axis == "z" then + pos.x, pos.y, pos.z = originpos.x + tonumber(x), originpos.y + tonumber(y), originpos.z + tonumber(z) + end +-- pos.x, pos.y, pos.z = originpos.x + tonumber(x), originpos.y + tonumber(y), originpos.z + tonumber(z) + node.name, node.param1, node.param2 = name, param1, param2 + + posMin,posMax = worldedit.minmax(pos,posMin,posMax) -- update max and min positions + + 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 + knownMod, missingMods = worldedit.knownMod(node.name, missingMods) + if knownMod then + if not runTest then add_node(pos, node) end + else + unknownModCnt = unknownModCnt +1 + end + -- 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 = originpos.x - entry.z, originpos.y + entry.y, originpos.z + entry.x + elseif axis == "X" then + entry.x, entry.y, entry.z = originpos.x + entry.z, originpos.y + entry.y, originpos.z - entry.x + elseif axis == "z" then + entry.x, entry.y, entry.z = originpos.x - entry.x, originpos.y + entry.y, originpos.z - entry.z + elseif axis == "Z" then + entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z + end +-- entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z + + posMin,posMax = worldedit.minmax(entry,posMin,posMax) -- update max and min positions + + entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load + knownMod, missingMods = worldedit.knownMod(entry.name, missingMods) + if knownMod then + if not runTest then add_node(entry, entry) end --entry acts both as position and as node + else + unknownModCnt = unknownModCnt +1 + end + 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 + posMin.x, posMax.x = posMax.x, posMin.x + elseif axis == "X" then + posMin.z, posMax.z = posMax.z, posMin.z + elseif axis == "z" then + posMin.x, posMax.x = posMax.x, posMin.x + posMin.z, posMax.z = posMax.z, posMin.z + end + return count, posMin, posMax, unknownModCnt, missingMods +end