diff --git a/worldedit/serialization.lua b/worldedit/serialization.lua index bbedca5..9da3651 100644 --- a/worldedit/serialization.lua +++ b/worldedit/serialization.lua @@ -163,7 +163,10 @@ 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 + local missingMods = "" for index = 1, count do local entry = nodes[index] x, y, z = originx + entry.x, originy + entry.y, originz + entry.z @@ -173,11 +176,24 @@ 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 @@ -271,3 +287,257 @@ 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 + +--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 = 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} +end