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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-06-29 14:40:54 +02:00

1 Commits
1.3 ... master

Author SHA1 Message Date
f10da8c9f6 Version MFF 2018-09-05 00:44:21 +02:00
40 changed files with 1656 additions and 2394 deletions

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@ -17,7 +17,6 @@ Many commands also have shorter names that can be typed faster. For example, if
| `//s` | `//set` |
| `//r` | `//replace` |
| `//ri` | `//replaceinverse` |
| `//hcube` | `//hollowcube` |
| `//hspr` | `//hollowsphere` |
| `//spr` | `//sphere` |
| `//hdo` | `//hollowdome` |
@ -29,26 +28,24 @@ Many commands also have shorter names that can be typed faster. For example, if
### `//about`
Get information about the WorldEdit mod.
Get information about the mod.
//about
### `//help [all/<cmd>]`
Get help for WorldEdit commands. `all` shows all WorldEdit commands, `<cmd>`
the help text for the given command.
//help
//help all
//help hollowpyramid
### `//inspect [on/off/1/0/true/false/yes/no/enable/disable]`
### `//inspect on/off/1/0/true/false/yes/no/enable/disable/<blank>`
Enable or disable node inspection.
//inspect on
//inspect off
//inspect 1
//inspect 0
//inspect true
//inspect false
//inspect yes
//inspect no
//inspect enable
//inspect disable
//inspect
### `//reset`
@ -83,19 +80,18 @@ Set WorldEdit region position 2 to the player's location.
### `//p set/set1/set2/get`
Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by
punching nodes, or print the current WorldEdit region.
Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region.
//p set
//p set1
//p set2
//p get
### `//fixedpos set1/set2 <x> <y> <z>`
### `//fixedpos set1 x y z`
Set the WorldEdit region position 1 or 2 to the position (`<x>`, `<y>`, `<z>`).
Set a WorldEdit region position to the position at (`<x>`, `<y>`, `<z>`).
//fixedpos set1 0 0 0
//fixedpos set1 0 0 0
//fixedpos set1 -30 5 28
//fixedpos set2 1004 -200 432
@ -120,23 +116,14 @@ Set the current WorldEdit region to `<node>`.
//set Blue Lightstone
//set dirt with grass
### `//param2 <param2>`
### `//mix <node1> ...`
Set the param2 value of all nodes in the current WorldEdit region to `<param2>`.
//param2 8
### `//mix <node1> [count1] <node2> [count2] ...`
Fill the current WorldEdit region with a random mix of `<node1>`, `<node2>`, `...`.
Weightings can be optionally specified via the `[count1]`, `[count2]`, `...` parameters after a node name.
Fill the current WorldEdit region with a random mix of `<node1>`, `...`.
//mix air
//mix cactus stone glass sandstone
//mix Bronze
//mix default:cobble air
//mix stone 3 dirt 2
//mix cobblestone 8 stoneblock 2 stonebrick
### `//replace <search node> <replace node>`
@ -156,21 +143,6 @@ Replace all nodes other than `<search node>` with `<replace node>` in the curren
//replaceinverse dirt Bronze Block
//replaceinverse mesecons:wire_00000000_off flowers:flower_tulip
### `//hollowcube <width> <height> <length> <node>`
Adds a hollow cube with its ground level centered at WorldEdit position 1 with
dimensions `<width>` x `<height>` x `<length>`, composed of `<node>`.
//hollowcube 6 5 6 Diamond Block
### `//cube <width> <height> <length> <node>`
Adds a cube with its ground level centered at WorldEdit position 1 with
dimensions `<width>` x `<height>` x `<length>`, composed of `<node>`.
//cube 6 5 6 Diamond Block
//cube 7 2 1 default:cobble
### `//hollowsphere <radius> <node>`
Add hollow sphere centered at WorldEdit position 1 with radius `<radius>`, composed of `<node>`.
@ -203,50 +175,36 @@ Add dome centered at WorldEdit position 1 with radius `<radius>`, composed of `<
//dome -12 glass
//dome 17 mesecons:wire_00000000_off
### `//hollowcylinder x/y/z/? <length> <radius1> [radius2] <node>`
### `//hollowcylinder x/y/z/? <length> <radius> <node>`
Add hollow cylinder at WorldEdit position 1 along the given axis with length `<length>`,
base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
Despite its name this command allows you to create cones (`radius2` = 0) as well as any shapes inbetween (0 < `radius2` < `radius1`).
Swapping `radius1` and `radius2` will create the same object but upside-down.
Add hollow cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>` and radius `<radius>`, composed of `<node>`.
//hollowcylinder x +5 8 Bronze Block
//hollowcylinder y 28 10 glass
//hollowcylinder z -12 3 mesecons:wire_00000000_off
//hollowcylinder ? 2 4 default:stone
//hollowcylinder y 10 10 0 walls:cobble
//hollowcylinder x 6 0 5 Dirt
//hollowcylinder z 20 10 20 default:desert_stone
### `//cylinder x/y/z/? <length> <radius> <node>`
### `//cylinder x/y/z/? <length> <radius1> [radius2] <node>`
Add cylinder at WorldEdit position 1 along the given axis with length `<length>`,
base radius `<radius1>` (and top radius `[radius2]`), composed of `<node>`.
Can also create shapes other than cylinders, e.g. cones (see documentation above).
Add cylinder at WorldEdit position 1 along the x/y/z/? axis with length `<length>` and radius `<radius>`, composed of `<node>`.
//cylinder x +5 8 Bronze Block
//cylinder y 28 10 glass
//cylinder z -12 3 mesecons:wire_00000000_off
//cylinder ? 2 4 default:stone
//cylinder y 10 10 0 walls:cobble
//cylinder x 6 0 5 Dirt
//cylinder z 20 10 20 default:desert_stone
### `//hollowpyramid x/y/z/? <height> <node>`
### `//hollowpyramid x/y/z? <height> <node>`
Add hollow pyramid centered at WorldEdit position 1 along the given axis with height `<height>` composed of `<node>`.
Add hollow pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
//hollowpyramid x 8 Diamond Block
//hollowpyramid y -5 glass
//hollowpyramid z 2 mesecons:wire_00000000_off
//hollowpyramid ? 12 mesecons:wire_00000000_off
### `//pyramid x/y/z/? <height> <node>`
### `//pyramid x/y/z? <height> <node>`
Add pyramid centered at WorldEdit position 1 along the given axis with height `<height>` composed of `<node>`.
Add pyramid centered at WorldEdit position 1 along the x/y/z/? axis with height `<height>`, composed of `<node>`.
//pyramid x 8 Diamond Block
//pyramid y -5 glass
@ -255,8 +213,7 @@ Add pyramid centered at WorldEdit position 1 along the given axis with height `<
### `//spiral <length> <height> <spacer> <node>`
Add spiral centered at WorldEdit position 1 with side length `<length>`,
height `<height>`, space between walls `<spacer>`, composed of `<node>`.
Add spiral centered at WorldEdit position 1 with side length `<length>`, height `<height>`, space between walls `<spacer>`, composed of `<node>`.
//spiral 20 5 3 Diamond Block
//spiral 5 2 1 glass
@ -264,7 +221,7 @@ height `<height>`, space between walls `<spacer>`, composed of `<node>`.
### `//copy x/y/z/? <amount>`
Copy the current WorldEdit region along the given axis by `<amount>` nodes.
Copy the current WorldEdit region along the x/y/z/? axis by `<amount>` nodes.
//copy x 15
//copy y -7
@ -273,7 +230,7 @@ Copy the current WorldEdit region along the given axis by `<amount>` nodes.
### `//move x/y/z/? <amount>`
Move the current WorldEdit positions and region along the given axis by `<amount>` nodes.
Move the current WorldEdit positions and region along the x/y/z/? axis by `<amount>` nodes.
//move x 15
//move y -7
@ -282,7 +239,7 @@ Move the current WorldEdit positions and region along the given axis by `<amount
### `//stack x/y/z/? <count>`
Stack the current WorldEdit region along the given axis `<count>` times.
Stack the current WorldEdit region along the x/y/z/? axis `<count>` times.
//stack x 3
//stack y -1
@ -296,34 +253,35 @@ Stack the current WorldEdit region `<count>` times by offset `<x>`, `<y>`, `<z>`
//stack2 5 3 8 2
//stack2 1 -1 -1 -1
### `//stretch <stretchx> <stretchy> <stretchz>`
### `//scale <factor>`
Scale the current WorldEdit positions and region by a factor of
`<stretchx>`, `<stretchy>`, `<stretchz>` along the X, Y, and Z axes,
respectively, with position 1 as the origin.
Scale the current WorldEdit positions and region by a factor of positive integer `<factor>` with position 1 as the origin.
//stretch 2 2 2
//stretch 1 2 1
//stretch 10 20 1
//scale 2
//scale 1
//scale 10
### `//transpose x/y/z/? x/y/z/?`
Transpose the current WorldEdit positions and region along given axes.
Transpose the current WorldEdit positions and region along the x/y/z/? and x/y/z/? axes.
//transpose x y
//transpose x z
//transpose y z
//transpose ? y
### `//flip x/y/z/?`
Flip the current WorldEdit region along the given axis.
Flip the current WorldEdit region along the x/y/z/? axis.
//flip x
//flip y
//flip z
//flip ?
### `//rotate x/y/z/? <angle>`
Rotate the current WorldEdit positions and region along the given axis by angle `<angle>` (90 degree increment).
Rotate the current WorldEdit positions and region along the x/y/z/? axis by angle `<angle>` (90 degree increment).
//rotate x 90
//rotate y 180
@ -351,13 +309,6 @@ Removes any fluid node within the current WorldEdit region.
//drain
### `//clearcut`
Removes any plant, tree or foilage-like nodes in the selected region.
The idea is to remove anything that isn't part of the terrain, leaving a "natural" empty space ready for building.
//clearcut
### `//hide`
Hide all nodes in the current WorldEdit region non-destructively.
@ -366,7 +317,7 @@ Hide all nodes in the current WorldEdit region non-destructively.
### `//suppress <node>`
Suppress all `<node>` in the current WorldEdit region non-destructively.
Suppress all <node> in the current WorldEdit region non-destructively.
//suppress Diamond Block
//suppress glass
@ -374,7 +325,7 @@ Suppress all `<node>` in the current WorldEdit region non-destructively.
### `//highlight <node>`
Highlight `<node>` in the current WorldEdit region by hiding everything else non-destructively.
Highlight <node> in the current WorldEdit region by hiding everything else non-destructively.
//highlight Diamond Block
//highlight glass
@ -418,8 +369,8 @@ Executes `<code>` as a Lua chunk in the global namespace.
Executes `<code>` as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
//luatransform minetest.swap_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"}) end
//luatransform minetest.add_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name="default:water_source"})
### `//mtschemcreate <file>`
@ -448,61 +399,37 @@ Clears all objects within the WorldEdit region.
//clearobjects
### `//shift x/y/z/?/up/down/left/right/front/back [+/-]<amount>`
### `//shift x/y/z/?/up/down/left/right/front/back [+|-]<amount>`
Shifts the selection area by `[+|-]<amount>` without moving its contents.
The shifting axis can be absolute (`x/y/z`) or relative (`up/down/left/right/front/back`).
Shifts the selection area by `[+|-]<amount>` without touching its contents. The shifting axis can be absolute (`x/y/z`) or
relative (`up/down/left/right/front/back`).
//shift left 5
### `//expand [+/-]x/y/z/?/up/down/left/right/front/back <amount> [reverse amount]`
### `//expand [+|-]x/y/z/?/up/down/left/right/front/back <amount> [reverse-amount]`
Expands the selection by `<amount>` in the selected absolute or relative axis.
If specified, the selection can be expanded in the opposite direction over the same axis by `[reverse amount]`.
Expands the selection by `<amount>` in the selected absolute or relative axis. If specified, the selection can be expanded in the
opposite direction over the same axis by `[reverse-amount]`.
//expand right 7 5
### `//contract [+/-]x/y/z/?/up/down/left/right/front/back <amount> [reverse amount]`
### `//contract [+|-]x/y/z/?/up/down/left/right/front/back <amount> [reverse-amount]`
Contracts the selection by `<amount>` in the selected absolute or relative axis.
If specified, the selection can be contracted in the opposite direction over the same axis by `[reverse amount]`.
Contracts the selection by `<amount>` in the selected absolute or relative axis. If specified, the selection can be contracted in the
opposite direction over the same axis by `[reverse-amount]`.
//expand right 7 5
### `//outset [h/v] <amount>`
### `//outset [hv] <amount>`
Expands the selection in all directions by `<amount>`. If specified,
the selection can be expanded horizontally in the x and z axes using `h`
or vertically in the y axis using `v`.
Expands the selection in all directions by `<amount>`. If specified, the selection can be expanded horizontally in the x and z axes `[h]`
or vertically in the y axis `[v]`.
//outset v 5
### `//inset [h/v] <amount>`
### `//inset [hv] <amount>`
Contracts the selection in all directions by `<amount>`. If specified,
the selection can be contracted horizontally in the x and z axes using `h`
or vertically in the y axis using `v`.
Contracts the selection in all directions by `<amount>`. If specified, the selection can be contracted horizontally in the x and z axes `[h]`
or vertically in the y axis `[v]`.
//inset h 5
### `//brush none/(<command> [parameters])`
Assigns the given `<command>` to the currently held brush item, it will be ran with the first pointed solid node (as determined via raycast) as
WorldEdit position 1 when using that specific brush item.
Passing `none` instead clears the command assigned to the currently held brush item.
Note that this functionality requires the `worldedit_brush` mod enabled.
//brush cube 8 8 8 Cobblestone
//brush spr 12 glass
//brush none
### `//cubeapply <size>/(<sizex> <sizey> <sizez>) <command> [parameters]`
Selects a cube with side length of `<size>` around the WorldEdit position 1 and runs the given `<command>` on the newly selected region.
If `<sizex>`, `<sizey>` and `<sizez>` are given, they instead specify the length of the cuboid in X, Y, Z direction.
This is mostly useful for brushes since it allows commands such as `//replace` to be ran, but it can also be used standalone.
//cubeapply 10 replaceinverse air default:water_source
//brush cubeapply 15 drain
//brush cubeapply 12 3 12 drain
//brush cubeapply 1 deleteblocks
//outset v 5

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108
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@ -1,5 +1,5 @@
WorldEdit v1.3
==============
WorldEdit v1.1 for Minetest 0.4.8+
==================================
The ultimate in-game world editing tool for [Minetest](http://minetest.net/)! Tons of functionality to help with building, fixing, and more.
For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) at the Minetest forums.
@ -11,64 +11,61 @@ For more information, see the [forum topic](https://forum.minetest.net/viewtopic
Installing
----------
If you are using Windows, consider installing this mod using [MODSTER](https://forum.minetest.net/viewtopic.php?id=6497), a super simple mod installer that will take care of everything for you. If you are using MODSTER, skip directly to step 6 in the instructions below.
There is a nice installation guide over at the [Minetest Wiki](http://wiki.minetest.com/wiki/Installing_mods). Here is a short summary:
1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you'll want to download the ZIP version.
2. You should have a file named `Minetest-WorldEdit-x.x.zip`.
1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you will probably want to download the ZIP version.
2. You should have a file named `SOMETHING.zip` or `SOMETHING.tar.gz`.
3. Extract this file using your archiver of choice. If you are using Windows, open the ZIP file and move the folder inside to a safe place outside of the ZIP file.
4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use the nested folder instead.
4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use this nested folder instead.
5. Move this folder into the `MINETEST_FOLDER/mods` folder, where `MINETEST_FOLDER` is the folder Minetest is located in.
6. Open Minetest to a world selection screen.
7. Select a world you want to use WorldEdit in by left clicking on it once and press the **Configure** button.
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable Modpack** button.
7. Select a world you want to use WorldEdit in by left clicking on it once, and press the **Configure** button.
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable MP** button.
9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
If you are having trouble, try asking for help in the [IRC channel](https://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online)
or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
If you are having trouble, try asking for help in the [IRC channel](http://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online) or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
Usage
-----
WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "T" key and open the chat console with the "F10" key.
WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "t" key, and open the chat console with the "F10" key.
WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privilege.
This is available by default in singleplayer, but in multiplayer the permission must be explicitly given by someone with the right credentials,
using the following chat command: `/grant <player name> worldedit`. This privilege can later be removed using the following chat command: `/revoke <player name> worldedit`.
WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privelege. This is available by default in single player, but in multiplayer the permission must be explicitly given by someone with the right credentials, using the follwoing chat command: `/grant <player name> worldedit`. This privelege can later be removed using the following chat command: `/revoke <player name> worldedit`.
Certain functions/commands such as WorldEdit `//lua` and `//luatransform` chat commands additionally require the `server` privilege.
This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on.
Give this privilege only to people you trust with your computer.
Certain functions/commands such as WorldEdit GUI's "Run Lua" function (equivalent to the `//lua` and `//luatransform` chat command) additionally require the `server` privilege. This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on. Give this privilege only to people you trust with your computer.
For in-game information about these commands, type `//help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `//help copy` to display information relevant to copying a region.
For in-game information about these commands, type `/help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `/help /copy` to display information relevant to copying a region.
Interface
---------
WorldEdit is accessed in-game in two main ways.
The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) may be helpful in learning to use it.
The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) and the [Chat Commands Reference](ChatCommands.md) may be helpful in learning to use it.
The chat interface adds many chat commands that perform various WorldEdit powered tasks. It is documented in the [Chat Commands Reference](ChatCommands.md).
Compatibility
-------------
This mod supports Minetest versions 5.0 and newer. Older versions of WorldEdit may work with older versions of Minetest, but are not recommended or supported.
This mod supports Minetest versions 0.4.8 and newer. Older versions of WorldEdit may work with older versions of Minetest, but are not recommended or supported.
WorldEdit works quite well with other mods and does not have any known mod conflicts.
WorldEdit works quite well with other mods, and does not have any known mod conflicts.
WorldEdit GUI requires one of [sfinv](https://github.com/minetest/minetest_game/tree/master/mods/sfinv) (included in minetest_game),
[Unified Inventory](https://forum.minetest.net/viewtopic.php?t=12767),
[Inventory++](https://forum.minetest.net/viewtopic.php?id=6204) or [Smart Inventory](https://forum.minetest.net/viewtopic.php?t=16597).
WorldEdit GUI works with [Unified Inventory](https://forum.minetest.net/viewtopic.php?id=3933) and [Inventory++](https://forum.minetest.net/viewtopic.php?id=6204), but these are not required to use the mod.
If you use any other inventory manager mods, note that they may conflict with the WorldEdit GUI. If this is the case, it may be necessary to disable them.
WorldEdit API
-------------
WorldEdit exposes all significant functionality in a simple Lua interface.
WorldEdit exposes all significant functionality in a simple Lua interface. Adding WorldEdit to the file "depends.txt" in your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces, and map creation.
Adding WorldEdit as a dependency to your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces and map creation.
If you don't add WorldEdit to your "depends.txt" file, each file in the WorldEdit mod is also independent. For example, one may import the WorldEdit primitives API using the following code:
AGPLv3 compatible mods may further include WorldEdit files in their own mods. This can be useful if a modder wishes to completely avoid any dependency on WorldEdit. Note that it is required to give credit to the authors in this case.
dofile(minetest.get_modpath("worldedit").."/primitives.lua")
This API is documented in the [WorldEdit API Reference](WorldEdit%20API.md).
AGPLv3 compatible mods may further include WorldEdit files in their own mods. This may be useful if a modder wishes to completely avoid any dependencies on WorldEdit. Note that it is required to give credit to the authors.
This API is documented in the [WorldEdit API Reference](WorldEdit API.md).
Axes
----
@ -84,16 +81,13 @@ Nodes
-----
Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block".
Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus".
If there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
The node name "air" can be used anywhere a normal node name can and acts as a blank node. This is useful for clearing or removing nodes.
For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
The node name "air" can be used anywhere a normal node name can, and acts as a blank node. This is useful for clearing or removing nodes. For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
Regions
-------
@ -101,11 +95,11 @@ Most WorldEdit commands operate on regions. Regions are a set of two positions t
Each positions together define two opposing corners of the cube. With two opposing corners it is possible to determine both the location and dimensions of the region.
Regions are not saved between server restarts. They start off as empty regions and cannot be used with most WorldEdit commands until they are set to valid values.
Regions are not saved between server restarts. They start off as empty regions, and cannot be used with most WorldEdit commands until they are set to valid values.
Markers
-------
Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2 and represent the first and second position of the WorldEdit region, respectively.
Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2, and represent position 1 and 2 of the WorldEdit region, respectively.
To remove the entities, simply punch them. This does not reset the positions themselves.
@ -113,11 +107,9 @@ Schematics
----------
WorldEdit supports two different types of schematics.
The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem".
There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obsolete.
The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem". There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obselete.
As of version 5, WorldEdit schematics include a header. The header is seperated from the content by a colon (`:`). It may contain fields seperated by commas (`,`).
Currently only one field is used, which contains the version as an ASCII decimal.
As of version 5, WorldEdit schematics include a header. The header is seperated from the content by a colon (`:`). It contains fields seperated by commas (`,`). Currently only one field is used, which contains the version in ASCII decimal.
The current version of the WorldEdit Schematic format is essentially an array of node data tables in Lua 5.1 table syntax preceded by a header.
Specifically it looks like this:
@ -140,53 +132,29 @@ The ordering of the values and minor aspects of the syntax, such as trailing com
The WorldEdit Schematic format is accessed via the WorldEdit API, or WorldEdit serialization chat commands such as `//serialize` and `//deserialize`.
The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document.
Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document. Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
Authors
-------
WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically:
Alexander Weber
ANAND
beyondlimits
Carter Kolwey
cheapie
cornernote
Cy
Daniel Sosa
cyisfor
electricface
est31
Eugen Wesseloh
h3ndrik
HybridDog
Isidor Zeuner
Jean-Patrick Guerrero
Joseph Pickard
kaeza
kilbith
KodexKy
Kyle
MT-Modder
Niwla23
Panquesito7
Pedro Gimeno
Rui
Sebastien Ponce
khonkhortisan
sfan5
ShadowNinja
shivajiva101
spillz
Starbeamrainbowlabs
TalkLounge
tenplus1
Uberi/Temperest
Wuzzy
License
-------
Copyright (c) 2012 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
This mod is licensed under the [GNU Affero General Public License](https://www.gnu.org/licenses/agpl-3.0.html).
This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
Most importantly, the Affero variant of the GPL requires you to publish your modifications in source form, even if the mod is run only on the server, and not distributed.

12
Tutorial.md Normal file → Executable file
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@ -1,11 +1,13 @@
WorldEdit Tutorial
==================
This is a step-by-step tutorial outlining the basic usage of WorldEdit.
This is a step-by-step tutorial outlining the basic usage of WorldEdit. For more information, see the [README](README.md).
Let's start with a few assumptions:
* You have a compatible version of Minetest working, that is 5.0 or later.
* You have a compatible version of Minetest working.
* See the [README](README.md) for compatibility information.
* You have WorldEdit installed as a mod.
* If using Windows, [MODSTER](https://forum.minetest.net/viewtopic.php?pid=101463) makes installing mods totally painless.
* Simply download the file, extract the archive, and move it to the correct mod folder for Minetest.
* See the installation instructions in [README](README.md) if you need more details.
* You are familiar with the basics of the game.
@ -57,7 +59,7 @@ Look at the place between the two markers: it is now filled with MESE blocks!
The `//set <node>` command fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water source`.
Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water`.
### WorldEdit GUI
@ -73,7 +75,7 @@ Look at the place between the two markers: it is now filled with MESE blocks!
The "Set Nodes" function fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
Now, try a few different variations on the node name, such as "torch", "cobble", and "water source".
Now, try a few different variations on the node name, such as "torch", "cobble", and "water".
Step 3: Position commands
-------------------------
@ -115,4 +117,4 @@ A very useful command to check out is the `//save <schematic>` command, which ca
This only scratches the surface of what WorldEdit is capable of. Most of the functions in the WorldEdit GUI correspond to chat commands, and so the [Chat Commands Reference](ChatCommands.md) may be useful if you get stuck.
It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user.
It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user.

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@ -24,13 +24,6 @@ Contained in manipulations.lua, this module allows several node operations to be
### count = worldedit.set(pos1, pos2, node_name)
Sets a region defined by positions `pos1` and `pos2` to `node_name`. To clear a region, use "air" as the value of `node_name`.
If `node_name` is a list of nodes, each set node is randomly picked from it.
Returns the number of nodes set.
### `count = worldedit.set_param2(pos1, pos2, param2)`
Sets the param2 values of all nodes in a region defined by positions `pos1` and `pos2` to `param2`.
Returns the number of nodes set.
@ -55,7 +48,6 @@ Returns the number of nodes copied.
### count = worldedit.copy2(pos1, pos2, off)
Copies the region defined by positions `pos1` and `pos2` by the offset vector `off`.
Note that the offset needs to be big enough that there is no overlap.
Returns the number of nodes copied.
@ -74,7 +66,6 @@ Returns the number of nodes stacked.
### count = worldedit.stack2(pos1, pos2, direction, amount)
Duplicates the region defined by positions `pos1` and `pos2` `amount` times with offset vector `direction`.
Note that the offset vector needs to be big enough that there is no overlap.
Returns the number of nodes stacked.
@ -124,12 +115,6 @@ Primitives
----------
Contained in primitives.lua, this module allows the creation of several geometric primitives.
### count = worldedit.cube(pos, width, height, length, node_name, hollow)
Adds a cube with its ground level centered at `pos`, the dimensions `width` x `height` x `length`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.sphere(pos, radius, node_name, hollow)
Adds a sphere centered at `pos` with radius `radius`, composed of `node_name`.
@ -142,9 +127,9 @@ Adds a dome centered at `pos` with radius `radius`, composed of `node_name`.
Returns the number of nodes added.
### count = worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
### count = worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
Adds a cylinder-like at `pos` along the `axis` axis ("x" or "y" or "z") with length `length`, base radius `radius1` and top radius `radius2`, composed of `node_name`.
Adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `node_name`.
Returns the number of nodes added.
@ -196,7 +181,7 @@ Returns the number of nodes restored.
Serialization
-------------
Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside Minetest.
Contained in serialization.lua, this module allows regions of nodes to be serialized and deserialized to formats suitable for use outside MineTest.
### version, extra_fields, content = worldedit.read_header(value)

0
config.ld Normal file → Executable file
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@ -1,2 +0,0 @@
name = Minetest-WorldEdit
description = WorldEdit is an in-game world editor. Use it to repair griefing, or just create awesome buildings in seconds.

0
modpack.txt Executable file
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0
worldedit/code.lua Normal file → Executable file
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7
worldedit/common.lua Normal file → Executable file
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@ -46,9 +46,6 @@ end
function worldedit.keep_loaded(pos1, pos2)
-- Create a vmanip and read the area from map, this
-- causes all MapBlocks to be loaded into memory.
-- This doesn't actually *keep* them loaded, unlike the name implies.
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
@ -110,9 +107,7 @@ end
function mh.finish(manip, data)
-- Update map
if data ~= nil then
manip:set_data(data)
end
manip:set_data(data)
manip:write_to_map()
manip:update_map()
end

0
worldedit/compatibility.lua Normal file → Executable file
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@ -98,6 +98,21 @@ worldedit.marker_move = function(name, marker, deltavector)
return true
end
-- Updates the location ingame of the markers
worldedit.marker_update = function(name, marker)
if marker == nil then
worldedit.mark_pos1(name)
worldedit.mark_pos2(name)
elseif marker == 1 then
worldedit.mark_pos1(name)
elseif marker == 2 then
worldedit.mark_pos2(name)
else
minetest.debug(
"worldedit: Invalid execution of function update_markers")
end
end
-- Returns two vectors with the directions for volumetric expansion
worldedit.get_expansion_directions = function(mark1, mark2)
@ -134,7 +149,7 @@ end
-- Return the marker that is closest to the player
worldedit.marker_get_closest_to_player = function(name)
local playerpos = minetest.get_player_by_name(name):get_pos()
local playerpos = minetest.get_player_by_name(name):getpos()
local dist1 = vector.distance(playerpos, worldedit.pos1[name])
local dist2 = vector.distance(playerpos, worldedit.pos2[name])
@ -240,4 +255,4 @@ worldedit.translate_direction = function(name, direction)
end
return resaxis, resdir
end
end

21
worldedit/init.lua Normal file → Executable file
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@ -1,19 +1,24 @@
--- WorldEdit mod for the Minetest engine
--- Worldedit.
-- @module worldedit
-- @release 1.3
-- @copyright 2012 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote)
-- @release 1.1
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
-- @license GNU Affero General Public License version 3 (AGPLv3)
-- @author sfan5
-- @author Anthony Zang (Uberi/Temperest)
-- @author Bret O'Donnel (cornernote)
-- @author ShadowNinja
worldedit = {}
worldedit.version = {1, 1, major=1, minor=1}
worldedit.version_string = table.concat(worldedit.version, ".")
local ver = {major=1, minor=3}
worldedit.version = ver
worldedit.version_string = string.format("%d.%d", ver.major, ver.minor)
if not minetest.get_voxel_manip then
local err_msg = "This version of WorldEdit requires Minetest 0.4.8 or later! You have an old version."
minetest.log("error", string.rep("#", 128))
minetest.log("error", err_msg)
minetest.log("error", string.rep("#", 128))
error(err_msg)
end
local path = minetest.get_modpath(minetest.get_current_modname())
@ -34,7 +39,7 @@ load_module(path .. "/compatibility.lua")
load_module(path .. "/cuboid.lua")
if minetest.settings:get_bool("log_mods") then
if minetest.setting_getbool("log_mods") then
print("[WorldEdit] Loaded!")
end

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@ -38,29 +38,6 @@ function worldedit.set(pos1, pos2, node_names)
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`.
@ -76,6 +53,9 @@ function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
local count = 0
--- TODO: This could be shortened by checking `inverse` in the loop,
-- but that would have a speed penalty. Is the penalty big enough
-- to matter?
if not inverse then
for i in area:iterp(pos1, pos2) do
if data[i] == search_id then
@ -98,47 +78,27 @@ function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
end
local function deferred_execution(next_one, finished)
-- Allocate 100% of server step for execution (might lag a little)
local allocated_usecs =
tonumber(minetest.settings:get("dedicated_server_step")) * 1000000
local function f()
local deadline = minetest.get_us_time() + allocated_usecs
repeat
local is_done = next_one()
if is_done then
if finished then
finished()
end
return
end
until minetest.get_us_time() >= deadline
minetest.after(0, f)
end
f()
end
--- Duplicates a region `amount` times with offset vector `direction`.
-- Stacking is spread across server steps.
-- Stacking is spread across server steps, one copy per step.
-- @return The number of nodes stacked.
function worldedit.stack2(pos1, pos2, direction, amount, finished)
-- Protect arguments from external changes during execution
pos1 = table.copy(pos1)
pos2 = table.copy(pos2)
direction = table.copy(direction)
local i = 0
local translated = {x=0, y=0, z=0}
local function step()
translated.x = translated.x + direction.x
translated.y = translated.y + direction.y
translated.z = translated.z + direction.z
worldedit.copy2(pos1, pos2, translated)
i = i + 1
return i >= amount
local function next_one()
if i < amount then
i = i + 1
translated.x = translated.x + direction.x
translated.y = translated.y + direction.y
translated.z = translated.z + direction.z
worldedit.copy2(pos1, pos2, translated)
minetest.after(0, next_one)
else
if finished then
finished()
end
end
end
deferred_execution(step, finished)
next_one()
return worldedit.volume(pos1, pos2) * amount
end
@ -152,187 +112,181 @@ end
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)
worldedit.keep_loaded(pos1, pos2)
local off = {x=0, y=0, z=0}
off[axis] = amount
return worldedit.copy2(pos1, pos2, off, backwards)
local get_node, get_meta, set_node = minetest.get_node,
minetest.get_meta, minetest.set_node
-- Copy things backwards when negative to avoid corruption.
-- FIXME: Lots of code duplication here.
if amount < 0 then
local pos = {}
pos.x = pos1.x
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 node = get_node(pos) -- Obtain current node
local meta = get_meta(pos):to_table() -- Get meta of current node
local value = pos[axis] -- Store current position
pos[axis] = value + amount -- Move along axis
set_node(pos, node) -- Copy node to new position
get_meta(pos):from_table(meta) -- Set metadata of new node
pos[axis] = value -- Restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
else
local pos = {}
pos.x = pos2.x
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) -- Obtain current node
local meta = get_meta(pos):to_table() -- Get meta of current node
local value = pos[axis] -- Store current position
pos[axis] = value + amount -- Move along axis
set_node(pos, node) -- Copy node to new position
get_meta(pos):from_table(meta) -- Set metadata of new node
pos[axis] = value -- Restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
end
return worldedit.volume(pos1, pos2)
end
--- Copies a region by offset vector `off`.
-- @param pos1
-- @param pos2
-- @param off
-- @param meta_backwards (not officially part of API)
-- @return The number of nodes copied.
function worldedit.copy2(pos1, pos2, off, meta_backwards)
function worldedit.copy2(pos1, pos2, off)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local src_manip, src_area = mh.init(pos1, pos2)
local src_stride = {x=1, y=src_area.ystride, z=src_area.zstride}
local src_offset = vector.subtract(pos1, src_area.MinEdge)
worldedit.keep_loaded(pos1, pos2)
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)
local dst_stride = {x=1, y=dst_area.ystride, z=dst_area.zstride}
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
local get_node, get_meta, set_node = minetest.get_node,
minetest.get_meta, minetest.set_node
local pos = {}
pos.x = pos2.x
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) -- Obtain current node
local meta = get_meta(pos):to_table() -- Get meta of current node
local newpos = vector.add(pos, off) -- Calculate new position
set_node(newpos, node) -- Copy node to new position
get_meta(newpos):from_table(meta) -- Set metadata of new node
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
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)
src_data = nil
dst_data = nil
-- 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
local pos = {x=pos1.x+x, y=pos1.y+y, z=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
for z = 0, dim.z-1 do
for y = 0, dim.y-1 do
for x = 0, dim.x-1 do
local pos = {x=pos1.x+x, y=pos1.y+y, z=pos1.z+z}
local meta = get_meta(pos):to_table()
pos = vector.add(pos, off)
get_meta(pos):from_table(meta)
end
end
end
end
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
worldedit.keep_loaded(pos1, pos2)
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
--- TODO: Move slice by slice using schematic method in the move axis
-- and transfer metadata in separate loop (and if the amount is
-- greater than the length in the axis, copy whole thing at a time and
-- erase original after, using schematic method).
local get_node, get_meta, set_node, remove_node = minetest.get_node,
minetest.get_meta, minetest.set_node, minetest.remove_node
-- Copy things backwards when negative to avoid corruption.
--- FIXME: Lots of code duplication here.
if amount < 0 then
local pos = {}
pos.x = pos1.x
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 node = get_node(pos) -- Obtain current node
local meta = get_meta(pos):to_table() -- Get metadata of current node
remove_node(pos) -- Remove current node
local value = pos[axis] -- Store current position
pos[axis] = value + amount -- Move along axis
set_node(pos, node) -- Move node to new position
get_meta(pos):from_table(meta) -- Set metadata of new node
pos[axis] = value -- Restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
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
local off = {x=0, y=0, z=0}
off[axis] = amount
worldedit.copy2(pos1, pos2, off, backwards)
-- Nuke old area
if not overlap then
nuke_area({x=0, y=0, z=0}, 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
nuke_area({x=0, y=0, z=0}, leftover)
else
local top = {x=0, y=0, z=0} -- offset of the leftover slice from pos1
top[axis] = dim[axis] - math.abs(amount)
nuke_area(top, leftover)
local pos = {}
pos.x = pos2.x
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
pos.z = pos2.z
while pos.z >= pos1.z do
local node = get_node(pos) -- Obtain current node
local meta = get_meta(pos):to_table() -- Get metadata of current node
remove_node(pos) -- Remove current node
local value = pos[axis] -- Store current position
pos[axis] = value + amount -- Move along axis
set_node(pos, node) -- Move node to new position
get_meta(pos):from_table(meta) -- Set metadata of new node
pos[axis] = value -- Restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
end
return worldedit.volume(pos1, pos2)
end
--- Duplicates a region along `axis` `amount` times.
-- Stacking is spread across server steps.
-- Stacking is spread across server steps, one copy per step.
-- @param pos1
-- @param pos2
-- @param axis Axis direction, "x", "y", or "z".
-- @param count
-- @return The number of nodes stacked.
function worldedit.stack(pos1, pos2, axis, count, finished)
function worldedit.stack(pos1, pos2, axis, count)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local length = pos2[axis] - pos1[axis] + 1
if count < 0 then
count = -count
length = -length
end
local i, distance = 0, 0
local function step()
distance = distance + length
worldedit.copy(pos1, pos2, axis, distance)
i = i + 1
return i >= count
local amount = 0
local copy = worldedit.copy
local i = 1
function next_one()
if i <= count then
i = i + 1
amount = amount + length
copy(pos1, pos2, axis, amount)
minetest.after(0, next_one)
end
end
deferred_execution(step, finished)
next_one()
return worldedit.volume(pos1, pos2) * count
end
@ -552,22 +506,20 @@ end
-- @param pos2
-- @param angle Angle in degrees (90 degree increments only).
-- @return The number of nodes oriented.
-- TODO: Support 6D facedir rotation along arbitrary axis.
function worldedit.orient(pos1, pos2, angle)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local registered_nodes = minetest.registered_nodes
local wallmounted = {
[90] = {0, 1, 5, 4, 2, 3, 0, 0},
[180] = {0, 1, 3, 2, 5, 4, 0, 0},
[270] = {0, 1, 4, 5, 3, 2, 0, 0}
[90] = {[0]=0, 1, 5, 4, 2, 3},
[180] = {[0]=0, 1, 3, 2, 5, 4},
[270] = {[0]=0, 1, 4, 5, 3, 2}
}
local facedir = {
[90] = { 1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16,
9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22},
[180] = { 2, 3, 0, 1, 10, 11, 8, 9, 6, 7, 4, 5,
18, 19, 16, 17, 14, 15, 12, 13, 22, 23, 20, 21},
[270] = { 3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14,
7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}
[90] = {[0]=1, 2, 3, 0},
[180] = {[0]=2, 3, 0, 1},
[270] = {[0]=3, 0, 1, 2}
}
angle = angle % 360
@ -583,7 +535,8 @@ function worldedit.orient(pos1, pos2, angle)
worldedit.keep_loaded(pos1, pos2)
local count = 0
local get_node, swap_node = minetest.get_node, minetest.swap_node
local set_node, get_node, get_meta, swap_node = minetest.set_node,
minetest.get_node, minetest.get_meta, minetest.swap_node
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
@ -593,20 +546,17 @@ function worldedit.orient(pos1, pos2, angle)
local node = get_node(pos)
local def = registered_nodes[node.name]
if def then
local paramtype2 = def.paramtype2
if paramtype2 == "wallmounted" or
paramtype2 == "colorwallmounted" then
local orient = node.param2 % 8
node.param2 = node.param2 - orient +
wallmounted_substitution[orient + 1]
swap_node(pos, node)
if def.paramtype2 == "wallmounted" then
node.param2 = wallmounted_substitution[node.param2]
local meta = get_meta(pos):to_table()
set_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
elseif paramtype2 == "facedir" or
paramtype2 == "colorfacedir" then
local orient = node.param2 % 32
node.param2 = node.param2 - orient +
facedir_substitution[orient + 1]
swap_node(pos, node)
elseif def.paramtype2 == "facedir" then
node.param2 = facedir_substitution[node.param2]
local meta = get_meta(pos):to_table()
set_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
end
end
@ -661,7 +611,7 @@ function worldedit.clear_objects(pos1, pos2)
-- Avoid players and WorldEdit entities
if not obj:is_player() and (not entity or
not entity.name:find("^worldedit:")) then
local pos = obj:get_pos()
local pos = obj:getpos()
if pos.x >= pos1x and pos.x <= pos2x and
pos.y >= pos1y and pos.y <= pos2y and
pos.z >= pos1z and pos.z <= pos2z then

View File

@ -1,2 +0,0 @@
name = worldedit
description = WorldEdit main functionality & API

View File

@ -4,47 +4,6 @@
local mh = worldedit.manip_helpers
--- Adds a cube
-- @param pos Position of ground level center of cube
-- @param width Cube width. (x)
-- @param height Cube height. (y)
-- @param length Cube length. (z)
-- @param node_name Name of node to make cube of.
-- @param hollow Whether the cube should be hollow.
-- @return The number of nodes added.
function worldedit.cube(pos, width, height, length, node_name, hollow)
-- Set up voxel manipulator
local basepos = vector.subtract(pos, {x=math.floor(width/2), y=0, z=math.floor(length/2)})
local manip, area = mh.init(basepos, vector.add(basepos, {x=width, y=height, z=length}))
local data = mh.get_empty_data(area)
-- Add cube
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = vector.subtract(basepos, area.MinEdge)
local count = 0
for z = 0, length-1 do
local index_z = (offset.z + z) * stride.z + 1 -- +1 for 1-based indexing
for y = 0, height-1 do
local index_y = index_z + (offset.y + y) * stride.y
for x = 0, width-1 do
local is_wall = z == 0 or z == length-1
or y == 0 or y == height-1
or x == 0 or x == width-1
if not hollow or is_wall then
local i = index_y + (offset.x + x)
data[i] = node_id
count = count + 1
end
end
end
end
mh.finish(manip, data)
return count
end
--- Adds a sphere of `node_name` centered at `pos`.
-- @param pos Position to center sphere at.
-- @param radius Sphere radius.
@ -133,60 +92,49 @@ end
-- @param pos Position to center base of cylinder at.
-- @param axis Axis ("x", "y", or "z")
-- @param length Cylinder length.
-- @param radius1 Cylinder base radius.
-- @param radius2 Cylinder top radius.
-- @param radius Cylinder radius.
-- @param node_name Name of node to make cylinder of.
-- @param hollow Whether the cylinder should be hollow.
-- @return The number of nodes added.
function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Backwards compatibility
if type(radius2) == "string" then
hollow = node_name
node_name = radius2
radius2 = radius1 -- straight cylinder
end
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
radius1, radius2 = radius2, radius1
end
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length)
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local data = mh.get_empty_data(area)
-- Add desired shape (anything inbetween cylinder & cone)
-- Add cylinder
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = current_pos.x - area.MinEdge.x,
y = current_pos.y - area.MinEdge.y,
z = current_pos.z - area.MinEdge.z,
}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for i = 0, length - 1 do
-- Calulate radius for this "height" in the cylinder
local radius = radius1 + (radius2 - radius1) * (i + 1) / length
radius = math.floor(radius + 0.5) -- round
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
for index2 = -radius, radius do
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder, add node here
local vi = new_index3 + (offset[axis] + i) * stride[axis]
for index2 = -radius, radius do
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder
-- Add column along axis
for index1 = min_slice, max_slice do
local vi = new_index3 + index1 * stride[axis]
data[vi] = node_id
count = count + 1
end
count = count + length
end
end
end
@ -208,13 +156,12 @@ function worldedit.pyramid(pos, axis, height, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Set up voxel manipulator
-- FIXME: passing negative <radius> causes mis-sorted pos to be passed
-- into mh.init() which is technically not allowed but works
local manip, area = mh.init_axis_radius(pos, axis, height)
local manip, area = mh.init_axis_radius(pos, axis,
height >= 0 and height or -height)
local data = mh.get_empty_data(area)
-- Handle inverted pyramids
local step
local start_axis, end_axis, step
if height > 0 then
height = height - 1
step = 1

View File

@ -24,7 +24,7 @@ Serialization version history:
-- @return Extra header fields as a list of strings, or nil if not supported.
-- @return Content (data after header).
function worldedit.read_header(value)
if value:find("^[0-9]+[,:]") then
if value:find("^[0-9]+[%-:]") then
local header_end = value:find(":", 1, true)
local header = value:sub(1, header_end - 1):split(",")
local version = tonumber(header[1])
@ -56,19 +56,10 @@ function worldedit.serialize(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
local get_node, get_meta, hash_node_position =
minetest.get_node, minetest.get_meta, minetest.hash_node_position
-- Find the positions which have metadata
local has_meta = {}
local meta_positions = minetest.find_nodes_with_meta(pos1, pos2)
for i = 1, #meta_positions do
has_meta[hash_node_position(meta_positions[i])] = true
end
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
@ -77,19 +68,20 @@ function worldedit.serialize(pos1, pos2)
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = get_meta(pos):to_table()
local meta
if has_meta[hash_node_position(pos)] then
meta = get_meta(pos):to_table()
-- Convert metadata item stacks to item strings
for _, invlist in pairs(meta.inventory) do
for index = 1, #invlist do
local itemstack = invlist[index]
if itemstack.to_string then
invlist[index] = itemstack:to_string()
end
end
local meta_empty = true
-- Convert metadata item stacks to item strings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
meta_empty = false
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
for k in pairs(meta) do
if k ~= "inventory" then
meta_empty = false
break
end
end
@ -100,7 +92,7 @@ function worldedit.serialize(pos1, pos2)
name = node.name,
param1 = node.param1 ~= 0 and node.param1 or nil,
param2 = node.param2 ~= 0 and node.param2 or nil,
meta = meta,
meta = not meta_empty and meta or nil,
}
end
pos.z = pos.z + 1
@ -114,44 +106,16 @@ function worldedit.serialize(pos1, pos2)
return LATEST_SERIALIZATION_HEADER .. result, count
end
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
local function deserialize_workaround(content)
local nodes
if not jit then
nodes = minetest.deserialize(content, true)
else
-- XXX: This is a filthy hack that works surprisingly well
-- in LuaJIT, `minetest.deserialize` will fail due to the register limit
nodes = {}
content = content:gsub("^%s*return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
-- remove string contents strings while preserving their length
local escaped = content:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1 = 1, 1
local endpos
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = content:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current, true)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. content:sub(startpos1), true) -- process the last entry
table.insert(nodes, entry)
end
return nodes
end
--- Loads the schematic in `value` into a node list in the latest format.
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, header, content = worldedit.read_header(value)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content, true)
local tables = minetest.deserialize(content)
if not tables then return nil end
-- Transform the node table into an array of nodes
@ -189,7 +153,28 @@ local function load_schematic(value)
})
end
elseif version == 4 or version == 5 then -- Nested table format
nodes = deserialize_workaround(content)
if not jit then
-- This is broken for larger tables in the current version of LuaJIT
nodes = minetest.deserialize(content)
else
-- XXX: This is a filthy hack that works surprisingly well - in LuaJIT, `minetest.deserialize` will fail due to the register limit
nodes = {}
content = content:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
local escaped = content:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = content:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. content:sub(startpos1)) -- process the last entry
table.insert(nodes, entry)
end
else
return nil
end
@ -203,7 +188,7 @@ end
-- @return The number of nodes.
function worldedit.allocate(origin_pos, value)
local nodes = load_schematic(value)
if not nodes or #nodes == 0 then return nil end
if not nodes then return nil end
return worldedit.allocate_with_nodes(origin_pos, nodes)
end
@ -234,7 +219,6 @@ end
function worldedit.deserialize(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
if #nodes == 0 then return #nodes end
local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2)

1
worldedit/visualization.lua Normal file → Executable file
View File

@ -6,7 +6,6 @@ minetest.register_node("worldedit:placeholder", {
paramtype = "light",
sunlight_propagates = true,
diggable = false,
pointable = false,
walkable = false,
groups = {not_in_creative_inventory=1},
})

View File

@ -1,125 +0,0 @@
if minetest.raycast == nil then
error(
"worldedit_brush requires at least Minetest 5.0"
)
end
local BRUSH_MAX_DIST = 150
local brush_on_use = function(itemstack, placer)
local meta = itemstack:get_meta()
local name = placer:get_player_name()
local cmd = meta:get_string("command")
if cmd == "" then
worldedit.player_notify(name,
"This brush is not bound, use //brush to bind a command to it.")
return false
end
local cmddef = worldedit.registered_commands[cmd]
if cmddef == nil then return false end -- shouldn't happen as //brush checks this
local has_privs, missing_privs = minetest.check_player_privs(name, cmddef.privs)
if not has_privs then
worldedit.player_notify(name,
"Missing privileges: " .. table.concat(missing_privs, ", "))
return false
end
local raybegin = vector.add(placer:get_pos(),
{x=0, y=placer:get_properties().eye_height, z=0})
local rayend = vector.add(raybegin, vector.multiply(placer:get_look_dir(), BRUSH_MAX_DIST))
local ray = minetest.raycast(raybegin, rayend, false, true)
local pointed_thing = ray:next()
if pointed_thing == nil then
worldedit.player_notify(name, "Too far away.")
return false
end
assert(pointed_thing.type == "node")
worldedit.pos1[name] = pointed_thing.under
worldedit.pos2[name] = nil
worldedit.marker_update(name)
-- this isn't really clean...
local player_notify_old = worldedit.player_notify
worldedit.player_notify = function(name, msg)
if string.match(msg, "^%d") then return end -- discard "1234 nodes added."
return player_notify_old(name, msg)
end
assert(cmddef.require_pos < 2)
local parsed = {cmddef.parse(meta:get_string("params"))}
if not table.remove(parsed, 1) then return false end -- shouldn't happen
minetest.log("action", string.format("%s uses WorldEdit brush (//%s) at %s",
name, cmd, minetest.pos_to_string(pointed_thing.under)))
cmddef.func(name, unpack(parsed))
worldedit.player_notify = player_notify_old
return true
end
minetest.register_tool(":worldedit:brush", {
description = "WorldEdit Brush",
inventory_image = "worldedit_brush.png",
stack_max = 1, -- no need to stack these (metadata prevents this anyway)
range = 0,
on_use = function(itemstack, placer, pointed_thing)
brush_on_use(itemstack, placer)
return itemstack -- nothing consumed, nothing changed
end,
})
worldedit.register_command("brush", {
privs = {worldedit=true},
params = "none/<cmd> [parameters]",
description = "Assign command to WorldEdit brush item",
parse = function(param)
local found, _, cmd, params = param:find("^([^%s]+)%s+(.+)$")
if not found then
params = ""
found, _, cmd = param:find("^(.+)$")
end
if not found then
return false
end
return true, cmd, params
end,
func = function(name, cmd, params)
local itemstack = minetest.get_player_by_name(name):get_wielded_item()
if itemstack == nil or itemstack:get_name() ~= "worldedit:brush" then
worldedit.player_notify(name, "Not holding brush item.")
return
end
cmd = cmd:lower()
local meta = itemstack:get_meta()
if cmd == "none" then
meta:from_table(nil)
worldedit.player_notify(name, "Brush assignment cleared.")
else
local cmddef = worldedit.registered_commands[cmd]
if cmddef == nil or cmddef.require_pos ~= 1 then
worldedit.player_notify(name, "//" .. cmd .. " cannot be used with brushes")
return
end
-- Try parsing command params so we can give the user feedback
local ok, err = cmddef.parse(params)
if not ok then
err = err or "invalid usage"
worldedit.player_notify(name, "Error with brush command: " .. err)
return
end
meta:set_string("command", cmd)
meta:set_string("params", params)
local fullcmd = "//" .. cmd .. " " .. params
meta:set_string("description",
minetest.registered_tools["worldedit:brush"].description .. ": " .. fullcmd)
worldedit.player_notify(name, "Brush assigned to command: " .. fullcmd)
end
minetest.get_player_by_name(name):set_wielded_item(itemstack)
end,
})

View File

@ -1,3 +0,0 @@
name = worldedit_brush
description = WorldEdit brush
depends = worldedit, worldedit_commands

Binary file not shown.

Before

Width:  |  Height:  |  Size: 337 B

View File

@ -1,22 +1,28 @@
worldedit.register_command("outset", {
params = "[h/v] <amount>",
description = "Outset the selected region.",
minetest.register_chatcommand("/outset", {
params = "[h|v] <amount>",
description = "outset the selection",
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
func = function(name, param)
local find, _, dir, amount = param:find("(%a*)%s*([+-]?%d+)")
if find == nil then
return false
return false, "invalid usage: " .. param
end
local pos1 = worldedit.pos1[name]
local pos2 = worldedit.pos2[name]
if pos1 == nil or pos2 == nil then
return false,
"Undefined region. Region must be defined beforehand."
end
local hv_test = dir:find("[^hv]+")
if hv_test ~= nil then
return false, "Invalid direction."
end
return true, dir, tonumber(amount)
end,
func = function(name, dir, amount)
if dir == "" or dir == "hv" or dir == "vh" then
assert(worldedit.cuboid_volumetric_expand(name, amount))
elseif dir == "h" then
@ -30,30 +36,39 @@ worldedit.register_command("outset", {
else
return false, "Invalid number of arguments"
end
worldedit.marker_update(name)
return true, "Region outset by " .. amount .. " blocks"
end,
})
}
)
worldedit.register_command("inset", {
params = "[h/v] <amount>",
description = "Inset the selected region.",
minetest.register_chatcommand("/inset", {
params = "[h|v] <amount>",
description = "inset the selection",
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
func = function(name, param)
local find, _, dir, amount = param:find("(%a*)%s*([+-]?%d+)")
if find == nil then
return false
return false, "invalid usage: " .. param
end
if dir:find("[^hv]") ~= nil then
local pos1 = worldedit.pos1[name]
local pos2 = worldedit.pos2[name]
if pos1 == nil or pos2 == nil then
return false,
"Undefined region. Region must be defined beforehand."
end
local hv_test = dir:find("[^hv]+")
if hv_test ~= nil then
return false, "Invalid direction."
end
return true, dir, tonumber(amount)
end,
func = function(name, dir, amount)
if dir == "" or dir == "vh" or dir == "hv" then
assert(worldedit.cuboid_volumetric_expand(name, -amount))
elseif dir == "h" then
@ -67,27 +82,34 @@ worldedit.register_command("inset", {
else
return false, "Invalid number of arguments"
end
worldedit.marker_update(name)
return true, "Region inset by " .. amount .. " blocks"
end,
})
}
)
worldedit.register_command("shift", {
params = "x/y/z/?/up/down/left/right/front/back [+/-]<amount>",
description = "Shifts the selection area without moving its contents",
minetest.register_chatcommand("/shift", {
params = "[x|y|z|?|up|down|left|right|front|back] [+|-]<amount>",
description = "Moves the selection region. Does not move contents.",
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
func = function(name, param)
local pos1 = worldedit.pos1[name]
local pos2 = worldedit.pos2[name]
local find, _, direction, amount = param:find("([%?%l]+)%s*([+-]?%d+)")
if find == nil then
return false
worldedit.player_notify(name, "invalid usage: " .. param)
return
end
return true, direction, tonumber(amount)
end,
func = function(name, direction, amount)
if pos1 == nil or pos2 == nil then
worldedit.player_notify(name,
"Undefined region. Region must be defined beforehand.")
return
end
local axis, dir
if direction == "x" or direction == "y" or direction == "z" then
axis, dir = direction, 1
@ -96,171 +118,123 @@ worldedit.register_command("shift", {
else
axis, dir = worldedit.translate_direction(name, direction)
end
if axis == nil or dir == nil then
return false, "Invalid if looking straight up or down"
end
assert(worldedit.cuboid_shift(name, axis, amount * dir))
worldedit.marker_update(name)
return true, "Region shifted by " .. amount .. " nodes"
end,
})
}
)
worldedit.register_command("expand", {
params = "[+/-]x/y/z/?/up/down/left/right/front/back <amount> [reverse amount]",
description = "Expands the selection in the selected absolute or relative axis",
minetest.register_chatcommand("/expand", {
params = "[+|-]<x|y|z|?|up|down|left|right|front|back> <amount> [reverse-amount]",
description = "expand the selection in one or two directions at once",
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local find, _, sign, direction, amount,
rev_amount = param:find("([+-]?)([%?%l]+)%s*(%d+)%s*(%d*)")
if find == nil then
return false
func = function(name, param)
local find, _, sign, direction, amount,
rev_amount = param:find("([+-]?)([%?%l]+)%s*(%d+)%s*(%d*)")
if find == nil then
worldedit.player_notify(name, "invalid use: " .. param)
return
end
if worldedit.pos1[name] == nil or worldedit.pos2[name] == nil then
worldedit.player_notify(name,
"Undefined region. Region must be defined beforehand.")
return
end
local absolute = direction:find("[xyz?]")
local dir, axis
if rev_amount == "" then
rev_amount = 0
end
if absolute == nil then
axis, dir = worldedit.translate_direction(name, direction)
if axis == nil or dir == nil then
return false, "Invalid if looking straight up or down"
end
if rev_amount == "" then
rev_amount = "0"
end
return true, sign, direction, tonumber(amount), tonumber(rev_amount)
end,
func = function(name, sign, direction, amount, rev_amount)
local absolute = direction:find("[xyz?]")
local dir, axis
if absolute == nil then
axis, dir = worldedit.translate_direction(name, direction)
if axis == nil or dir == nil then
return false, "Invalid if looking straight up or down"
end
else
if direction == "?" then
axis, dir = worldedit.player_axis(name)
else
if direction == "?" then
axis, dir = worldedit.player_axis(name)
else
axis = direction
dir = 1
end
axis = direction
dir = 1
end
if sign == "-" then
dir = -dir
end
worldedit.cuboid_linear_expand(name, axis, dir, amount)
worldedit.cuboid_linear_expand(name, axis, -dir, rev_amount)
worldedit.marker_update(name)
return true, "Region expanded by " .. (amount + rev_amount) .. " nodes"
end,
})
end
if sign == "-" then
dir = -dir
end
worldedit.cuboid_linear_expand(name, axis, dir, amount)
worldedit.cuboid_linear_expand(name, axis, -dir, rev_amount)
worldedit.marker_update(name)
return true, "Region expanded by " .. (amount + rev_amount) .. " nodes"
end,
}
)
worldedit.register_command("contract", {
params = "[+/-]x/y/z/?/up/down/left/right/front/back <amount> [reverse amount]",
description = "Contracts the selection in the selected absolute or relative axis",
minetest.register_chatcommand("/contract", {
params = "[+|-]<x|y|z|?|up|down|left|right|front|back> <amount> [reverse-amount]",
description = "contract the selection in one or two directions at once",
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local find, _, sign, direction, amount,
rev_amount = param:find("([+-]?)([%?%l]+)%s*(%d+)%s*(%d*)")
if find == nil then
return false
func = function(name, param)
local find, _, sign, direction, amount,
rev_amount = param:find("([+-]?)([%?%l]+)%s*(%d+)%s*(%d*)")
if find == nil then
worldedit.player_notify(name, "invalid use: " .. param)
return
end
if worldedit.pos1[name] == nil or worldedit.pos2[name] == nil then
worldedit.player_notify(name,
"Undefined region. Region must be defined beforehand.")
return
end
local absolute = direction:find("[xyz?]")
local dir, axis
if rev_amount == "" then
rev_amount = 0
end
if absolute == nil then
axis, dir = worldedit.translate_direction(name, direction)
if axis == nil or dir == nil then
return false, "Invalid if looking straight up or down"
end
if rev_amount == "" then
rev_amount = "0"
end
return true, sign, direction, tonumber(amount), tonumber(rev_amount)
end,
func = function(name, sign, direction, amount, rev_amount)
local absolute = direction:find("[xyz?]")
local dir, axis
if absolute == nil then
axis, dir = worldedit.translate_direction(name, direction)
if axis == nil or dir == nil then
return false, "Invalid if looking straight up or down"
end
else
if direction == "?" then
axis, dir = worldedit.player_axis(name)
else
if direction == "?" then
axis, dir = worldedit.player_axis(name)
else
axis = direction
dir = 1
end
axis = direction
dir = 1
end
if sign == "-" then
dir = -dir
end
worldedit.cuboid_linear_expand(name, axis, dir, -amount)
worldedit.cuboid_linear_expand(name, axis, -dir, -rev_amount)
worldedit.marker_update(name)
return true, "Region contracted by " .. (amount + rev_amount) .. " nodes"
end,
})
worldedit.register_command("cubeapply", {
params = "<size>/(<sizex> <sizey> <sizez>) <command> [parameters]",
description = "Select a cube with side length <size> around position 1 and run <command> on region",
privs = {worldedit=true},
require_pos = 1,
parse = function(param)
local found, _, sidex, sidey, sidez, cmd, args =
param:find("^(%d+)%s+(%d+)%s+(%d+)%s+([^%s]+)%s*(.*)$")
if found == nil then
found, _, sidex, cmd, args = param:find("^(%d+)%s+([^%s]+)%s*(.*)$")
if found == nil then
return false
end
sidey = sidex
sidez = sidex
end
sidex = tonumber(sidex)
sidey = tonumber(sidey)
sidez = tonumber(sidez)
if sidex < 1 or sidey < 1 or sidez < 1 then
return false
end
local cmddef = worldedit.registered_commands[cmd]
if cmddef == nil or cmddef.require_pos ~= 2 then
return false, "invalid usage: //" .. cmd .. " cannot be used with cubeapply"
end
-- run parsing of target command
local parsed = {cmddef.parse(args)}
if not table.remove(parsed, 1) then
return false, parsed[1]
end
return true, sidex, sidey, sidez, cmd, parsed
end,
nodes_needed = function(name, sidex, sidey, sidez, cmd, parsed)
-- its not possible to defer to the target command at this point
return sidex * sidey * sidez
end,
func = function(name, sidex, sidey, sidez, cmd, parsed)
local cmddef = assert(worldedit.registered_commands[cmd])
local success, missing_privs = minetest.check_player_privs(name, cmddef.privs)
if not success then
worldedit.player_notify(name, "Missing privileges: " ..
table.concat(missing_privs, ", "))
return
end
-- update region to be the cuboid the user wanted
local half = vector.divide(vector.new(sidex, sidey, sidez), 2)
local sizea, sizeb = vector.apply(half, math.floor), vector.apply(half, math.ceil)
local center = worldedit.pos1[name]
worldedit.pos1[name] = vector.subtract(center, sizea)
worldedit.pos2[name] = vector.add(center, vector.subtract(sizeb, 1))
worldedit.marker_update(name)
-- actually run target command
return cmddef.func(name, unpack(parsed))
end,
})
end
if sign == "-" then
dir = -dir
end
worldedit.cuboid_linear_expand(name, axis, dir, -amount)
worldedit.cuboid_linear_expand(name, axis, -dir, -rev_amount)
worldedit.marker_update(name)
return true, "Region contracted by " .. (amount + rev_amount) .. " nodes"
end,
}
)

1
worldedit_commands/depends.txt Executable file
View File

@ -0,0 +1 @@
worldedit

File diff suppressed because it is too large Load Diff

View File

@ -2,60 +2,57 @@ worldedit.marker1 = {}
worldedit.marker2 = {}
worldedit.marker_region = {}
local init_sentinel = "new" .. tostring(math.random(99999))
--marks worldedit region position 1
worldedit.mark_pos1 = function(name, region_too)
worldedit.mark_pos1 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos1 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos1)
end
if worldedit.marker1[name] ~= nil then --marker already exists
worldedit.marker1[name]:remove() --remove marker
worldedit.marker1[name] = nil
end
if pos1 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos1)
--add marker
worldedit.marker1[name] = minetest.add_entity(pos1, "worldedit:pos1", init_sentinel)
worldedit.marker1[name] = minetest.add_entity(pos1, "worldedit:pos1")
if worldedit.marker1[name] ~= nil then
worldedit.marker1[name]:get_luaentity().player_name = name
end
end
if region_too == nil or region_too then
worldedit.mark_region(name)
end
worldedit.mark_region(name)
end
--marks worldedit region position 2
worldedit.mark_pos2 = function(name, region_too)
worldedit.mark_pos2 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if pos2 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos2, pos2)
end
if worldedit.marker2[name] ~= nil then --marker already exists
worldedit.marker2[name]:remove() --remove marker
worldedit.marker2[name] = nil
end
if pos2 ~= nil then
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos2, pos2)
--add marker
worldedit.marker2[name] = minetest.add_entity(pos2, "worldedit:pos2", init_sentinel)
worldedit.marker2[name] = minetest.add_entity(pos2, "worldedit:pos2")
if worldedit.marker2[name] ~= nil then
worldedit.marker2[name]:get_luaentity().player_name = name
end
end
if region_too == nil or region_too then
worldedit.mark_region(name)
end
worldedit.mark_region(name)
end
worldedit.mark_region = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if worldedit.marker_region[name] ~= nil then --marker already exists
--wip: make the area stay loaded somehow
for _, entity in ipairs(worldedit.marker_region[name]) do
entity:remove()
end
@ -67,7 +64,7 @@ worldedit.mark_region = function(name)
local vec = vector.subtract(pos2, pos1)
local maxside = math.max(vec.x, math.max(vec.y, vec.z))
local limit = tonumber(minetest.settings:get("active_object_send_range_blocks")) * 16
local limit = tonumber(minetest.setting_get("active_object_send_range_blocks")) * 16
if maxside > limit * 1.5 then
-- The client likely won't be able to see the plane markers as intended anyway,
-- thus don't place them and also don't load the area into memory
@ -85,8 +82,7 @@ worldedit.mark_region = function(name)
--XY plane markers
for _, z in ipairs({pos1.z - 0.5, pos2.z + 0.5}) do
local entpos = {x=pos1.x + sizex - 0.5, y=pos1.y + sizey - 0.5, z=z}
local marker = minetest.add_entity(entpos, "worldedit:region_cube", init_sentinel)
local marker = minetest.add_entity({x=pos1.x + sizex - 0.5, y=pos1.y + sizey - 0.5, z=z}, "worldedit:region_cube")
if marker ~= nil then
marker:set_properties({
visual_size={x=sizex * 2, y=sizey * 2},
@ -99,14 +95,13 @@ worldedit.mark_region = function(name)
--YZ plane markers
for _, x in ipairs({pos1.x - 0.5, pos2.x + 0.5}) do
local entpos = {x=x, y=pos1.y + sizey - 0.5, z=pos1.z + sizez - 0.5}
local marker = minetest.add_entity(entpos, "worldedit:region_cube", init_sentinel)
local marker = minetest.add_entity({x=x, y=pos1.y + sizey - 0.5, z=pos1.z + sizez - 0.5}, "worldedit:region_cube")
if marker ~= nil then
marker:set_properties({
visual_size={x=sizez * 2, y=sizey * 2},
collisionbox = {-thickness, -sizey, -sizez, thickness, sizey, sizez},
})
marker:set_yaw(math.pi / 2)
marker:setyaw(math.pi / 2)
marker:get_luaentity().player_name = name
table.insert(markers, marker)
end
@ -116,13 +111,6 @@ worldedit.mark_region = function(name)
end
end
--convenience function that calls everything
worldedit.marker_update = function(name)
worldedit.mark_pos1(name, false)
worldedit.mark_pos2(name, false)
worldedit.mark_region(name)
end
minetest.register_entity(":worldedit:pos1", {
initial_properties = {
visual = "cube",
@ -132,11 +120,9 @@ minetest.register_entity(":worldedit:pos1", {
"worldedit_pos1.png", "worldedit_pos1.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
physical = false,
static_save = false,
},
on_activate = function(self, staticdata, dtime_s)
if staticdata ~= init_sentinel then
-- we were loaded from before static_save = false was added
on_step = function(self, dtime)
if worldedit.marker1[self.player_name] == nil then
self.object:remove()
end
end,
@ -144,9 +130,6 @@ minetest.register_entity(":worldedit:pos1", {
self.object:remove()
worldedit.marker1[self.player_name] = nil
end,
on_blast = function(self, damage)
return false, false, {} -- don't damage or knockback
end,
})
minetest.register_entity(":worldedit:pos2", {
@ -158,11 +141,9 @@ minetest.register_entity(":worldedit:pos2", {
"worldedit_pos2.png", "worldedit_pos2.png"},
collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
physical = false,
static_save = false,
},
on_activate = function(self, staticdata, dtime_s)
if staticdata ~= init_sentinel then
-- we were loaded from before static_save = false was added
on_step = function(self, dtime)
if worldedit.marker2[self.player_name] == nil then
self.object:remove()
end
end,
@ -170,23 +151,20 @@ minetest.register_entity(":worldedit:pos2", {
self.object:remove()
worldedit.marker2[self.player_name] = nil
end,
on_blast = function(self, damage)
return false, false, {} -- don't damage or knockback
end,
})
minetest.register_entity(":worldedit:region_cube", {
initial_properties = {
visual = "upright_sprite",
visual_size = {x=1.1, y=1.1},
textures = {"worldedit_cube.png"},
visual_size = {x=10, y=10},
physical = false,
static_save = false,
},
on_activate = function(self, staticdata, dtime_s)
if staticdata ~= init_sentinel then
-- we were loaded from before static_save = false was added
on_step = function(self, dtime)
if worldedit.marker_region[self.player_name] == nil then
self.object:remove()
return
end
end,
on_punch = function(self, hitter)
@ -199,8 +177,5 @@ minetest.register_entity(":worldedit:region_cube", {
end
worldedit.marker_region[self.player_name] = nil
end,
on_blast = function(self, damage)
return false, false, {} -- don't damage or knockback
end,
})

View File

@ -1,3 +0,0 @@
name = worldedit_commands
description = WorldEdit chat commands
depends = worldedit

View File

@ -1,48 +1,65 @@
local safe_region_callback = {}
local safe_region_param = {}
--`count` is the number of nodes that would possibly be modified
--`callback` is a callback to run when the user confirms
local function safe_region(name, count, callback)
if count < 20000 then
return callback()
local function check_region(name, param)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] --obtain positions
if pos1 == nil or pos2 == nil then
worldedit.player_notify(name, "no region selected")
return nil
end
return worldedit.volume(pos1, pos2)
end
--save callback to call later
safe_region_callback[name] = callback
worldedit.player_notify(name, "WARNING: this operation could affect up to " .. count .. " nodes; type //y to continue or //n to cancel")
--`callback` is a callback to run when the user confirms
--`nodes_needed` is a function accepting `param`, `pos1`, and `pos2` to calculate the number of nodes needed
local function safe_region(callback, nodes_needed)
--default node volume calculation
nodes_needed = nodes_needed or check_region
return function(name, param)
--check if the operation applies to a safe number of nodes
local count = nodes_needed(name, param)
if count == nil then return end --invalid command
if count < 10000 then
return callback(name, param)
end
--save callback to call later
safe_region_callback[name], safe_region_param[name] = callback, param
worldedit.player_notify(name, "WARNING: this operation could affect up to " .. count .. " nodes; type //y to continue or //n to cancel")
end
end
local function reset_pending(name)
safe_region_callback[name] = nil
safe_region_callback[name], safe_region_param[name] = nil, nil
end
minetest.register_chatcommand("/y", {
params = "",
description = "Confirm a pending operation",
func = function(name)
local callback = safe_region_callback[name]
local callback, param = safe_region_callback[name], safe_region_param[name]
if not callback then
worldedit.player_notify(name, "no operation pending")
return
end
reset_pending(name)
callback(name)
safe_region_callback[name], safe_region_param[name] = nil, nil --reset pending operation
callback(name, param)
end,
})
minetest.register_chatcommand("/n", {
params = "",
description = "Abort a pending operation",
description = "Confirm a pending operation",
func = function(name)
if not safe_region_callback[name] then
worldedit.player_notify(name, "no operation pending")
return
end
reset_pending(name)
safe_region_callback[name], safe_region_param[name] = nil, nil
end,
})
return safe_region, reset_pending
return safe_region, check_region, reset_pending

View File

@ -1,63 +1,22 @@
local function above_or_under(placer, pointed_thing)
if placer:get_player_control().sneak then
return pointed_thing.above
else
return pointed_thing.under
end
end
local punched_air_time = {}
minetest.register_tool(":worldedit:wand", {
description = "WorldEdit Wand tool\nLeft-click to set 1st position, right-click to set 2nd",
description = "WorldEdit Wand tool, Left-click to set 1st position, right-click to set 2nd",
inventory_image = "worldedit_wand.png",
stack_max = 1, -- there is no need to have more than one
liquids_pointable = true, -- ground with only water on can be selected as well
on_use = function(itemstack, placer, pointed_thing)
if placer == nil or pointed_thing == nil then return end
local name = placer:get_player_name()
if pointed_thing.type == "node" then
-- set and mark pos1
worldedit.pos1[name] = above_or_under(placer, pointed_thing)
if placer ~= nil and pointed_thing ~= nil and pointed_thing.type == "node" then
local name = placer:get_player_name()
worldedit.pos1[name] = pointed_thing.under
worldedit.mark_pos1(name)
elseif pointed_thing.type == "nothing" then
local now = minetest.get_us_time()
if now - (punched_air_time[name] or 0) < 1000 * 1000 then
-- reset markers
worldedit.registered_commands["reset"].func(name)
end
punched_air_time[name] = now
elseif pointed_thing.type == "object" then
local entity = pointed_thing.ref:get_luaentity()
if entity and entity.name == "worldedit:pos2" then
-- set pos1 = pos2
worldedit.pos1[name] = worldedit.pos2[name]
worldedit.mark_pos1(name)
end
end
end,
on_place = function(itemstack, placer, pointed_thing)
if placer == nil or (pointed_thing or {}).type ~= "node" then
return itemstack
end
local name = placer:get_player_name()
-- set and mark pos2
worldedit.pos2[name] = above_or_under(placer, pointed_thing)
worldedit.mark_pos2(name)
return itemstack -- nothing consumed, nothing changed
end,
on_secondary_use = function(itemstack, user, pointed_thing)
if user == nil or (pointed_thing or {}).type ~= "object" then
return itemstack
end
local name = user:get_player_name()
local entity = pointed_thing.ref:get_luaentity()
if entity and entity.name == "worldedit:pos1" then
-- set pos2 = pos1
worldedit.pos2[name] = worldedit.pos1[name]
on_place = function(itemstack, placer, pointed_thing) -- Left Click
if placer ~= nil and pointed_thing ~= nil and pointed_thing.type == "node" then
local name = placer:get_player_name()
worldedit.pos2[name] = pointed_thing.under
worldedit.mark_pos2(name)
end
return itemstack -- nothing consumed, nothing changed

View File

@ -0,0 +1,6 @@
worldedit
worldedit_commands
unified_inventory?
inventory_plus?
sfinv?
creative?

590
worldedit_gui/functionality.lua Normal file → Executable file
View File

@ -1,6 +1,6 @@
--saved state for each player
local gui_nodename1 = {} --mapping of player names to node names
local gui_nodename2 = {} --mapping of player names to node names
local gui_nodename1 = {} --mapping of player names to node names (arbitrary strings may also appear as values)
local gui_nodename2 = {} --mapping of player names to node names (arbitrary strings may also appear as values)
local gui_axis1 = {} --mapping of player names to axes (one of 1, 2, 3, or 4, representing the axes in the `axis_indices` table below)
local gui_axis2 = {} --mapping of player names to axes (one of 1, 2, 3, or 4, representing the axes in the `axis_indices` table below)
local gui_distance1 = {} --mapping of player names to a distance (arbitrary strings may also appear as values)
@ -10,7 +10,9 @@ local gui_count1 = {} --mapping of player names to a quantity (arbitrary strings
local gui_count2 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
local gui_count3 = {} --mapping of player names to a quantity (arbitrary strings may also appear as values)
local gui_angle = {} --mapping of player names to an angle (one of 90, 180, 270, representing the angle in degrees clockwise)
local gui_filename = {} --mapping of player names to file names
local gui_filename = {} --mapping of player names to file names (arbitrary strings may also appear as values)
local gui_formspec = {} --mapping of player names to formspecs
local gui_code = {} --mapping of player names to formspecs
--set default values
setmetatable(gui_nodename1, {__index = function() return "Cobblestone" end})
@ -25,6 +27,8 @@ setmetatable(gui_count2, {__index = function() return "6" end})
setmetatable(gui_count3, {__index = function() return "4" end})
setmetatable(gui_angle, {__index = function() return 90 end})
setmetatable(gui_filename, {__index = function() return "building" end})
setmetatable(gui_formspec, {__index = function() return "size[5,5]\nlabel[0,0;Hello, world!]" end})
setmetatable(gui_code, {__index = function() return "minetest.chat_send_player(\"singleplayer\", \"Hello, world!\")" end})
local axis_indices = {["X axis"]=1, ["Y axis"]=2, ["Z axis"]=3, ["Look direction"]=4}
local axis_values = {"x", "y", "z", "?"}
@ -52,18 +56,13 @@ end
-- display node (or unknown_node image otherwise) at specified pos in formspec
local formspec_node = function(pos, nodename)
local ndef = nodename and minetest.registered_nodes[nodename]
if nodename and ndef then
return string.format("item_image[%s;1,1;%s]", pos, nodename) ..
string.format("tooltip[%s;1,1;%s]", pos, minetest.formspec_escape(ndef.description))
else
return string.format("image[%s;1,1;worldedit_gui_unknown.png]", pos)
end
return nodename and string.format("item_image[%s;1,1;%s]", pos, nodename)
or string.format("image[%s;1,1;worldedit_gui_unknown.png]", pos)
end
-- two further priv helpers
local function we_privs(command)
return worldedit.registered_commands[command].privs
return minetest.chatcommands["/" .. command].privs
end
local function combine_we_privs(list)
@ -74,79 +73,11 @@ local function combine_we_privs(list)
return combine_privs(unpack(args))
end
-- functions that handle value changing & page reshowing (without submitting)
local function copy_changes(name, fields, def)
for field, into in pairs(def) do
if into ~= true and fields[field] then
local value = tostring(fields[field])
if into == gui_axis1 or into == gui_axis2 then
into[name] = axis_indices[value]
elseif into == gui_angle then
into[name] = angle_indices[value]
else
into[name] = value
end
end
end
end
local function handle_changes(name, identifier, fields, def)
local any = false
for field, into in pairs(def) do
if fields.key_enter_field == field then
any = true
end
-- first condition: buttons (value not saved)
-- others: dropdowns which will be sent when their value changes
if into == true or into == gui_axis1 or into == gui_axis2 or into == gui_angle then
if fields[field] then
any = true
end
end
end
if not any then
return false
end
any = false
for field, into in pairs(def) do
if into ~= true and fields[field] then
local value = tostring(fields[field])
if into == gui_axis1 or into == gui_axis2 then
into[name] = axis_indices[value]
elseif into == gui_angle then
into[name] = angle_indices[value]
else
into[name] = value
end
if into == gui_nodename1 or into == gui_nodename2 then
any = true
end
end
end
-- Only nodename fields change based on the value, so only re-show the page if necessary
if any then
worldedit.show_page(name, identifier)
end
return true
end
-- This has the same behaviour as the player invoking the chat command
local function execute_worldedit_command(command_name, player_name, params)
local chatcmd = minetest.registered_chatcommands["/" .. command_name]
assert(chatcmd, "unknown command: " .. command_name)
local _, msg = chatcmd.func(player_name, params)
if msg then
worldedit.player_notify(player_name, msg)
end
end
worldedit.register_gui_function("worldedit_gui_about", {
name = "About",
privs = {interact=true},
on_select = function(name)
execute_worldedit_command("about", name, "")
minetest.chatcommands["/about"].func(name, "")
end,
})
@ -154,8 +85,7 @@ worldedit.register_gui_function("worldedit_gui_inspect", {
name = "Toggle Inspect",
privs = we_privs("inspect"),
on_select = function(name)
execute_worldedit_command("inspect", name,
worldedit.inspect[name] and "disable" or "enable")
minetest.chatcommands["/inspect"].func(name, worldedit.inspect[name] and "disable" or "enable")
end,
})
@ -189,47 +119,47 @@ worldedit.register_gui_function("worldedit_gui_region", {
worldedit.register_gui_handler("worldedit_gui_region", function(name, fields)
if fields.worldedit_gui_p_get then
execute_worldedit_command("p", name, "get")
minetest.chatcommands["/p"].func(name, "get")
return true
elseif fields.worldedit_gui_p_set1 then
execute_worldedit_command("p", name, "set1")
minetest.chatcommands["/p"].func(name, "set1")
return true
elseif fields.worldedit_gui_p_set2 then
execute_worldedit_command("p", name, "set2")
minetest.chatcommands["/p"].func(name, "set2")
return true
elseif fields.worldedit_gui_pos1 then
execute_worldedit_command("pos1", name, "")
minetest.chatcommands["/pos1"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_pos2 then
execute_worldedit_command("pos2", name, "")
minetest.chatcommands["/pos2"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_reset then
execute_worldedit_command("reset", name, "")
minetest.chatcommands["/reset"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_mark then
execute_worldedit_command("mark", name, "")
minetest.chatcommands["/mark"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_unmark then
execute_worldedit_command("unmark", name, "")
minetest.chatcommands["/unmark"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_volume then
execute_worldedit_command("volume", name, "")
minetest.chatcommands["/volume"].func(name, "")
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_fixedpos_pos1_submit then
execute_worldedit_command("fixedpos", name, ("set1 %s %s %s"):format(
minetest.chatcommands["/fixedpos"].func(name, string.format("set1 %s %s %s",
tostring(fields.worldedit_gui_fixedpos_pos1x),
tostring(fields.worldedit_gui_fixedpos_pos1y),
tostring(fields.worldedit_gui_fixedpos_pos1z)))
worldedit.show_page(name, "worldedit_gui_region")
return true
elseif fields.worldedit_gui_fixedpos_pos2_submit then
execute_worldedit_command("fixedpos", name, ("set2 %s %s %s"):format(
minetest.chatcommands["/fixedpos"].func(name, string.format("set2 %s %s %s",
tostring(fields.worldedit_gui_fixedpos_pos2x),
tostring(fields.worldedit_gui_fixedpos_pos2y),
tostring(fields.worldedit_gui_fixedpos_pos2z)))
@ -247,7 +177,6 @@ worldedit.register_gui_function("worldedit_gui_set", {
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_set") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_set_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_set_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_set_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_set_submit;Set Nodes]"
@ -255,22 +184,18 @@ worldedit.register_gui_function("worldedit_gui_set", {
})
worldedit.register_gui_handler("worldedit_gui_set", function(name, fields)
local cg = {
worldedit_gui_set_search = true,
worldedit_gui_set_node = gui_nodename1,
}
local ret = handle_changes(name, "worldedit_gui_set", fields, cg)
if fields.worldedit_gui_set_submit then
copy_changes(name, fields, cg)
if fields.worldedit_gui_set_search or fields.worldedit_gui_set_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_set_node)
worldedit.show_page(name, "worldedit_gui_set")
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
execute_worldedit_command("set", name, n)
if fields.worldedit_gui_set_submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/set"].func(name, n)
end
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_replace", {
@ -281,11 +206,9 @@ worldedit.register_gui_function("worldedit_gui_replace", {
local search_nodename, replace_nodename = worldedit.normalize_nodename(search), worldedit.normalize_nodename(replace)
return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_replace") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_replace_search;Name;%s]", minetest.formspec_escape(search)) ..
"field_close_on_enter[worldedit_gui_replace_search;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_replace_search_search;Search]" ..
formspec_node("5.5,1.1", search_nodename) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_replace_replace;Name;%s]", minetest.formspec_escape(replace)) ..
"field_close_on_enter[worldedit_gui_replace_replace;false]" ..
"button[4,2.18;1.5,0.8;worldedit_gui_replace_replace_search;Search]" ..
formspec_node("5.5,2.1", replace_nodename) ..
"button_exit[0,3.5;3,0.8;worldedit_gui_replace_submit;Replace Nodes]" ..
@ -294,29 +217,28 @@ worldedit.register_gui_function("worldedit_gui_replace", {
})
worldedit.register_gui_handler("worldedit_gui_replace", function(name, fields)
local cg = {
worldedit_gui_replace_search_search = true,
worldedit_gui_replace_replace_search = true,
worldedit_gui_replace_search = gui_nodename1,
worldedit_gui_replace_replace = gui_nodename2,
}
local ret = handle_changes(name, "worldedit_gui_replace", fields, cg)
if fields.worldedit_gui_replace_submit or fields.worldedit_gui_replace_submit_inverse then
copy_changes(name, fields, cg)
if fields.worldedit_gui_replace_search_search or fields.worldedit_gui_replace_replace_search
or fields.worldedit_gui_replace_submit or fields.worldedit_gui_replace_submit_inverse then
gui_nodename1[name] = tostring(fields.worldedit_gui_replace_search)
gui_nodename2[name] = tostring(fields.worldedit_gui_replace_replace)
worldedit.show_page(name, "worldedit_gui_replace")
local submit = "replace"
if fields.worldedit_gui_replace_submit_inverse then
local submit = nil
if fields.worldedit_gui_replace_submit then
submit = "replace"
elseif fields.worldedit_gui_replace_submit_inverse then
submit = "replaceinverse"
end
local n1 = worldedit.normalize_nodename(gui_nodename1[name])
local n2 = worldedit.normalize_nodename(gui_nodename2[name])
if n1 and n2 then
execute_worldedit_command(submit, name, n1 .. " " .. n2)
if submit then
local n1 = worldedit.normalize_nodename(gui_nodename1[name])
local n2 = worldedit.normalize_nodename(gui_nodename2[name])
if n1 and n2 then
minetest.chatcommands["/"..submit].func(name, string.format("%s %s", n1, n2))
end
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_sphere_dome", {
@ -327,11 +249,9 @@ worldedit.register_gui_function("worldedit_gui_sphere_dome", {
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,5]" .. worldedit.get_formspec_header("worldedit_gui_sphere_dome") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_sphere_dome_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_sphere_dome_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_sphere_dome_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_sphere_dome_radius;Radius;%s]", minetest.formspec_escape(radius)) ..
"field_close_on_enter[worldedit_gui_sphere_dome_radius;false]" ..
"button_exit[0,3.5;3,0.8;worldedit_gui_sphere_dome_submit_hollow;Hollow Sphere]" ..
"button_exit[3.5,3.5;3,0.8;worldedit_gui_sphere_dome_submit_solid;Solid Sphere]" ..
"button_exit[0,4.5;3,0.8;worldedit_gui_sphere_dome_submit_hollow_dome;Hollow Dome]" ..
@ -340,87 +260,81 @@ worldedit.register_gui_function("worldedit_gui_sphere_dome", {
})
worldedit.register_gui_handler("worldedit_gui_sphere_dome", function(name, fields)
local cg = {
worldedit_gui_sphere_dome_search = true,
worldedit_gui_sphere_dome_node = gui_nodename1,
worldedit_gui_sphere_dome_radius = gui_distance2,
}
local ret = handle_changes(name, "worldedit_gui_sphere_dome", fields, cg)
if fields.worldedit_gui_sphere_dome_submit_hollow or fields.worldedit_gui_sphere_dome_submit_solid
if fields.worldedit_gui_sphere_dome_search
or fields.worldedit_gui_sphere_dome_submit_hollow or fields.worldedit_gui_sphere_dome_submit_solid
or fields.worldedit_gui_sphere_dome_submit_hollow_dome or fields.worldedit_gui_sphere_dome_submit_solid_dome then
copy_changes(name, fields, cg)
gui_nodename1[name] = tostring(fields.worldedit_gui_sphere_dome_node)
gui_distance2[name] = tostring(fields.worldedit_gui_sphere_dome_radius)
worldedit.show_page(name, "worldedit_gui_sphere_dome")
local submit = "hollowsphere"
if fields.worldedit_gui_sphere_dome_submit_solid then
local submit = nil
if fields.worldedit_gui_sphere_dome_submit_hollow then
submit = "hollowsphere"
elseif fields.worldedit_gui_sphere_dome_submit_solid then
submit = "sphere"
elseif fields.worldedit_gui_sphere_dome_submit_hollow_dome then
submit = "hollowdome"
elseif fields.worldedit_gui_sphere_dome_submit_solid_dome then
submit = "dome"
end
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
execute_worldedit_command(submit, name,
gui_distance2[name] .. " " .. n)
if submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/"..submit].func(name, string.format("%s %s", gui_distance2[name], n))
end
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_cylinder", {
name = "Cylinder",
privs = combine_we_privs({"hollowcylinder", "cylinder"}),
get_formspec = function(name)
local node, axis, length = gui_nodename1[name], gui_axis1[name], gui_distance1[name]
local radius1, radius2 = gui_distance2[name], gui_distance3[name]
local node, axis, length, radius = gui_nodename1[name], gui_axis1[name], gui_distance1[name], gui_distance2[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,6]" .. worldedit.get_formspec_header("worldedit_gui_cylinder") ..
return "size[6.5,5]" .. worldedit.get_formspec_header("worldedit_gui_cylinder") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_cylinder_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_cylinder_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_cylinder_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_cylinder_length;Length;%s]", minetest.formspec_escape(length)) ..
string.format("dropdown[4,2.18;2.5;worldedit_gui_cylinder_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
string.format("field[0.5,3.5;2,0.8;worldedit_gui_cylinder_radius1;Base Radius;%s]", minetest.formspec_escape(radius1)) ..
string.format("field[2.5,3.5;2,0.8;worldedit_gui_cylinder_radius2;Top Radius;%s]", minetest.formspec_escape(radius2)) ..
"field_close_on_enter[worldedit_gui_cylinder_length;false]" ..
"field_close_on_enter[worldedit_gui_cylinder_radius1;false]" ..
"field_close_on_enter[worldedit_gui_cylinder_radius2;false]" ..
"label[0.25,4;Equal base and top radius creates a cylinder,\n"..
"zero top radius creates a cone.\nConsult documentation for more information.]"..
"button_exit[0,5.5;3,0.8;worldedit_gui_cylinder_submit_hollow;Hollow Cylinder]" ..
"button_exit[3.5,5.5;3,0.8;worldedit_gui_cylinder_submit_solid;Solid Cylinder]"
string.format("field[0.5,3.5;4,0.8;worldedit_gui_cylinder_radius;Radius;%s]", minetest.formspec_escape(radius)) ..
"button_exit[0,4.5;3,0.8;worldedit_gui_cylinder_submit_hollow;Hollow Cylinder]" ..
"button_exit[3.5,4.5;3,0.8;worldedit_gui_cylinder_submit_solid;Solid Cylinder]"
end,
})
worldedit.register_gui_handler("worldedit_gui_cylinder", function(name, fields)
local cg = {
worldedit_gui_cylinder_search = true,
worldedit_gui_cylinder_node = gui_nodename1,
worldedit_gui_cylinder_axis = gui_axis1,
worldedit_gui_cylinder_length = gui_distance1,
worldedit_gui_cylinder_radius1 = gui_distance2,
worldedit_gui_cylinder_radius2 = gui_distance3,
}
local ret = handle_changes(name, "worldedit_gui_cylinder", fields, cg)
if fields.worldedit_gui_cylinder_submit_hollow or fields.worldedit_gui_cylinder_submit_solid then
copy_changes(name, fields, cg)
if fields.worldedit_gui_cylinder_search
or fields.worldedit_gui_cylinder_submit_hollow or fields.worldedit_gui_cylinder_submit_solid then
gui_nodename1[name] = tostring(fields.worldedit_gui_cylinder_node)
gui_axis1[name] = axis_indices[fields.worldedit_gui_cylinder_axis]
gui_distance1[name] = tostring(fields.worldedit_gui_cylinder_length)
gui_distance2[name] = tostring(fields.worldedit_gui_cylinder_radius)
worldedit.show_page(name, "worldedit_gui_cylinder")
local submit = "hollowcylinder"
if fields.worldedit_gui_cylinder_submit_solid then
local submit = nil
if fields.worldedit_gui_cylinder_submit_hollow then
submit = "hollowcylinder"
elseif fields.worldedit_gui_cylinder_submit_solid then
submit = "cylinder"
end
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
local args = string.format("%s %s %s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_distance2[name], gui_distance3[name], n)
execute_worldedit_command(submit, name, args)
if submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/"..submit].func(name, string.format("%s %s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], gui_distance2[name], n))
end
end
return true
end
return ret
if fields.worldedit_gui_cylinder_axis then
gui_axis1[name] = axis_indices[fields.worldedit_gui_cylinder_axis]
worldedit.show_page(name, "worldedit_gui_cylinder")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_pyramid", {
@ -431,42 +345,42 @@ worldedit.register_gui_function("worldedit_gui_pyramid", {
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_pyramid") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_pyramid_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_pyramid_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_pyramid_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_pyramid_length;Length;%s]", minetest.formspec_escape(length)) ..
string.format("dropdown[4,2.18;2.5;worldedit_gui_pyramid_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"field_close_on_enter[worldedit_gui_pyramid_length;false]" ..
"button_exit[0,3.5;3,0.8;worldedit_gui_pyramid_submit_hollow;Hollow Pyramid]" ..
"button_exit[3.5,3.5;3,0.8;worldedit_gui_pyramid_submit_solid;Solid Pyramid]"
end,
})
worldedit.register_gui_handler("worldedit_gui_pyramid", function(name, fields)
local cg = {
worldedit_gui_pyramid_search = true,
worldedit_gui_pyramid_node = gui_nodename1,
worldedit_gui_pyramid_axis = gui_axis1,
worldedit_gui_pyramid_length = gui_distance1,
}
local ret = handle_changes(name, "worldedit_gui_pyramid", fields, cg)
if fields.worldedit_gui_pyramid_submit_solid or fields.worldedit_gui_pyramid_submit_hollow then
copy_changes(name, fields, cg)
if fields.worldedit_gui_pyramid_search or fields.worldedit_gui_pyramid_submit_solid or fields.worldedit_gui_pyramid_submit_hollow or fields.worldedit_gui_pyramid_axis then
gui_nodename1[name] = tostring(fields.worldedit_gui_pyramid_node)
gui_axis1[name] = axis_indices[fields.worldedit_gui_pyramid_axis]
gui_distance1[name] = tostring(fields.worldedit_gui_pyramid_length)
worldedit.show_page(name, "worldedit_gui_pyramid")
local submit = "pyramid"
if fields.worldedit_gui_pyramid_submit_hollow then
local submit = nil
if fields.worldedit_gui_pyramid_submit_solid then
submit = "pyramid"
elseif fields.worldedit_gui_pyramid_submit_hollow then
submit = "hollowpyramid"
end
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
execute_worldedit_command(submit, name,
string.format("%s %s %s", axis_values[gui_axis1[name]],
gui_distance1[name], n))
if submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/"..submit].func(name, string.format("%s %s %s", axis_values[gui_axis1[name]], gui_distance1[name], n))
end
end
return true
end
return ret
if fields.worldedit_gui_pyramid_axis then
gui_axis1[name] = axis_indices[fields.worldedit_gui_pyramid_axis]
worldedit.show_page(name, "worldedit_gui_pyramid")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_spiral", {
@ -477,41 +391,31 @@ worldedit.register_gui_function("worldedit_gui_spiral", {
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,6]" .. worldedit.get_formspec_header("worldedit_gui_spiral") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_spiral_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_spiral_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_spiral_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_spiral_length;Side Length;%s]", minetest.formspec_escape(length)) ..
string.format("field[0.5,3.5;4,0.8;worldedit_gui_spiral_height;Height;%s]", minetest.formspec_escape(height)) ..
string.format("field[0.5,4.5;4,0.8;worldedit_gui_spiral_space;Wall Spacing;%s]", minetest.formspec_escape(space)) ..
"field_close_on_enter[worldedit_gui_spiral_length;false]" ..
"field_close_on_enter[worldedit_gui_spiral_height;false]" ..
"field_close_on_enter[worldedit_gui_spiral_space;false]" ..
"button_exit[0,5.5;3,0.8;worldedit_gui_spiral_submit;Spiral]"
end,
})
worldedit.register_gui_handler("worldedit_gui_spiral", function(name, fields)
local cg = {
worldedit_gui_spiral_search = true,
worldedit_gui_spiral_node = gui_nodename1,
worldedit_gui_spiral_length = gui_distance1,
worldedit_gui_spiral_height = gui_distance2,
worldedit_gui_spiral_space = gui_distance3,
}
local ret = handle_changes(name, "worldedit_gui_spiral", fields, cg)
if fields.worldedit_gui_spiral_submit then
copy_changes(name, fields, cg)
if fields.worldedit_gui_spiral_search or fields.worldedit_gui_spiral_submit then
gui_nodename1[name] = fields.worldedit_gui_spiral_node
gui_distance1[name] = tostring(fields.worldedit_gui_spiral_length)
gui_distance2[name] = tostring(fields.worldedit_gui_spiral_height)
gui_distance3[name] = tostring(fields.worldedit_gui_spiral_space)
worldedit.show_page(name, "worldedit_gui_spiral")
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
execute_worldedit_command("spiral", name,
string.format("%s %s %s %s", gui_distance1[name],
gui_distance2[name], gui_distance3[name], n))
if fields.worldedit_gui_spiral_submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/spiral"].func(name, string.format("%s %s %s %s", gui_distance1[name], gui_distance2[name], gui_distance3[name], n))
end
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_copy_move", {
@ -523,31 +427,29 @@ worldedit.register_gui_function("worldedit_gui_copy_move", {
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_copy_move") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_copy_move_amount;Amount;%s]", minetest.formspec_escape(amount)) ..
string.format("dropdown[4,1.18;2.5;worldedit_gui_copy_move_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"field_close_on_enter[worldedit_gui_copy_move_amount;false]" ..
"button_exit[0,2.5;3,0.8;worldedit_gui_copy_move_copy;Copy Region]" ..
"button_exit[3.5,2.5;3,0.8;worldedit_gui_copy_move_move;Move Region]"
end,
})
worldedit.register_gui_handler("worldedit_gui_copy_move", function(name, fields)
local cg = {
worldedit_gui_copy_move_amount = gui_distance1,
worldedit_gui_copy_move_axis = gui_axis1,
}
local ret = handle_changes(name, "worldedit_gui_spiral", fields, cg)
if fields.worldedit_gui_copy_move_copy or fields.worldedit_gui_copy_move_move then
copy_changes(name, fields, cg)
gui_axis1[name] = axis_indices[fields.worldedit_gui_copy_move_axis] or 4
gui_distance1[name] = tostring(fields.worldedit_gui_copy_move_amount)
worldedit.show_page(name, "worldedit_gui_copy_move")
local submit = "copy"
if fields.worldedit_gui_copy_move_move then
submit = "move"
if fields.worldedit_gui_copy_move_copy then
minetest.chatcommands["/copy"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_distance1[name]))
else --fields.worldedit_gui_copy_move_move
minetest.chatcommands["/move"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_distance1[name]))
end
execute_worldedit_command(submit, name,
axis_values[gui_axis1[name]] .. " " .. gui_distance1[name])
return true
end
return ret
if fields.worldedit_gui_copy_move_axis then
gui_axis1[name] = axis_indices[fields.worldedit_gui_copy_move_axis] or 4
worldedit.show_page(name, "worldedit_gui_copy_move")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_stack", {
@ -558,26 +460,24 @@ worldedit.register_gui_function("worldedit_gui_stack", {
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_stack") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_stack_count;Count;%s]", minetest.formspec_escape(count)) ..
string.format("dropdown[4,1.18;2.5;worldedit_gui_stack_axis;X axis,Y axis,Z axis,Look direction;%d]", axis) ..
"field_close_on_enter[worldedit_gui_stack_count;false]" ..
"button_exit[0,2.5;3,0.8;worldedit_gui_stack_submit;Stack]"
end,
})
worldedit.register_gui_handler("worldedit_gui_stack", function(name, fields)
local cg = {
worldedit_gui_stack_axis = gui_axis1,
worldedit_gui_stack_count = gui_count1,
}
local ret = handle_changes(name, "worldedit_gui_stack", fields, cg)
if fields.worldedit_gui_stack_submit then
copy_changes(name, fields, cg)
gui_axis1[name] = axis_indices[fields.worldedit_gui_stack_axis]
gui_count1[name] = tostring(fields.worldedit_gui_stack_count)
worldedit.show_page(name, "worldedit_gui_stack")
execute_worldedit_command("stack", name,
axis_values[gui_axis1[name]] .. " " .. gui_count1[name])
minetest.chatcommands["/stack"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], gui_count1[name]))
return true
end
return ret
if fields.worldedit_gui_stack_axis then
gui_axis1[name] = axis_indices[fields.worldedit_gui_stack_axis]
worldedit.show_page(name, "worldedit_gui_stack")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_stretch", {
@ -589,29 +489,20 @@ worldedit.register_gui_function("worldedit_gui_stretch", {
string.format("field[0.5,1.5;4,0.8;worldedit_gui_stretch_x;Stretch X;%s]", minetest.formspec_escape(stretchx)) ..
string.format("field[0.5,2.5;4,0.8;worldedit_gui_stretch_y;Stretch Y;%s]", minetest.formspec_escape(stretchy)) ..
string.format("field[0.5,3.5;4,0.8;worldedit_gui_stretch_z;Stretch Z;%s]", minetest.formspec_escape(stretchz)) ..
"field_close_on_enter[worldedit_gui_stretch_x;false]" ..
"field_close_on_enter[worldedit_gui_stretch_y;false]" ..
"field_close_on_enter[worldedit_gui_stretch_z;false]" ..
"button_exit[0,4.5;3,0.8;worldedit_gui_stretch_submit;Stretch]"
end,
})
worldedit.register_gui_handler("worldedit_gui_stretch", function(name, fields)
local cg = {
worldedit_gui_stretch_x = gui_count1,
worldedit_gui_stretch_y = gui_count2,
worldedit_gui_stretch_z = gui_count3,
}
local ret = handle_changes(name, "worldedit_gui_stretch", fields, cg)
if fields.worldedit_gui_stretch_submit then
copy_changes(name, fields, cg)
gui_count1[name] = tostring(fields.worldedit_gui_stretch_x)
gui_count2[name] = tostring(fields.worldedit_gui_stretch_y)
gui_count3[name] = tostring(fields.worldedit_gui_stretch_z)
worldedit.show_page(name, "worldedit_gui_stretch")
execute_worldedit_command("stretch", name, string.format("%s %s %s",
gui_count1[name], gui_count2[name], gui_count3[name]))
minetest.chatcommands["/stretch"].func(name, string.format("%s %s %s", gui_count1[name], gui_count2[name], gui_count3[name]))
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_transpose", {
@ -627,19 +518,23 @@ worldedit.register_gui_function("worldedit_gui_transpose", {
})
worldedit.register_gui_handler("worldedit_gui_transpose", function(name, fields)
local cg = {
worldedit_gui_transpose_axis1 = gui_axis1,
worldedit_gui_transpose_axis2 = gui_axis2,
}
local ret = handle_changes(name, "worldedit_gui_transpose", fields, cg)
if fields.worldedit_gui_transpose_submit then
copy_changes(name, fields, cg)
execute_worldedit_command("transpose", name,
axis_values[gui_axis1[name]] .. " " .. axis_values[gui_axis2[name]])
gui_axis1[name] = axis_indices[fields.worldedit_gui_transpose_axis1]
worldedit.show_page(name, "worldedit_gui_transpose")
minetest.chatcommands["/transpose"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], axis_values[gui_axis2[name]]))
return true
end
return ret
if fields.worldedit_gui_transpose_axis1 then
gui_axis1[name] = axis_indices[fields.worldedit_gui_transpose_axis1]
worldedit.show_page(name, "worldedit_gui_transpose")
return true
end
if fields.worldedit_gui_transpose_axis2 then
gui_axis2[name] = axis_indices[fields.worldedit_gui_transpose_axis2]
worldedit.show_page(name, "worldedit_gui_transpose")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_flip", {
@ -654,18 +549,18 @@ worldedit.register_gui_function("worldedit_gui_flip", {
})
worldedit.register_gui_handler("worldedit_gui_flip", function(name, fields)
local cg = {
worldedit_gui_flip_axis = gui_axis1
}
local ret = handle_changes(name, "worldedit_gui_flip", fields, cg)
if fields.worldedit_gui_flip_submit then
copy_changes(name, fields, cg)
gui_axis1[name] = axis_indices[fields.worldedit_gui_flip_axis]
worldedit.show_page(name, "worldedit_gui_flip")
execute_worldedit_command("flip", name, axis_values[gui_axis1[name]])
minetest.chatcommands["/flip"].func(name, axis_values[gui_axis1[name]])
return true
end
return ret
if fields.worldedit_gui_flip_axis then
gui_axis1[name] = axis_indices[fields.worldedit_gui_flip_axis]
worldedit.show_page(name, "worldedit_gui_flip")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_rotate", {
@ -681,20 +576,24 @@ worldedit.register_gui_function("worldedit_gui_rotate", {
})
worldedit.register_gui_handler("worldedit_gui_rotate", function(name, fields)
local cg = {
worldedit_gui_rotate_axis = gui_axis1,
worldedit_gui_rotate_angle = gui_angle,
}
local ret = handle_changes(name, "worldedit_gui_rotate", fields, cg)
if fields.worldedit_gui_rotate_submit then
copy_changes(name, fields, cg)
gui_axis1[name] = axis_indices[fields.worldedit_gui_rotate_axis]
gui_angle[name] = angle_indices[fields.worldedit_gui_rotate_angle]
worldedit.show_page(name, "worldedit_gui_rotate")
execute_worldedit_command("rotate", name,
axis_values[gui_axis1[name]] .. " " .. angle_values[gui_angle[name]])
minetest.chatcommands["/rotate"].func(name, string.format("%s %s", axis_values[gui_axis1[name]], angle_values[gui_angle[name]]))
return true
end
return ret
if fields.worldedit_gui_rotate_axis then
gui_axis1[name] = axis_indices[fields.worldedit_gui_rotate_axis]
worldedit.show_page(name, "worldedit_gui_rotate")
return true
end
if fields.worldedit_gui_rotate_angle then
gui_angle[name] = angle_indices[fields.worldedit_gui_rotate_angle]
worldedit.show_page(name, "worldedit_gui_rotate")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_orient", {
@ -709,26 +608,25 @@ worldedit.register_gui_function("worldedit_gui_orient", {
})
worldedit.register_gui_handler("worldedit_gui_orient", function(name, fields)
local cg = {
worldedit_gui_orient_angle = gui_angle,
}
local ret = handle_changes(name, "worldedit_gui_orient", fields, cg)
if fields.worldedit_gui_orient_submit then
copy_changes(name, fields, cg)
gui_angle[name] = angle_indices[fields.worldedit_gui_orient_angle]
worldedit.show_page(name, "worldedit_gui_orient")
execute_worldedit_command("orient", name,
tostring(angle_values[gui_angle[name]]))
minetest.chatcommands["/orient"].func(name, tostring(angle_values[gui_angle[name]]))
return true
end
return ret
if fields.worldedit_gui_orient_angle then
gui_angle[name] = angle_indices[fields.worldedit_gui_orient_angle]
worldedit.show_page(name, "worldedit_gui_orient")
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_fixlight", {
name = "Fix Lighting",
privs = we_privs("fixlight"),
on_select = function(name)
execute_worldedit_command("fixlight", name, "")
minetest.chatcommands["/fixlight"].func(name, "")
end,
})
@ -736,7 +634,7 @@ worldedit.register_gui_function("worldedit_gui_hide", {
name = "Hide Region",
privs = we_privs("hide"),
on_select = function(name)
execute_worldedit_command("hide", name, "")
minetest.chatcommands["/hide"].func(name, "")
end,
})
@ -748,7 +646,6 @@ worldedit.register_gui_function("worldedit_gui_suppress", {
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_suppress") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_suppress_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_suppress_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_suppress_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_suppress_submit;Suppress Nodes]"
@ -756,22 +653,18 @@ worldedit.register_gui_function("worldedit_gui_suppress", {
})
worldedit.register_gui_handler("worldedit_gui_suppress", function(name, fields)
local cg = {
worldedit_gui_suppress_search = true,
worldedit_gui_suppress_node = gui_nodename1,
}
local ret = handle_changes(name, "worldedit_gui_suppress", fields, cg)
if fields.worldedit_gui_suppress_submit then
copy_changes(name, fields, cg)
if fields.worldedit_gui_suppress_search or fields.worldedit_gui_suppress_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_suppress_node)
worldedit.show_page(name, "worldedit_gui_suppress")
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
execute_worldedit_command("suppress", name, n)
if fields.worldedit_gui_suppress_submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/suppress"].func(name, n)
end
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_highlight", {
@ -782,7 +675,6 @@ worldedit.register_gui_function("worldedit_gui_highlight", {
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_highlight") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_highlight_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_highlight_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_highlight_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
"button_exit[0,2.5;3,0.8;worldedit_gui_highlight_submit;Highlight Nodes]"
@ -790,29 +682,25 @@ worldedit.register_gui_function("worldedit_gui_highlight", {
})
worldedit.register_gui_handler("worldedit_gui_highlight", function(name, fields)
local cg = {
worldedit_gui_highlight_search = true,
worldedit_gui_highlight_node = gui_nodename1,
}
local ret = handle_changes(name, "worldedit_gui_highlight", fields, cg)
if fields.worldedit_gui_highlight_submit then
copy_changes(name, fields, cg)
if fields.worldedit_gui_highlight_search or fields.worldedit_gui_highlight_submit then
gui_nodename1[name] = tostring(fields.worldedit_gui_highlight_node)
worldedit.show_page(name, "worldedit_gui_highlight")
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
execute_worldedit_command("highlight", name, n)
if fields.worldedit_gui_highlight_submit then
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
minetest.chatcommands["/highlight"].func(name, n)
end
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_restore", {
name = "Restore Region",
privs = we_privs("restore"),
on_select = function(name)
execute_worldedit_command("restore", name, "")
minetest.chatcommands["/restore"].func(name, "")
end,
})
@ -823,7 +711,6 @@ worldedit.register_gui_function("worldedit_gui_save_load", {
local filename = gui_filename[name]
return "size[6,4]" .. worldedit.get_formspec_header("worldedit_gui_save_load") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_save_filename;Filename;%s]", minetest.formspec_escape(filename)) ..
"field_close_on_enter[worldedit_gui_save_filename;false]" ..
"button_exit[0,2.5;3,0.8;worldedit_gui_save_load_submit_save;Save]" ..
"button_exit[3,2.5;3,0.8;worldedit_gui_save_load_submit_allocate;Allocate]" ..
"button_exit[0,3.5;3,0.8;worldedit_gui_save_load_submit_load;Load]"
@ -834,73 +721,48 @@ worldedit.register_gui_handler("worldedit_gui_save_load", function(name, fields)
if fields.worldedit_gui_save_load_submit_save or fields.worldedit_gui_save_load_submit_allocate or fields.worldedit_gui_save_load_submit_load then
gui_filename[name] = tostring(fields.worldedit_gui_save_filename)
worldedit.show_page(name, "worldedit_gui_save_load")
if fields.worldedit_gui_save_load_submit_save then
execute_worldedit_command("save", name, gui_filename[name])
minetest.chatcommands["/save"].func(name, gui_filename[name])
elseif fields.worldedit_gui_save_load_submit_allocate then
execute_worldedit_command("allocate", name, gui_filename[name])
minetest.chatcommands["/allocate"].func(name, gui_filename[name])
else --fields.worldedit_gui_save_load_submit_load
execute_worldedit_command("load", name, gui_filename[name])
minetest.chatcommands["/load"].func(name, gui_filename[name])
end
return true
end
return false
end)
worldedit.register_gui_function("worldedit_gui_cube", {
name = "Cube",
privs = combine_we_privs({"hollowcube", "cube"}),
worldedit.register_gui_function("worldedit_gui_lua", {
name = "Run Lua", privs = minetest.chatcommands["/clearobjects"].privs,
privs = we_privs("lua"),
get_formspec = function(name)
local width, height, length = gui_distance1[name], gui_distance2[name], gui_distance3[name]
local node = gui_nodename1[name]
local nodename = worldedit.normalize_nodename(node)
return "size[6.5,4]" .. worldedit.get_formspec_header("worldedit_gui_cube") ..
string.format("field[0.5,1.5;4,0.8;worldedit_gui_cube_node;Name;%s]", minetest.formspec_escape(node)) ..
"field_close_on_enter[worldedit_gui_cube_node;false]" ..
"button[4,1.18;1.5,0.8;worldedit_gui_cube_search;Search]" ..
formspec_node("5.5,1.1", nodename) ..
string.format("field[0.5,2.5;1,0.8;worldedit_gui_cube_width;Width;%s]", minetest.formspec_escape(width)) ..
string.format("field[1.5,2.5;1,0.8;worldedit_gui_cube_height;Height;%s]", minetest.formspec_escape(height)) ..
string.format("field[2.5,2.5;1,0.8;worldedit_gui_cube_length;Length;%s]", minetest.formspec_escape(length)) ..
"field_close_on_enter[worldedit_gui_cube_width;false]" ..
"field_close_on_enter[worldedit_gui_cube_height;false]" ..
"field_close_on_enter[worldedit_gui_cube_length;false]" ..
"button_exit[0,3.5;3,0.8;worldedit_gui_cube_submit_hollow;Hollow Cuboid]" ..
"button_exit[3.5,3.5;3,0.8;worldedit_gui_cube_submit_solid;Solid Cuboid]"
local code = gui_code[name]
return "size[8,6.5]" .. worldedit.get_formspec_header("worldedit_gui_lua") ..
string.format("textarea[0.5,1;7.5,5.5;worldedit_gui_lua_code;Lua Code;%s]", minetest.formspec_escape(code)) ..
"button_exit[0,6;3,0.8;worldedit_gui_lua_run;Run Lua]" ..
"button_exit[5,6;3,0.8;worldedit_gui_lua_transform;Lua Transform]"
end,
})
worldedit.register_gui_handler("worldedit_gui_cube", function(name, fields)
local cg = {
worldedit_gui_cube_search = true,
worldedit_gui_cube_node = gui_nodename1,
worldedit_gui_cube_width = gui_distance1,
worldedit_gui_cube_height = gui_distance2,
worldedit_gui_cube_length = gui_distance3,
}
local ret = handle_changes(name, "worldedit_gui_cube", fields, cg)
if fields.worldedit_gui_cube_submit_hollow or fields.worldedit_gui_cube_submit_solid then
copy_changes(name, fields, cg)
worldedit.show_page(name, "worldedit_gui_cube")
local submit = "hollowcube"
if fields.worldedit_gui_cube_submit_solid then
submit = "cube"
end
local n = worldedit.normalize_nodename(gui_nodename1[name])
if n then
local args = string.format("%s %s %s %s", gui_distance1[name], gui_distance2[name], gui_distance3[name], n)
execute_worldedit_command(submit, name, args)
worldedit.register_gui_handler("worldedit_gui_lua", function(name, fields)
if fields.worldedit_gui_lua_run or fields.worldedit_gui_lua_transform then
gui_code[name] = fields.worldedit_gui_lua_code
worldedit.show_page(name, "worldedit_gui_lua")
if fields.worldedit_gui_lua_run then
minetest.chatcommands["/lua"].func(name, gui_code[name])
else --fields.worldedit_gui_lua_transform
minetest.chatcommands["/luatransform"].func(name, gui_code[name])
end
return true
end
return ret
return false
end)
worldedit.register_gui_function("worldedit_gui_clearobjects", {
name = "Clear Objects",
privs = we_privs("clearobjects"),
on_select = function(name)
execute_worldedit_command("clearobjects", name, "")
minetest.chatcommands["/clearobjects"].func(name, "")
end,
})

144
worldedit_gui/init.lua Normal file → Executable file
View File

@ -70,7 +70,7 @@ local get_formspec = function(name, identifier)
end
--implement worldedit.show_page(name, page) in different ways depending on the available APIs
if minetest.global_exists("unified_inventory") then -- unified inventory installed
if rawget(_G, "unified_inventory") then --unified inventory installed
local old_func = worldedit.register_gui_function
worldedit.register_gui_function = function(identifier, options)
old_func(identifier, options)
@ -80,9 +80,8 @@ if minetest.global_exists("unified_inventory") then -- unified inventory install
unified_inventory.register_button("worldedit_gui", {
type = "image",
image = "inventory_plus_worldedit_gui.png",
condition = function(player)
return minetest.check_player_privs(player:get_player_name(), {worldedit=true})
end,
tooltip = "Worldedit GUI",
show_with = "worldedit", --Modiff MFF (Crabman 30/06/2015)
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
@ -106,7 +105,7 @@ if minetest.global_exists("unified_inventory") then -- unified inventory install
player:set_inventory_formspec(get_formspec(name, page))
end
end
elseif minetest.global_exists("inventory_plus") then -- inventory++ installed
elseif rawget(_G, "inventory_plus") then --inventory++ installed
minetest.register_on_joinplayer(function(player)
local can_worldedit = minetest.check_player_privs(player:get_player_name(), {worldedit=true})
if can_worldedit then
@ -137,56 +136,7 @@ elseif minetest.global_exists("inventory_plus") then -- inventory++ installed
inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
end
end
elseif minetest.global_exists("smart_inventory") then -- smart_inventory installed
-- redefinition: Update the code element on inventory page to show the we-page
function worldedit.show_page(name, page)
local state = smart_inventory.get_page_state("worldedit_gui", name)
if state then
state:get("code"):set_we_formspec(page)
state.location.rootState:show() -- update inventory page
end
end
-- smart_inventory page callback. Contains just a "custom code" element
local function smart_worldedit_gui_callback(state)
local codebox = state:element("code", { name = "code", code = "" })
function codebox:set_we_formspec(we_page)
local new_formspec = get_formspec(state.location.rootState.location.player, we_page)
new_formspec = new_formspec:gsub('button_exit','button') --no inventory closing
self.data.code = "container[1,1]".. new_formspec .. "container_end[]"
end
codebox:set_we_formspec("worldedit_gui")
-- process input (the back button)
state:onInput(function(state, fields, player)
if fields.worldedit_gui then --main page
state:get("code"):set_we_formspec("worldedit_gui")
elseif fields.worldedit_gui_exit then --return to original page
state:get("code"):set_we_formspec("worldedit_gui")
state.location.parentState:get("crafting_button"):submit() -- switch to the crafting tab
end
end)
end
-- all handler should return false to force inventory UI update
local orig_register_gui_handler = worldedit.register_gui_handler
worldedit.register_gui_handler = function(identifier, handler)
local wrapper = function(...)
handler(...)
return false
end
orig_register_gui_handler(identifier, wrapper)
end
-- register the inventory button
smart_inventory.register_page({
name = "worldedit_gui",
tooltip = "Edit your World!",
icon = "inventory_plus_worldedit_gui.png",
smartfs_callback = smart_worldedit_gui_callback,
sequence = 99
})
elseif minetest.global_exists("sfinv") then -- sfinv installed
elseif rawget(_G, "sfinv") then --sfinv installed (part of minetest_game since 0.4.15)
assert(sfinv.enabled)
local orig_get = sfinv.pages["sfinv:crafting"].get
sfinv.override_page("sfinv:crafting", {
@ -215,14 +165,82 @@ elseif minetest.global_exists("sfinv") then -- sfinv installed
player:set_inventory_formspec(get_formspec(name, page))
end
end
else
error(
"worldedit_gui requires a supported gui management mod to be installed.\n"..
"To use the it you need to either:\n"..
"* use minetest_game or another sfinv-compatible subgame\n"..
"* install Unified Inventory, Inventory++ or Smart Inventory\n"..
"If you don't want to use worldedit_gui, disable it by editing world.mt or from the main menu."
)
else --fallback button
-- FIXME: this is a huge clusterfuck and the back button is broken
local player_formspecs = {}
local update_main_formspec = function(name)
local formspec = player_formspecs[name]
if not formspec then
return
end
local player = minetest.get_player_by_name(name)
if not player then --this is in case the player signs off while the media is loading
return
end
if (minetest.check_player_privs(name, {creative=true}) or
minetest.setting_getbool("creative_mode")) and
creative then --creative is active, add button to modified formspec
local creative_formspec = player:get_inventory_formspec()
local tab_id = tonumber(creative_formspec:match("tabheader%[.-;(%d+)%;"))
if tab_id == 1 then
formspec = creative_formspec ..
"image_button[0,1;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
elseif not tab_id then
formspec = creative_formspec ..
"image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
else
return
end
else
formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
end
player:set_inventory_formspec(formspec)
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
minetest.after(1, function()
if minetest.get_player_by_name(name) then --ensure the player is still signed in
player_formspecs[name] = player:get_inventory_formspec()
minetest.after(0.01, function()
update_main_formspec(name)
end)
end
end)
end)
minetest.register_on_leaveplayer(function(player)
player_formspecs[player:get_player_name()] = nil
end)
local gui_player_formspecs = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
gui_player_formspecs[name] = player:get_inventory_formspec()
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
player:set_inventory_formspec(gui_player_formspecs[name])
end
return true
else --deal with creative_inventory setting the formspec on every single message
minetest.after(0.01,function()
update_main_formspec(name)
end)
return false --continue processing in creative inventory
end
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
end
worldedit.register_gui_function("worldedit_gui", {

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@ -1,4 +0,0 @@
name = worldedit_gui
description = WorldEdit GUI
depends = worldedit, worldedit_commands
optional_depends = unified_inventory, inventory_plus, sfinv, creative, smart_inventory

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1
worldedit_infinity/depends.txt Executable file
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worldedit?

103
worldedit_infinity/init.lua Executable file
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@ -0,0 +1,103 @@
worldedit = rawget(_G, "worldedit") or {}
local minetest = minetest --local copy of global
local get_pointed = function(pos, nearest, distance)
if distance > 100 then
return false
end
--check for collision with node
local nodename = minetest.get_node(pos).name
if nodename ~= "air"
and nodename ~= "default:water_source"
and nodename ~= "default:water_flowing" then
if nodename ~= "ignore" then
return nearest
end
return false
end
end
local use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "nothing" then --pointing at nothing
local placepos = worldedit.raytrace(user:getpos(), user:get_look_dir(), get_pointed)
if placepos then --extended reach
pointed_thing.type = "node"
pointed_thing.under = nil --wip
pointed_thing.above = nil --wip
end
end
return minetest.item_place_node(itemstack, user, pointed_thing)
end
--
worldedit.raytrace = function(pos, dir, callback)
local base = {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
local stepx, stepy, stepz = 0, 0, 0
local componentx, componenty, componentz = 0, 0, 0
local intersectx, intersecty, intersectz = 0, 0, 0
if dir.x == 0 then
intersectx = math.huge
elseif dir.x > 0 then
stepx = 1
componentx = 1 / dir.x
intersectx = ((base.x - pos.x) + 1) * componentx
else
stepx = -1
componentx = 1 / -dir.x
intersectx = (pos.x - base.x) * componentx
end
if dir.y == 0 then
intersecty = math.huge
elseif dir.y > 0 then
stepy = 1
componenty = 1 / dir.y
intersecty = ((base.y - pos.y) + 1) * componenty
else
stepy = -1
componenty = 1 / -dir.y
intersecty = (pos.y - base.y) * componenty
end
if dir.z == 0 then
intersectz = math.huge
elseif dir.z > 0 then
stepz = 1
componentz = 1 / dir.z
intersectz = ((base.z - pos.z) + 1) * componentz
else
stepz = -1
componentz = 1 / -dir.z
intersectz = (pos.z - base.z) * componentz
end
local distance = 0
local nearest = {x=base.x, y=base.y, z=base.z}
while true do
local values = {callback(base, nearest, distance)}
if #values > 0 then
return unpack(values)
end
nearest.x, nearest.y, nearest.z = base.x, base.y, base.z
if intersectx < intersecty then
if intersectx < intersectz then
base.x = base.x + stepx
distance = intersectx
intersectx = intersectx + componentx
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
elseif intersecty < intersectz then
base.y = base.y + stepy
distance = intersecty
intersecty = intersecty + componenty
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
end
end

1
worldedit_limited/depends.txt Executable file
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worldedit

120
worldedit_limited/init.lua Executable file
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do return end
do
local MAX_VOLUME = 30 * 30 * 30
local we = worldedit
local volume = we.volume
local safewrap = function(func)
return function(pos1, pos2, ...)
if validbox(pos1, pos2) then
return func(pos1, pos2, ...)
end
return 0, pos1, pos2
end
end
local validbox = function(pos1, pos2)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
if volume(tpos1, tpos2) > MAX_VOLUME then
return false
end
--check for ownership of area if ownership mod is installed
if owner_defs then
local inside = false
for _, def in pairs(owner_defs) do
--sort positions
local tdef = {x1=def.x1, x2 = def.x2, y1=def.y1, y2=def.y2, z1=def.z1, z2=def.z2}
if tdef.x1 > tdef.x2 then
tdef.x1, tdef.x2 = tdef.x2, tdef.x1
end
if tdef.y1 > tdef.y2 then
tdef.y1, tdef.y2 = tdef.y2, tdef.y1
end
if tdef.z1 > tdef.z2 then
tdef.z1, tdef.z2 = tdef.z2, tdef.z1
end
--check ownership
if tpos1.x >= tdef.x1 and tpos1.x <= tdef.x2
and tpos2.x >= tdef.x1 and tpos2.x <= tdef.x2
and tpos1.y >= tdef.y1 and tpos1.y <= tdef.y2
and tpos2.y >= tdef.y1 and tpos2.y <= tdef.y2
and tpos1.z >= tdef.z1 and tpos1.z <= tdef.z2
and tpos2.z >= tdef.z1 and tpos2.z <= tdef.z2
and name == def.owner then --wip: name isn't available here
inside = true
break
end
end
if not inside then
return false
end
end
return true
end
worldedit = {
sort_pos = we.sort_pos,
set = safewrap(we.set),
replace = safewrap(we.replace),
replaceinverse = safewrap(we.replaceinverse),
copy = function(pos1, pos2, axis, amount)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
tpos1[axis] = tpos1[axis] + amount
tpos2[axis] = tpos2[axis] + amount
if validbox(pos1, pos2) and validbox(tpos1, tpos2) then
we.copy(pos1, pos2, axis, amount)
else
return 0
end
end,
move = function(pos1, pos2, axis, amount)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
tpos1[axis] = tpos1[axis] + amount
tpos2[axis] = tpos2[axis] + amount
if validbox(pos1, pos2) and validbox(tpos1, tpos2) then
we.move(pos1, pos2, axis, amount)
else
return 0
end
end,
stack = function(pos1, pos2, axis, count)
tpos1, tpos2 = we.sort_pos(pos1, pos2)
local length = (tpos2[axis] - tpos1[axis] + 1) * count
if count < 0 then
tpos1[axis] = tpos1[axis] + length
else
tpos2[axis] = tpos2[axis] + length
end
if validbox(tpos1, tpos2) then
we.stack(pos1, pos2, axis, amount)
else
return 0
end
end,
--wip: add transpose, rotate safely
flip = safewrap(we.flip),
orient = safewrap(we.orient),
fixlight = safewrap(we.fixlight),
--wip: add primitives here
volume = we.volume,
hide = safewrap(we.hide),
suppress = safewrap(we.suppress),
highlight = safewrap(we.highlight),
restore = safewrap(we.restore),
serialize = safewrap(we.serialize),
allocate = we.allocate,
deserialize = function(originpos, value)
local tpos1, tpos2 = we.allocate(originpos, value)
if validbox(tpos1, tpos2) then
we.deserialize(originpos, value)
else
return 0
end
end,
}
end

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worldedit_commands

89
worldedit_shortcommands/init.lua Normal file → Executable file
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@ -1,52 +1,51 @@
--provides shorter names for the commands in `worldedit_commands`
worldedit.alias_command = function(alias, original)
if not worldedit.registered_commands[original] then
minetest.log("error", "worldedit_shortcommands: original " .. original .. " does not exist")
return
--returns true if command could not be aliased, false otherwise
worldedit.alias_chatcommand = function(alias, original_command)
if not minetest.chatcommands[original_command] then
minetest.log("error", "worldedit_shortcommands: original command " .. original_command .. " does not exist")
return true
end
if minetest.chatcommands["/" .. alias] then
if minetest.chatcommands[alias] then
minetest.log("error", "worldedit_shortcommands: alias " .. alias .. " already exists")
return
return true
end
minetest.register_chatcommand("/" .. alias, minetest.chatcommands["/" .. original])
worldedit.registered_commands[alias] = worldedit.registered_commands[original]
minetest.register_chatcommand(alias, minetest.chatcommands[original_command])
return false
end
worldedit.alias_command("i", "inspect")
worldedit.alias_command("rst", "reset")
worldedit.alias_command("mk", "mark")
worldedit.alias_command("umk", "unmark")
worldedit.alias_command("1", "pos1")
worldedit.alias_command("2", "pos2")
worldedit.alias_command("fp", "fixedpos")
worldedit.alias_command("v", "volume")
worldedit.alias_command("s", "set")
worldedit.alias_command("r", "replace")
worldedit.alias_command("ri", "replaceinverse")
worldedit.alias_command("hcube", "hollowcube")
worldedit.alias_command("hspr", "hollowsphere")
worldedit.alias_command("spr", "sphere")
worldedit.alias_command("hdo", "hollowdome")
worldedit.alias_command("do", "dome")
worldedit.alias_command("hcyl", "hollowcylinder")
worldedit.alias_command("cyl", "cylinder")
worldedit.alias_command("hpyr", "hollowpyramid")
worldedit.alias_command("pyr", "pyramid")
worldedit.alias_command("spl", "spiral")
worldedit.alias_command("m", "move")
worldedit.alias_command("c", "copy")
worldedit.alias_command("stk", "stack")
worldedit.alias_command("sch", "stretch")
worldedit.alias_command("tps", "transpose")
worldedit.alias_command("fl", "flip")
worldedit.alias_command("rot", "rotate")
worldedit.alias_command("ort", "orient")
worldedit.alias_command("hi", "hide")
worldedit.alias_command("sup", "suppress")
worldedit.alias_command("hlt", "highlight")
worldedit.alias_command("rsr", "restore")
worldedit.alias_command("l", "lua")
worldedit.alias_command("lt", "luatransform")
worldedit.alias_command("clro", "clearobjects")
worldedit.alias_chatcommand("/i", "/inspect")
worldedit.alias_chatcommand("/rst", "/reset")
worldedit.alias_chatcommand("/mk", "/mark")
worldedit.alias_chatcommand("/umk", "/unmark")
worldedit.alias_chatcommand("/1", "/pos1")
worldedit.alias_chatcommand("/2", "/pos2")
worldedit.alias_chatcommand("/fp", "/fixedpos")
worldedit.alias_chatcommand("/v", "/volume")
worldedit.alias_chatcommand("/s", "/set")
worldedit.alias_chatcommand("/r", "/replace")
worldedit.alias_chatcommand("/ri", "/replaceinverse")
worldedit.alias_chatcommand("/hspr", "/hollowsphere")
worldedit.alias_chatcommand("/spr", "/sphere")
worldedit.alias_chatcommand("/hdo", "/hollowdome")
worldedit.alias_chatcommand("/do", "/dome")
worldedit.alias_chatcommand("/hcyl", "/hollowcylinder")
worldedit.alias_chatcommand("/cyl", "/cylinder")
worldedit.alias_chatcommand("/hpyr", "/hollowpyramid")
worldedit.alias_chatcommand("/pyr", "/pyramid")
worldedit.alias_chatcommand("/spl", "/spiral")
worldedit.alias_chatcommand("/m", "/move")
worldedit.alias_chatcommand("/c", "/copy")
worldedit.alias_chatcommand("/stk", "/stack")
worldedit.alias_chatcommand("/sch", "/stretch")
worldedit.alias_chatcommand("/tps", "/transpose")
worldedit.alias_chatcommand("/fl", "/flip")
worldedit.alias_chatcommand("/rot", "/rotate")
worldedit.alias_chatcommand("/ort", "/orient")
worldedit.alias_chatcommand("/hi", "/hide")
worldedit.alias_chatcommand("/sup", "/suppress")
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")

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@ -1,3 +0,0 @@
name = worldedit_shortcommands
description = WorldEdit command short aliases
depends = worldedit_commands