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67
README.md
67
README.md
@ -1,4 +1,4 @@
|
||||
WorldEdit v1.2
|
||||
WorldEdit v1.3
|
||||
==============
|
||||
The ultimate in-game world editing tool for [Minetest](http://minetest.net/)! Tons of functionality to help with building, fixing, and more.
|
||||
|
||||
@ -11,37 +11,40 @@ 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 will probably want to download the ZIP version.
|
||||
2. You should have a file named `SOMETHING.zip` or `SOMETHING.tar.gz`.
|
||||
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`.
|
||||
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 this 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 the 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 MP** 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 Modpack** 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](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).
|
||||
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).
|
||||
|
||||
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` 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`.
|
||||
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`.
|
||||
|
||||
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 `//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.
|
||||
|
||||
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) and the [Chat Commands Reference](ChatCommands.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) 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).
|
||||
|
||||
@ -49,9 +52,11 @@ 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.
|
||||
|
||||
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) or [Inventory++](https://forum.minetest.net/viewtopic.php?id=6204) or [Smart Inventory](https://forum.minetest.net/viewtopic.php?t=16597).
|
||||
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).
|
||||
|
||||
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.
|
||||
|
||||
@ -59,7 +64,7 @@ WorldEdit API
|
||||
-------------
|
||||
WorldEdit exposes all significant functionality in a simple Lua interface.
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
@ -79,13 +84,16 @@ 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". 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.
|
||||
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.
|
||||
|
||||
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
|
||||
-------
|
||||
@ -93,11 +101,11 @@ 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 position 1 and 2 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 the first and second position of the WorldEdit region, respectively.
|
||||
|
||||
To remove the entities, simply punch them. This does not reset the positions themselves.
|
||||
|
||||
@ -105,9 +113,11 @@ 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 obselete.
|
||||
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.
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
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:
|
||||
@ -130,13 +140,15 @@ 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
|
||||
cornernote
|
||||
@ -145,6 +157,7 @@ WorldEdit would not be possible without the contributions of many developers and
|
||||
electricface
|
||||
est31
|
||||
Eugen Wesseloh
|
||||
h3ndrik
|
||||
HybridDog
|
||||
Isidor Zeuner
|
||||
Jean-Patrick Guerrero
|
||||
@ -171,9 +184,9 @@ WorldEdit would not be possible without the contributions of many developers and
|
||||
|
||||
License
|
||||
-------
|
||||
Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
|
||||
Copyright (c) 2012 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
|
||||
|
||||
This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
|
||||
This mod is licensed under the [GNU Affero General Public License](https://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
12
Tutorial.md
@ -1,13 +1,11 @@
|
||||
WorldEdit Tutorial
|
||||
==================
|
||||
This is a step-by-step tutorial outlining the basic usage of WorldEdit. For more information, see the [README](README.md).
|
||||
This is a step-by-step tutorial outlining the basic usage of WorldEdit.
|
||||
|
||||
Let's start with a few assumptions:
|
||||
|
||||
* You have a compatible version of Minetest working.
|
||||
* See the [README](README.md) for compatibility information.
|
||||
* You have a compatible version of Minetest working, that is 5.0 or later.
|
||||
* 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.
|
||||
@ -59,7 +57,7 @@ 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`.
|
||||
Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water source`.
|
||||
|
||||
### WorldEdit GUI
|
||||
|
||||
@ -75,7 +73,7 @@ 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".
|
||||
Now, try a few different variations on the node name, such as "torch", "cobble", and "water source".
|
||||
|
||||
Step 3: Position commands
|
||||
-------------------------
|
||||
@ -117,4 +115,4 @@ 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.
|
||||
|
@ -1,7 +1,7 @@
|
||||
--- Worldedit.
|
||||
--- WorldEdit mod for the Minetest engine
|
||||
-- @module worldedit
|
||||
-- @release 1.2
|
||||
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
|
||||
-- @release 1.3
|
||||
-- @copyright 2012 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)
|
||||
@ -11,7 +11,7 @@
|
||||
|
||||
worldedit = {}
|
||||
|
||||
local ver = {major=1, minor=2}
|
||||
local ver = {major=1, minor=3}
|
||||
worldedit.version = ver
|
||||
worldedit.version_string = string.format("%d.%d", ver.major, ver.minor)
|
||||
|
||||
|
@ -640,10 +640,34 @@ function worldedit.clear_objects(pos1, pos2)
|
||||
|
||||
worldedit.keep_loaded(pos1, pos2)
|
||||
|
||||
local function should_delete(obj)
|
||||
-- Avoid players and WorldEdit entities
|
||||
if obj:is_player() then
|
||||
return false
|
||||
end
|
||||
local entity = obj:get_luaentity()
|
||||
return not entity or not entity.name:find("^worldedit:")
|
||||
end
|
||||
|
||||
-- Offset positions to include full nodes (positions are in the center of nodes)
|
||||
local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
|
||||
local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
|
||||
|
||||
local count = 0
|
||||
if minetest.get_objects_in_area then
|
||||
local objects = minetest.get_objects_in_area({x=pos1x, y=pos1y, z=pos1z},
|
||||
{x=pos2x, y=pos2y, z=pos2z})
|
||||
|
||||
for _, obj in pairs(objects) do
|
||||
if should_delete(obj) then
|
||||
obj:remove()
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
return count
|
||||
end
|
||||
|
||||
-- Fallback implementation via get_objects_inside_radius
|
||||
-- Center of region
|
||||
local center = {
|
||||
x = pos1x + ((pos2x - pos1x) / 2),
|
||||
@ -655,12 +679,8 @@ function worldedit.clear_objects(pos1, pos2)
|
||||
(center.x - pos1x) ^ 2 +
|
||||
(center.y - pos1y) ^ 2 +
|
||||
(center.z - pos1z) ^ 2)
|
||||
local count = 0
|
||||
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
|
||||
local entity = obj:get_luaentity()
|
||||
-- Avoid players and WorldEdit entities
|
||||
if not obj:is_player() and (not entity or
|
||||
not entity.name:find("^worldedit:")) then
|
||||
if should_delete(obj) then
|
||||
local pos = obj:get_pos()
|
||||
if pos.x >= pos1x and pos.x <= pos2x and
|
||||
pos.y >= pos1y and pos.y <= pos2y and
|
||||
|
@ -1,9 +1,7 @@
|
||||
--- Schematic serialization and deserialiation.
|
||||
-- @module worldedit.serialization
|
||||
|
||||
worldedit.LATEST_SERIALIZATION_VERSION = 5
|
||||
local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
|
||||
|
||||
worldedit.LATEST_SERIALIZATION_VERSION = 6
|
||||
|
||||
--[[
|
||||
Serialization version history:
|
||||
@ -15,6 +13,7 @@ Serialization version history:
|
||||
`name`, `param1`, `param2`, and `meta` fields.
|
||||
5: Added header and made `param1`, `param2`, and `meta` fields optional.
|
||||
Header format: <Version>,<ExtraHeaderField1>,...:<Content>
|
||||
6: Much more complicated but also better format
|
||||
--]]
|
||||
|
||||
|
||||
@ -66,17 +65,105 @@ function worldedit.serialize(pos1, pos2)
|
||||
has_meta[hash_node_position(meta_positions[i])] = true
|
||||
end
|
||||
|
||||
local pos = {x=pos1.x, y=0, z=0}
|
||||
-- Decide axis of saved rows
|
||||
local dim = vector.add(vector.subtract(pos2, pos1), 1)
|
||||
local axis
|
||||
if dim.x * dim.y < math.min(dim.y * dim.z, dim.x * dim.z) then
|
||||
axis = "z"
|
||||
elseif dim.x * dim.z < math.min(dim.x * dim.y, dim.y * dim.z) then
|
||||
axis = "y"
|
||||
elseif dim.y * dim.z < math.min(dim.x * dim.y, dim.x * dim.z) then
|
||||
axis = "x"
|
||||
else
|
||||
axis = "x" -- X or Z are usually most efficient
|
||||
end
|
||||
local other1, other2 = worldedit.get_axis_others(axis)
|
||||
|
||||
-- Helper functions (1)
|
||||
local MATCH_DIST = 8
|
||||
local function match_init(array, first_value)
|
||||
array[1] = first_value
|
||||
return {first_value}
|
||||
end
|
||||
local function match_try(cache, prev_pushed, value)
|
||||
local i = #cache
|
||||
while i >= 1 do
|
||||
if cache[i] == value then
|
||||
local ret = -(#cache - i + 1)
|
||||
local was_value = type(prev_pushed) ~= "number" or prev_pushed >= 0
|
||||
return ret, (was_value and ret == -1) or prev_pushed == ret
|
||||
end
|
||||
i = i - 1
|
||||
end
|
||||
return nil, false
|
||||
end
|
||||
local function match_push(cache, match, value)
|
||||
if match ~= nil then -- don't advance cache
|
||||
return match
|
||||
end
|
||||
local idx = #cache + 1
|
||||
cache[idx] = value
|
||||
if idx > MATCH_DIST then
|
||||
table.remove(cache, 1)
|
||||
end
|
||||
return value
|
||||
end
|
||||
-- Helper functions (2)
|
||||
local function cur_new(pos, pos1)
|
||||
return {
|
||||
a = axis,
|
||||
p = {pos.x - pos1.x, pos.y - pos1.y, pos.z - pos1.z},
|
||||
c = 1,
|
||||
data = {},
|
||||
param1 = {},
|
||||
param2 = {},
|
||||
meta = {},
|
||||
}
|
||||
end
|
||||
local function is_emptyish(t)
|
||||
-- returns true if <t> contains only one element and that one element is == 0
|
||||
local seen = false
|
||||
for _, value in pairs(t) do
|
||||
if not seen then
|
||||
if value ~= 0 then
|
||||
return false
|
||||
end
|
||||
seen = true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
local function cur_finish(result, cur)
|
||||
if is_emptyish(cur.param1) then
|
||||
cur.param1 = nil
|
||||
end
|
||||
if is_emptyish(cur.param2) then
|
||||
cur.param2 = nil
|
||||
end
|
||||
if next(cur.meta) == nil then
|
||||
cur.meta = nil
|
||||
end
|
||||
result[#result + 1] = cur
|
||||
end
|
||||
|
||||
-- Serialize stuff
|
||||
local pos = {}
|
||||
local count = 0
|
||||
local result = {}
|
||||
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 cur
|
||||
local cache_data, cache_param1, cache_param2
|
||||
local prev_data, prev_param1, prev_param2
|
||||
pos[other1] = pos1[other1]
|
||||
while pos[other1] <= pos2[other1] do
|
||||
pos[other2] = pos1[other2]
|
||||
while pos[other2] <= pos2[other2] do
|
||||
pos[axis] = pos1[axis]
|
||||
while pos[axis] <= pos2[axis] do
|
||||
|
||||
local node = get_node(pos)
|
||||
if node.name ~= "air" and node.name ~= "ignore" then
|
||||
count = count + 1
|
||||
|
||||
local meta
|
||||
if has_meta[hash_node_position(pos)] then
|
||||
@ -93,32 +180,75 @@ function worldedit.serialize(pos1, pos2)
|
||||
end
|
||||
end
|
||||
|
||||
result[count] = {
|
||||
x = pos.x - pos1.x,
|
||||
y = pos.y - pos1.y,
|
||||
z = pos.z - pos1.z,
|
||||
name = node.name,
|
||||
param1 = node.param1 ~= 0 and node.param1 or nil,
|
||||
param2 = node.param2 ~= 0 and node.param2 or nil,
|
||||
meta = meta,
|
||||
}
|
||||
if cur == nil then -- Start a new row
|
||||
cur = cur_new(pos, pos1, axis, other1, other2)
|
||||
|
||||
cache_data = match_init(cur.data, node.name)
|
||||
cache_param1 = match_init(cur.param1, node.param1)
|
||||
cache_param2 = match_init(cur.param2, node.param2)
|
||||
prev_data = cur.data[1]
|
||||
prev_param1 = cur.param1[1]
|
||||
prev_param2 = cur.param2[1]
|
||||
|
||||
cur.meta[1] = meta
|
||||
else -- Append to existing row
|
||||
local next_c = cur.c + 1
|
||||
cur.c = next_c
|
||||
local value, m, can_omit
|
||||
|
||||
value = node.name
|
||||
m, can_omit = match_try(cache_data, prev_data, node.name)
|
||||
if not can_omit then
|
||||
prev_data = match_push(cache_data, m, value)
|
||||
cur.data[next_c] = prev_data
|
||||
end
|
||||
|
||||
value = node.param1
|
||||
m, can_omit = match_try(cache_param1, prev_param1, value)
|
||||
if not can_omit then
|
||||
prev_param1 = match_push(cache_param1, m, value)
|
||||
cur.param1[next_c] = prev_param1
|
||||
end
|
||||
|
||||
value = node.param2
|
||||
m, can_omit = match_try(cache_param2, prev_param2, value)
|
||||
if not can_omit then
|
||||
prev_param2 = match_push(cache_param2, m, value)
|
||||
cur.param2[next_c] = prev_param2
|
||||
end
|
||||
|
||||
cur.meta[next_c] = meta
|
||||
end
|
||||
count = count + 1
|
||||
else
|
||||
if cur ~= nil then -- Finish row
|
||||
cur_finish(result, cur)
|
||||
cur = nil
|
||||
end
|
||||
end
|
||||
pos.z = pos.z + 1
|
||||
pos[axis] = pos[axis] + 1
|
||||
|
||||
end
|
||||
pos.y = pos.y + 1
|
||||
if cur ~= nil then -- Finish leftover row
|
||||
cur_finish(result, cur)
|
||||
cur = nil
|
||||
end
|
||||
pos[other2] = pos[other2] + 1
|
||||
end
|
||||
pos.x = pos.x + 1
|
||||
pos[other1] = pos[other1] + 1
|
||||
end
|
||||
|
||||
-- Serialize entries
|
||||
result = minetest.serialize(result)
|
||||
return LATEST_SERIALIZATION_HEADER .. result, count
|
||||
return tonumber(worldedit.LATEST_SERIALIZATION_VERSION) .. "," ..
|
||||
string.format("%d,%d,%d:", dim.x, dim.y, dim.z) .. 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
|
||||
if not minetest.global_exists("jit") then
|
||||
nodes = minetest.deserialize(content, true)
|
||||
else
|
||||
-- XXX: This is a filthy hack that works surprisingly well
|
||||
@ -147,8 +277,7 @@ end
|
||||
|
||||
--- Loads the schematic in `value` into a node list in the latest format.
|
||||
-- @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 function legacy_load_schematic(version, header, content)
|
||||
local nodes = {}
|
||||
if version == 1 or version == 2 then -- Original flat table format
|
||||
local tables = minetest.deserialize(content, true)
|
||||
@ -190,6 +319,8 @@ local function load_schematic(value)
|
||||
end
|
||||
elseif version == 4 or version == 5 then -- Nested table format
|
||||
nodes = deserialize_workaround(content)
|
||||
elseif version >= 6 then
|
||||
error("legacy_load_schematic called for non-legacy schematic")
|
||||
else
|
||||
return nil
|
||||
end
|
||||
@ -202,14 +333,29 @@ end
|
||||
-- @return High corner position.
|
||||
-- @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
|
||||
return worldedit.allocate_with_nodes(origin_pos, nodes)
|
||||
local version, header, content = worldedit.read_header(value)
|
||||
if version == 6 then
|
||||
local content = deserialize_workaround(content)
|
||||
local pos2 = {
|
||||
x = origin_pos.x + tonumber(header[1]) - 1,
|
||||
y = origin_pos.y + tonumber(header[2]) - 1,
|
||||
z = origin_pos.z + tonumber(header[3]) - 1,
|
||||
}
|
||||
local count = 0
|
||||
for _, row in ipairs(content) do
|
||||
count = count + row.c
|
||||
end
|
||||
return origin_pos, pos2, count
|
||||
else
|
||||
local nodes = legacy_load_schematic(version, header, content)
|
||||
if not nodes or #nodes == 0 then return nil end
|
||||
return worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Internal
|
||||
function worldedit.allocate_with_nodes(origin_pos, nodes)
|
||||
function worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
|
||||
local huge = math.huge
|
||||
local pos1x, pos1y, pos1z = huge, huge, huge
|
||||
local pos2x, pos2y, pos2z = -huge, -huge, -huge
|
||||
@ -232,24 +378,110 @@ end
|
||||
--- Loads the nodes represented by string `value` at position `origin_pos`.
|
||||
-- @return The number of nodes deserialized.
|
||||
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 version, header, content = worldedit.read_header(value)
|
||||
if version == 6 then
|
||||
local content = deserialize_workaround(content)
|
||||
local pos2 = {
|
||||
x = origin_pos.x + tonumber(header[1]) - 1,
|
||||
y = origin_pos.y + tonumber(header[2]) - 1,
|
||||
z = origin_pos.z + tonumber(header[3]) - 1,
|
||||
}
|
||||
worldedit.keep_loaded(origin_pos, pos2)
|
||||
|
||||
local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
|
||||
worldedit.keep_loaded(pos1, pos2)
|
||||
return worldedit.deserialize_with_content(origin_pos, content)
|
||||
else
|
||||
local nodes = legacy_load_schematic(version, header, content)
|
||||
if not nodes or #nodes == 0 then return nil end
|
||||
|
||||
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
|
||||
local count = 0
|
||||
local add_node, get_meta = minetest.add_node, minetest.get_meta
|
||||
for i, entry in ipairs(nodes) do
|
||||
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
|
||||
-- Entry acts as both position and node
|
||||
add_node(entry, entry)
|
||||
if entry.meta then
|
||||
get_meta(entry):from_table(entry.meta)
|
||||
local pos1, pos2 = worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
|
||||
worldedit.keep_loaded(pos1, pos2)
|
||||
|
||||
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
|
||||
local count = 0
|
||||
local add_node, get_meta = minetest.add_node, minetest.get_meta
|
||||
for i, entry in ipairs(nodes) do
|
||||
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
|
||||
-- Entry acts as both position and node
|
||||
add_node(entry, entry)
|
||||
if entry.meta then
|
||||
get_meta(entry):from_table(entry.meta)
|
||||
end
|
||||
end
|
||||
return #nodes
|
||||
end
|
||||
return #nodes
|
||||
end
|
||||
|
||||
-- Internal
|
||||
function worldedit.deserialize_with_content(origin_pos, content)
|
||||
-- Helper functions
|
||||
local function resolve_refs(array)
|
||||
-- find (and cache) highest index
|
||||
local max_i = 1
|
||||
for i, _ in pairs(array) do
|
||||
if i > max_i then max_i = i end
|
||||
end
|
||||
array.max_i = max_i
|
||||
-- resolve references
|
||||
local cache = {}
|
||||
for i = 1, max_i do
|
||||
local v = array[i]
|
||||
if v ~= nil then
|
||||
if type(v) == "number" and v < 0 then -- is a reference
|
||||
array[i] = cache[#cache + v + 1]
|
||||
else
|
||||
cache[#cache + 1] = v
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local function read_in_array(array, idx)
|
||||
if idx > array.max_i then
|
||||
return array[array.max_i]
|
||||
end
|
||||
-- go backwards until we find something
|
||||
repeat
|
||||
local v = array[idx]
|
||||
if v ~= nil then
|
||||
return v
|
||||
end
|
||||
idx = idx - 1
|
||||
until idx == 0
|
||||
assert(false)
|
||||
end
|
||||
|
||||
-- Actually deserialize
|
||||
local count = 0
|
||||
local entry = {}
|
||||
local add_node, get_meta = minetest.add_node, minetest.get_meta
|
||||
for _, row in ipairs(content) do
|
||||
local axis = row.a
|
||||
local pos = {
|
||||
x = origin_pos.x + row.p[1],
|
||||
y = origin_pos.y + row.p[2],
|
||||
z = origin_pos.z + row.p[3],
|
||||
}
|
||||
if row.param1 == nil then row.param1 = {0} end
|
||||
if row.param2 == nil then row.param2 = {0} end
|
||||
if row.meta == nil then row.meta = {} end
|
||||
resolve_refs(row.data)
|
||||
resolve_refs(row.param1)
|
||||
resolve_refs(row.param2)
|
||||
|
||||
for i = 1, row.c do
|
||||
entry.name = read_in_array(row.data, i)
|
||||
entry.param1 = read_in_array(row.param1, i)
|
||||
entry.param2 = read_in_array(row.param2, i)
|
||||
add_node(pos, entry)
|
||||
|
||||
local meta = row.meta[i]
|
||||
if meta then
|
||||
get_meta(pos):from_table(meta)
|
||||
end
|
||||
|
||||
pos[axis] = pos[axis] + 1
|
||||
end
|
||||
|
||||
count = count + row.c
|
||||
end
|
||||
return count
|
||||
end
|
||||
|
@ -1343,23 +1343,6 @@ worldedit.register_command("restore", {
|
||||
end,
|
||||
})
|
||||
|
||||
local function detect_misaligned_schematic(name, pos1, pos2)
|
||||
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
||||
-- Check that allocate/save can position the schematic correctly
|
||||
-- The expected behaviour is that the (0,0,0) corner of the schematic stays
|
||||
-- sat pos1, this only works when the minimum position is actually present
|
||||
-- in the schematic.
|
||||
local node = minetest.get_node(pos1)
|
||||
local have_node_at_origin = node.name ~= "air" and node.name ~= "ignore"
|
||||
if not have_node_at_origin then
|
||||
worldedit.player_notify(name,
|
||||
"Warning: The schematic contains excessive free space and WILL be "..
|
||||
"misaligned when allocated or loaded. To avoid this, shrink your "..
|
||||
"area to cover exactly the nodes to be saved."
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
worldedit.register_command("save", {
|
||||
params = "<file>",
|
||||
description = "Save the current WorldEdit region to \"(world folder)/schems/<file>.we\"",
|
||||
@ -1378,7 +1361,6 @@ worldedit.register_command("save", {
|
||||
func = function(name, param)
|
||||
local result, count = worldedit.serialize(worldedit.pos1[name],
|
||||
worldedit.pos2[name])
|
||||
detect_misaligned_schematic(name, worldedit.pos1[name], worldedit.pos2[name])
|
||||
|
||||
local path = minetest.get_worldpath() .. "/schems"
|
||||
-- Create directory if it does not already exist
|
||||
|
@ -11,6 +11,7 @@ local gui_count2 = {} --mapping of player names to a quantity (arbitrary strings
|
||||
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_param2 = {} --mapping of player names to param2 values
|
||||
|
||||
--set default values
|
||||
setmetatable(gui_nodename1, {__index = function() return "Cobblestone" end})
|
||||
@ -25,6 +26,7 @@ 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_param2, {__index = function() return "0" end})
|
||||
|
||||
local axis_indices = {["X axis"]=1, ["Y axis"]=2, ["Z axis"]=3, ["Look direction"]=4}
|
||||
local axis_values = {"x", "y", "z", "?"}
|
||||
@ -904,3 +906,31 @@ worldedit.register_gui_function("worldedit_gui_clearobjects", {
|
||||
execute_worldedit_command("clearobjects", name, "")
|
||||
end,
|
||||
})
|
||||
|
||||
worldedit.register_gui_function("worldedit_gui_param2", {
|
||||
name = "Set Param2",
|
||||
privs = we_privs("param2"),
|
||||
get_formspec = function(name)
|
||||
local value = gui_param2[name] or "0"
|
||||
return "size[6.5,3]" .. worldedit.get_formspec_header("worldedit_gui_param2") ..
|
||||
"textarea[0.5,1;5,2;;;Some values may break the node!]"..
|
||||
string.format("field[0.5,2.5;2,0.8;worldedit_gui_param2_value;New Param2;%s]", minetest.formspec_escape(value)) ..
|
||||
"field_close_on_enter[worldedit_gui_param2_value;false]" ..
|
||||
"button_exit[3.5,2.5;3,0.8;worldedit_gui_param2_submit;Set Param2]"
|
||||
end,
|
||||
})
|
||||
|
||||
worldedit.register_gui_handler("worldedit_gui_param2", function(name, fields)
|
||||
local cg = {
|
||||
worldedit_gui_param2_value = gui_param2,
|
||||
}
|
||||
local ret = handle_changes(name, "worldedit_gui_param2", fields, cg)
|
||||
if fields.worldedit_gui_param2_submit then
|
||||
copy_changes(name, fields, cg)
|
||||
worldedit.show_page(name, "worldedit_gui_param2")
|
||||
|
||||
execute_worldedit_command("param2", name, gui_param2[name])
|
||||
return true
|
||||
end
|
||||
return ret
|
||||
end)
|
||||
|
@ -80,6 +80,9 @@ 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,
|
||||
})
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
|
Reference in New Issue
Block a user