1
0
mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-07-04 09:00:36 +02:00

13 Commits

Author SHA1 Message Date
d42ac33d62 fix 2021-09-12 20:02:56 +02:00
5b19c17117 Revert "Warn when "misaligned" schematics are created"
This reverts commit 68f7bcc728.
2021-09-12 20:02:54 +02:00
4de0eb489f implement loading 2021-09-12 20:02:12 +02:00
adc6e00423 wip 2021-09-12 20:00:41 +02:00
5c06ae59ef wip 2021-09-12 20:00:41 +02:00
3c5f6b9665 wip 2021-09-12 20:00:41 +02:00
e387a57e15 wip 2021-09-12 20:00:41 +02:00
f43bc5278e wip 2021-09-12 20:00:41 +02:00
2f2f5a7def Use minetest.global_exists for LuaJIT check
closes #199
2021-09-12 19:35:57 +02:00
7f87f1658e Add param2 button to WorldEdit GUI 2021-07-23 23:34:13 +02:00
4378750498 Use minetest.get_objects_in_area when possible 2021-04-30 19:33:27 +02:00
2f26fb7645 WorldEdit 1.3 2021-01-31 00:49:58 +01:00
f1b6da3c20 Hide gui button in unified_inventory on missing privilege (#195)
this fixes #151
2020-12-05 14:12:32 +01:00
8 changed files with 384 additions and 106 deletions

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@ -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. 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 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: 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. 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 `SOMETHING.zip` or `SOMETHING.tar.gz`. 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. 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. 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. 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. 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. 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. 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 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 Interface
--------- ---------
WorldEdit is accessed in-game in two main ways. 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). 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. 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. 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. 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. 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. 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". 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 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. 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 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. 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. 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. 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: 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 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 Authors
------- -------
WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically: WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically:
Alexander Weber Alexander Weber
ANAND
beyondlimits beyondlimits
Carter Kolwey Carter Kolwey
cornernote cornernote
@ -145,6 +157,7 @@ WorldEdit would not be possible without the contributions of many developers and
electricface electricface
est31 est31
Eugen Wesseloh Eugen Wesseloh
h3ndrik
HybridDog HybridDog
Isidor Zeuner Isidor Zeuner
Jean-Patrick Guerrero Jean-Patrick Guerrero
@ -171,9 +184,9 @@ WorldEdit would not be possible without the contributions of many developers and
License 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. 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. 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.

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@ -1,13 +1,11 @@
WorldEdit Tutorial 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: Let's start with a few assumptions:
* You have a compatible version of Minetest working. * You have a compatible version of Minetest working, that is 5.0 or later.
* See the [README](README.md) for compatibility information.
* You have WorldEdit installed as a mod. * 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. * 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. * See the installation instructions in [README](README.md) if you need more details.
* You are familiar with the basics of the game. * 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. 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 ### 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. 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 Step 3: Position commands
------------------------- -------------------------

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@ -1,7 +1,7 @@
--- Worldedit. --- WorldEdit mod for the Minetest engine
-- @module worldedit -- @module worldedit
-- @release 1.2 -- @release 1.3
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote). -- @copyright 2012 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote)
-- @license GNU Affero General Public License version 3 (AGPLv3) -- @license GNU Affero General Public License version 3 (AGPLv3)
-- @author sfan5 -- @author sfan5
-- @author Anthony Zang (Uberi/Temperest) -- @author Anthony Zang (Uberi/Temperest)
@ -11,7 +11,7 @@
worldedit = {} worldedit = {}
local ver = {major=1, minor=2} local ver = {major=1, minor=3}
worldedit.version = ver worldedit.version = ver
worldedit.version_string = string.format("%d.%d", ver.major, ver.minor) worldedit.version_string = string.format("%d.%d", ver.major, ver.minor)

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@ -640,10 +640,34 @@ function worldedit.clear_objects(pos1, pos2)
worldedit.keep_loaded(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) -- 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 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 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 -- Center of region
local center = { local center = {
x = pos1x + ((pos2x - pos1x) / 2), x = pos1x + ((pos2x - pos1x) / 2),
@ -655,12 +679,8 @@ function worldedit.clear_objects(pos1, pos2)
(center.x - pos1x) ^ 2 + (center.x - pos1x) ^ 2 +
(center.y - pos1y) ^ 2 + (center.y - pos1y) ^ 2 +
(center.z - pos1z) ^ 2) (center.z - pos1z) ^ 2)
local count = 0
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
local entity = obj:get_luaentity() if should_delete(obj) then
-- 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:get_pos()
if pos.x >= pos1x and pos.x <= pos2x and if pos.x >= pos1x and pos.x <= pos2x and
pos.y >= pos1y and pos.y <= pos2y and pos.y >= pos1y and pos.y <= pos2y and

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@ -1,9 +1,7 @@
--- Schematic serialization and deserialiation. --- Schematic serialization and deserialiation.
-- @module worldedit.serialization -- @module worldedit.serialization
worldedit.LATEST_SERIALIZATION_VERSION = 5 worldedit.LATEST_SERIALIZATION_VERSION = 6
local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
--[[ --[[
Serialization version history: Serialization version history:
@ -15,6 +13,7 @@ Serialization version history:
`name`, `param1`, `param2`, and `meta` fields. `name`, `param1`, `param2`, and `meta` fields.
5: Added header and made `param1`, `param2`, and `meta` fields optional. 5: Added header and made `param1`, `param2`, and `meta` fields optional.
Header format: <Version>,<ExtraHeaderField1>,...:<Content> 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 has_meta[hash_node_position(meta_positions[i])] = true
end 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 count = 0
local result = {} local result = {}
while pos.x <= pos2.x do local cur
pos.y = pos1.y local cache_data, cache_param1, cache_param2
while pos.y <= pos2.y do local prev_data, prev_param1, prev_param2
pos.z = pos1.z pos[other1] = pos1[other1]
while pos.z <= pos2.z do 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) local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta local meta
if has_meta[hash_node_position(pos)] then if has_meta[hash_node_position(pos)] then
@ -93,32 +180,75 @@ function worldedit.serialize(pos1, pos2)
end end
end end
result[count] = { if cur == nil then -- Start a new row
x = pos.x - pos1.x, cur = cur_new(pos, pos1, axis, other1, other2)
y = pos.y - pos1.y,
z = pos.z - pos1.z, cache_data = match_init(cur.data, node.name)
name = node.name, cache_param1 = match_init(cur.param1, node.param1)
param1 = node.param1 ~= 0 and node.param1 or nil, cache_param2 = match_init(cur.param2, node.param2)
param2 = node.param2 ~= 0 and node.param2 or nil, prev_data = cur.data[1]
meta = meta, 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 end
pos.z = pos.z + 1
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 end
pos.y = pos.y + 1
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 end
pos.x = pos.x + 1
cur.meta[next_c] = meta
end end
count = count + 1
else
if cur ~= nil then -- Finish row
cur_finish(result, cur)
cur = nil
end
end
pos[axis] = pos[axis] + 1
end
if cur ~= nil then -- Finish leftover row
cur_finish(result, cur)
cur = nil
end
pos[other2] = pos[other2] + 1
end
pos[other1] = pos[other1] + 1
end
-- Serialize entries -- Serialize entries
result = minetest.serialize(result) 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 end
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) -- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license. -- by ChillCode, available under the MIT license.
local function deserialize_workaround(content) local function deserialize_workaround(content)
local nodes local nodes
if not jit then if not minetest.global_exists("jit") then
nodes = minetest.deserialize(content, true) nodes = minetest.deserialize(content, true)
else else
-- XXX: This is a filthy hack that works surprisingly well -- 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. --- 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. -- @return A node list in the latest format, or nil on failure.
local function load_schematic(value) local function legacy_load_schematic(version, header, content)
local version, header, content = worldedit.read_header(value)
local nodes = {} local nodes = {}
if version == 1 or version == 2 then -- Original flat table format if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content, true) local tables = minetest.deserialize(content, true)
@ -190,6 +319,8 @@ local function load_schematic(value)
end end
elseif version == 4 or version == 5 then -- Nested table format elseif version == 4 or version == 5 then -- Nested table format
nodes = deserialize_workaround(content) nodes = deserialize_workaround(content)
elseif version >= 6 then
error("legacy_load_schematic called for non-legacy schematic")
else else
return nil return nil
end end
@ -202,14 +333,29 @@ end
-- @return High corner position. -- @return High corner position.
-- @return The number of nodes. -- @return The number of nodes.
function worldedit.allocate(origin_pos, value) function worldedit.allocate(origin_pos, value)
local nodes = load_schematic(value) 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 if not nodes or #nodes == 0 then return nil end
return worldedit.allocate_with_nodes(origin_pos, nodes) return worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
end
end end
-- Internal -- Internal
function worldedit.allocate_with_nodes(origin_pos, nodes) function worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
local huge = math.huge local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge local pos2x, pos2y, pos2z = -huge, -huge, -huge
@ -232,11 +378,22 @@ end
--- Loads the nodes represented by string `value` at position `origin_pos`. --- Loads the nodes represented by string `value` at position `origin_pos`.
-- @return The number of nodes deserialized. -- @return The number of nodes deserialized.
function worldedit.deserialize(origin_pos, value) function worldedit.deserialize(origin_pos, value)
local nodes = load_schematic(value) local version, header, content = worldedit.read_header(value)
if not nodes then return nil end if version == 6 then
if #nodes == 0 then return #nodes end 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) 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 pos1, pos2 = worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2) worldedit.keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
@ -251,5 +408,80 @@ function worldedit.deserialize(origin_pos, value)
end end
end end
return #nodes return #nodes
end
end 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

View File

@ -1343,23 +1343,6 @@ worldedit.register_command("restore", {
end, 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", { worldedit.register_command("save", {
params = "<file>", params = "<file>",
description = "Save the current WorldEdit region to \"(world folder)/schems/<file>.we\"", description = "Save the current WorldEdit region to \"(world folder)/schems/<file>.we\"",
@ -1378,7 +1361,6 @@ worldedit.register_command("save", {
func = function(name, param) func = function(name, param)
local result, count = worldedit.serialize(worldedit.pos1[name], local result, count = worldedit.serialize(worldedit.pos1[name],
worldedit.pos2[name]) worldedit.pos2[name])
detect_misaligned_schematic(name, worldedit.pos1[name], worldedit.pos2[name])
local path = minetest.get_worldpath() .. "/schems" local path = minetest.get_worldpath() .. "/schems"
-- Create directory if it does not already exist -- Create directory if it does not already exist

View File

@ -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_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_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
local gui_param2 = {} --mapping of player names to param2 values
--set default values --set default values
setmetatable(gui_nodename1, {__index = function() return "Cobblestone" end}) 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_count3, {__index = function() return "4" end})
setmetatable(gui_angle, {__index = function() return 90 end}) setmetatable(gui_angle, {__index = function() return 90 end})
setmetatable(gui_filename, {__index = function() return "building" 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_indices = {["X axis"]=1, ["Y axis"]=2, ["Z axis"]=3, ["Look direction"]=4}
local axis_values = {"x", "y", "z", "?"} local axis_values = {"x", "y", "z", "?"}
@ -904,3 +906,31 @@ worldedit.register_gui_function("worldedit_gui_clearobjects", {
execute_worldedit_command("clearobjects", name, "") execute_worldedit_command("clearobjects", name, "")
end, 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)

View File

@ -80,6 +80,9 @@ if minetest.global_exists("unified_inventory") then -- unified inventory install
unified_inventory.register_button("worldedit_gui", { unified_inventory.register_button("worldedit_gui", {
type = "image", type = "image",
image = "inventory_plus_worldedit_gui.png", 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) minetest.register_on_player_receive_fields(function(player, formname, fields)