1
0
mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-07-04 00:51:04 +02:00

9 Commits

Author SHA1 Message Date
abc9efeeb8 Harden deserialize workaround against unexpected input
Otherwise it will stop working entirely soon when the
serialization inside Minetest is reworked.
This allows it to work at least in the cases where the original
bug (LuaJIT register limit) doesn't apply.
2022-06-06 20:39:15 +02:00
c223ca4cec Update IRC link in README
closes #207
2021-11-15 00:16:34 +01:00
c8afa95542 Make worldedit_gui error non-fatal
to allow worldedit to be used in worldmods
2021-09-21 20:47:57 +02:00
670e421f57 Rename util folder
because mod loading woes, minetest/minetest#11240
2021-09-21 01:34:10 +02:00
770601dd5d Add automated tests for WorldEdit API functions that run under CI
uses a real Minetest instance (Docker)
currently covers most basic manipulations
2021-09-20 23:10:04 +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
10 changed files with 605 additions and 48 deletions

11
.github/workflows/test.yml vendored Normal file
View File

@ -0,0 +1,11 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Run tests
run: MINETEST_VER=latest ./.util/run_tests.sh

30
.util/run_tests.sh Executable file
View File

@ -0,0 +1,30 @@
#!/bin/bash
tempdir=/tmp/mt
confpath=$tempdir/minetest.conf
worldpath=$tempdir/world
use_docker=y
[ -x ../../bin/minetestserver ] && use_docker=
rm -rf $tempdir
mkdir -p $worldpath
# the docker image doesn't have devtest
[ -n "$use_docker" ] || printf '%s\n' gameid=devtest >$worldpath/world.mt
printf '%s\n' mg_name=singlenode '[end_of_params]' >$worldpath/map_meta.txt
printf '%s\n' worldedit_run_tests=true max_forceloaded_blocks=9999 >$confpath
if [ -n "$use_docker" ]; then
chmod -R 777 $tempdir
docker run --rm -i \
-v $confpath:/etc/minetest/minetest.conf \
-v $tempdir:/var/lib/minetest/.minetest \
-v "$PWD/worldedit":/var/lib/minetest/.minetest/world/worldmods/worldedit \
registry.gitlab.com/minetest/minetest/server:${MINETEST_VER}
else
mkdir $worldpath/worldmods
ln -s "$PWD/worldedit" $worldpath/worldmods/worldedit
../../bin/minetestserver --config $confpath --world $worldpath --logfile /dev/null
fi
test -f $worldpath/tests_ok || exit 1
exit 0

View File

@ -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://web.libera.chat/#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.

View File

@ -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
------------------------- -------------------------
@ -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. 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.

View File

@ -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)
@ -38,3 +38,7 @@ if minetest.settings:get_bool("log_mods") then
print("[WorldEdit] Loaded!") print("[WorldEdit] Loaded!")
end end
if minetest.settings:get_bool("worldedit_run_tests") then
dofile(path .. "/test.lua")
minetest.after(0, worldedit.run_tests)
end

View File

@ -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

View File

@ -114,11 +114,14 @@ function worldedit.serialize(pos1, pos2)
return LATEST_SERIALIZATION_HEADER .. result, count return LATEST_SERIALIZATION_HEADER .. result, count
end 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 function deserialize_workaround(content)
local nodes local nodes
if not jit then if not minetest.global_exists("jit") then
nodes = minetest.deserialize(content, true)
elseif not content:match("^%s*return%s*{") then
-- The data doesn't look like we expect it to so we can't apply the workaround.
-- hope for the best
minetest.log("warning", "WorldEdit: deserializing data but can't apply LuaJIT workaround")
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
@ -130,7 +133,7 @@ local function deserialize_workaround(content)
local startpos, startpos1 = 1, 1 local startpos, startpos1 = 1, 1
local endpos local endpos
while true do -- go through each individual node entry (except the last) while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos) startpos, endpos = escaped:find("}%s*,%s*{", startpos)
if not startpos then if not startpos then
break break
end end

448
worldedit/test.lua Normal file
View File

@ -0,0 +1,448 @@
---------------------
-- Helpers
---------------------
local vec = vector.new
local vecw = function(axis, n, base)
local ret = vec(base)
ret[axis] = n
return ret
end
local pos2str = minetest.pos_to_string
local get_node = minetest.get_node
local set_node = minetest.set_node
---------------------
-- Nodes
---------------------
local air = "air"
local testnode1
local testnode2
local testnode3
-- Loads nodenames to use for tests
local function init_nodes()
testnode1 = minetest.registered_aliases["mapgen_stone"]
testnode2 = minetest.registered_aliases["mapgen_dirt"]
testnode3 = minetest.registered_aliases["mapgen_cobble"] or minetest.registered_aliases["mapgen_dirt_with_grass"]
assert(testnode1 and testnode2 and testnode3)
end
-- Writes repeating pattern into given area
local function place_pattern(pos1, pos2, pattern)
local pos = vec()
local node = {name=""}
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
node.name = pattern[i]
set_node(pos, node)
i = i % #pattern + 1
end
end
end
end
---------------------
-- Area management
---------------------
assert(minetest.get_mapgen_setting("mg_name") == "singlenode")
local area = {}
do
local areamin, areamax
local off
local c_air = minetest.get_content_id(air)
local vbuffer = {}
-- Assign a new area for use, will emerge and then call ready()
area.assign = function(min, max, ready)
areamin = min
areamax = max
minetest.emerge_area(min, max, function(bpos, action, remaining)
assert(action ~= minetest.EMERGE_ERRORED)
if remaining > 0 then return end
minetest.after(0, function()
area.clear()
ready()
end)
end)
end
-- Reset area contents and state
area.clear = function()
local vmanip = minetest.get_voxel_manip(areamin, areamax)
local vpos1, vpos2 = vmanip:get_emerged_area()
local vcount = (vpos2.x - vpos1.x + 1) * (vpos2.y - vpos1.y + 1) * (vpos2.z - vpos1.z + 1)
if #vbuffer ~= vcount then
vbuffer = {}
for i = 1, vcount do
vbuffer[i] = c_air
end
end
vmanip:set_data(vbuffer)
vmanip:write_to_map()
off = vec(0, 0, 0)
end
-- Returns an usable area [pos1, pos2] that does not overlap previous ones
area.get = function(sizex, sizey, sizez)
local size
if sizey == nil or sizez == nil then
size = {x=sizex, y=sizex, z=sizex}
else
size = {x=sizex, y=sizey, z=sizez}
end
local pos1 = vector.add(areamin, off)
local pos2 = vector.subtract(vector.add(pos1, size), 1)
if pos2.x > areamax.x or pos2.y > areamax.y or pos2.z > areamax.z then
error("Internal failure: out of space")
end
off = vector.add(off, size)
return pos1, pos2
end
-- Returns an axis and count (= n) relative to the last-requested area that is unoccupied
area.dir = function(n)
local pos1 = vector.add(areamin, off)
if pos1.x + n <= areamax.x then
off.x = off.x + n
return "x", n
elseif pos1.x + n <= areamax.y then
off.y = off.y + n
return "y", n
elseif pos1.z + n <= areamax.z then
off.z = off.z + n
return "z", n
end
error("Internal failure: out of space")
end
-- Returns [XYZ] margin (list of pos pairs) of n around last-requested area
-- (may actually be larger but doesn't matter)
area.margin = function(n)
local pos1, pos2 = area.get(n)
return {
{ vec(areamin.x, areamin.y, pos1.z), pos2 }, -- X/Y
{ vec(areamin.x, pos1.y, areamin.z), pos2 }, -- X/Z
{ vec(pos1.x, areamin.y, areamin.z), pos2 }, -- Y/Z
}
end
end
-- Split an existing area into two non-overlapping [pos1, half1], [half2, pos2] parts; returns half1, half2
area.split = function(pos1, pos2)
local axis
if pos2.x - pos1.x >= 1 then
axis = "x"
elseif pos2.y - pos1.y >= 1 then
axis = "y"
elseif pos2.z - pos1.z >= 1 then
axis = "z"
else
error("Internal failure: area too small to split")
end
local hspan = math.floor((pos2[axis] - pos1[axis] + 1) / 2)
local half1 = vecw(axis, pos1[axis] + hspan - 1, pos2)
local half2 = vecw(axis, pos1[axis] + hspan, pos2)
return half1, half2
end
---------------------
-- Checks
---------------------
local check = {}
-- Check that all nodes in [pos1, pos2] are the node(s) specified
check.filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
local total = worldedit.volume(pos1, pos2)
local sum = 0
for _, n in pairs(counts) do
sum = sum + n
end
if sum ~= total then
error((total - sum) .. " " .. table.concat(nodes, ",") .. " nodes missing in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
-- Check that none of the nodes in [pos1, pos2] are the node(s) specified
check.not_filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
for nodename, n in pairs(counts) do
if n ~= 0 then
error(counts[nodename] .. " " .. nodename .. " nodes found in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
end
-- Check that all of the areas are only made of node(s) specified
check.filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.filled(pos[1], pos[2], nodes)
end
end
-- Check that none of the areas contain the node(s) specified
check.not_filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.not_filled(pos[1], pos[2], nodes)
end
end
-- Checks presence of a repeating pattern in [pos1, po2] (cf. place_pattern)
check.pattern = function(pos1, pos2, pattern)
local pos = vec()
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
local node = get_node(pos)
if node.name ~= pattern[i] then
error(pattern[i] .. " not found at " .. pos2str(pos) .. " (i=" .. i .. ")")
end
i = i % #pattern + 1
end
end
end
end
---------------------
-- The actual tests
---------------------
local tests = {}
local function register_test(name, func, opts)
assert(type(name) == "string")
assert(func == nil or type(func) == "function")
if not opts then
opts = {}
else
opts = table.copy(opts)
end
opts.name = name
opts.func = func
table.insert(tests, opts)
end
-- How this works:
-- register_test registers a test with a name and function
-- The function should return if the test passes or otherwise cause a Lua error
-- The basic structure is: get areas + do operations + check results
-- Helpers:
-- area.get must be used to retrieve areas that can be operated on (these will be cleared before each test)
-- check.filled / check.not_filled can be used to check the result
-- area.margin + check.filled2 is useful to make sure nodes weren't placed too far
-- place_pattern + check.pattern is useful to test ops that operate on existing data
register_test("Internal self-test")
register_test("is area loaded?", function()
local pos1, _ = area.get(1)
assert(get_node(pos1).name == "air")
end, {dry=true})
register_test("area.split", function()
for i = 2, 6 do
local pos1, pos2 = area.get(1, 1, i)
local half1, half2 = area.split(pos1, pos2)
assert(pos1.x == half1.x and pos1.y == half1.y)
assert(half1.x == half2.x and half1.y == half2.y)
assert(half1.z + 1 == half2.z)
if i % 2 == 0 then
assert((half1.z - pos1.z) == (pos2.z - half2.z)) -- divided equally
end
end
end, {dry=true})
register_test("check.filled", function()
local pos1, pos2 = area.get(1, 2, 1)
set_node(pos1, {name=testnode1})
set_node(pos2, {name=testnode2})
check.filled(pos1, pos1, testnode1)
check.filled(pos1, pos2, {testnode1, testnode2})
check.not_filled(pos1, pos1, air)
check.not_filled(pos1, pos2, {air, testnode3})
end)
register_test("pattern", function()
local pos1, pos2 = area.get(3, 2, 1)
local pattern = {testnode1, testnode3}
place_pattern(pos1, pos2, pattern)
assert(get_node(pos1).name == testnode1)
check.pattern(pos1, pos2, pattern)
end)
register_test("Generic node manipulations")
register_test("worldedit.set", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, testnode1)
check.filled(pos1, pos2, testnode1)
check.filled2(m, air)
end)
register_test("worldedit.set mix", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, {testnode1, testnode2})
check.filled(pos1, pos2, {testnode1, testnode2})
check.filled2(m, air)
end)
register_test("worldedit.replace", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3)
check.not_filled(pos1, pos2, testnode1)
check.filled(pos1, half1, testnode3)
check.filled(half2, pos2, testnode2)
end)
register_test("worldedit.replace inverse", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3, true)
check.filled(pos1, half1, testnode1)
check.filled(half2, pos2, testnode3)
end)
-- FIXME?: this one looks overcomplicated
register_test("worldedit.copy", function()
local pos1, pos2 = area.get(4)
local axis, n = area.dir(2)
local m = area.margin(1)
local b = pos1[axis]
-- create one slice with testnode1, one with testnode2
worldedit.set(pos1, vecw(axis, b + 1, pos2), testnode1)
worldedit.set(vecw(axis, b + 2, pos1), pos2, testnode2)
worldedit.copy(pos1, pos2, axis, n)
-- should have three slices now
check.filled(pos1, vecw(axis, b + 1, pos2), testnode1)
check.filled(vecw(axis, b + 2, pos1), pos2, testnode1)
check.filled(vecw(axis, b + 4, pos1), vector.add(pos2, vecw(axis, n)), testnode2)
check.filled2(m, "air")
end)
register_test("worldedit.copy2", function()
local pos1, pos2 = area.get(6)
local m1 = area.margin(1)
local pos1_, pos2_ = area.get(6)
local m2 = area.margin(1)
local pattern = {testnode1, testnode2, testnode3, testnode1, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.copy2(pos1, pos2, vector.subtract(pos1_, pos1))
check.pattern(pos1, pos2, pattern)
check.pattern(pos1_, pos2_, pattern)
check.filled2(m1, "air")
check.filled2(m2, "air")
end)
register_test("worldedit.move (overlap)", function()
local pos1, pos2 = area.get(7)
local axis, n = area.dir(2)
local m = area.margin(1)
local pattern = {testnode2, testnode1, testnode2, testnode3, testnode3}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, vecw(axis, pos1[axis] + n - 1, pos2), "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
register_test("worldedit.move", function()
local pos1, pos2 = area.get(10)
local axis, n = area.dir(10)
local m = area.margin(1)
local pattern = {testnode1, testnode3, testnode3, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, pos2, "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
-- TODO: the rest (also testing param2 + metadata)
---------------------
-- Main function
---------------------
worldedit.run_tests = function()
do
local v = minetest.get_version()
print("Running " .. #tests .. " tests for WorldEdit " ..
worldedit.version_string .. " on " .. v.project .. " " .. (v.hash or v.string))
end
init_nodes()
-- emerge area from (0,0,0) ~ (56,56,56) and keep it loaded
-- Note: making this area smaller speeds up tests
local wanted = vec(56, 56, 56)
for x = 0, math.floor(wanted.x/16) do
for y = 0, math.floor(wanted.y/16) do
for z = 0, math.floor(wanted.z/16) do
assert(minetest.forceload_block({x=x*16, y=y*16, z=z*16}, true))
end
end
end
area.assign(vec(0, 0, 0), wanted, function()
local failed = 0
for _, test in ipairs(tests) do
if not test.func then
local s = "---- " .. test.name .. " "
print(s .. string.rep("-", 60 - #s))
else
if not test.dry then
area.clear()
end
local ok, err = pcall(test.func)
print(string.format("%-60s %s", test.name, ok and "pass" or "FAIL"))
if not ok then
print(" " .. err)
failed = failed + 1
end
end
end
print("Done, " .. failed .. " tests failed.")
if failed == 0 then
io.close(io.open(minetest.get_worldpath() .. "/tests_ok", "w"))
end
minetest.request_shutdown()
end)
end
-- for debug purposes
minetest.register_on_joinplayer(function(player)
minetest.set_player_privs(player:get_player_name(),
minetest.string_to_privs("fly,fast,noclip,basic_debug,debug,interact"))
end)
minetest.register_on_punchnode(function(pos, node, puncher)
minetest.chat_send_player(puncher:get_player_name(), pos2str(pos))
end)

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

@ -216,7 +216,7 @@ elseif minetest.global_exists("sfinv") then -- sfinv installed
end end
end end
else else
error( return minetest.log("error",
"worldedit_gui requires a supported gui management mod to be installed.\n".. "worldedit_gui requires a supported gui management mod to be installed.\n"..
"To use the it you need to either:\n".. "To use the it you need to either:\n"..
"* use minetest_game or another sfinv-compatible subgame\n".. "* use minetest_game or another sfinv-compatible subgame\n"..