local S = minetest.get_translator("worldedit_commands") minetest.register_privilege("worldedit", S("Can use WorldEdit commands")) worldedit.pos1 = {} worldedit.pos2 = {} worldedit.set_pos = {} worldedit.inspect = {} worldedit.prob_pos = {} worldedit.prob_list = {} local safe_region, reset_pending = dofile(minetest.get_modpath("worldedit_commands") .. "/safe.lua") function worldedit.player_notify(name, message) minetest.chat_send_player(name, "WorldEdit -!- " .. message, false) end worldedit.registered_commands = {} local function chatcommand_handler(cmd_name, name, param) local def = assert(worldedit.registered_commands[cmd_name]) if def.require_pos == 2 then local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] if pos1 == nil or pos2 == nil then worldedit.player_notify(name, S("no region selected")) return end elseif def.require_pos == 1 then local pos1 = worldedit.pos1[name] if pos1 == nil then worldedit.player_notify(name, S("no position 1 selected")) return end end local parsed = {def.parse(param)} local success = table.remove(parsed, 1) if not success then worldedit.player_notify(name, parsed[1] or S("invalid usage")) return end if def.nodes_needed then local count = def.nodes_needed(name, unpack(parsed)) safe_region(name, count, function() local _, msg = def.func(name, unpack(parsed)) if msg then minetest.chat_send_player(name, msg) end end) else -- no "safe region" check local _, msg = def.func(name, unpack(parsed)) if msg then minetest.chat_send_player(name, msg) end end end -- Registers a chatcommand for WorldEdit -- name = "about" -- Name of the chat command (without any /) -- def = { -- privs = {}, -- Privileges needed -- params = "", -- Human readable parameter list (optional) -- -- setting params = "" will automatically provide a parse() if not given -- description = "", -- Description -- require_pos = 0, -- Number of positions required to be set (optional) -- parse = function(param) -- return true, foo, bar, ... -- -- or -- return false -- -- or -- return false, "error message" -- end, -- nodes_needed = function(name, foo, bar, ...), -- (optional) -- return n -- end, -- func = function(name, foo, bar, ...) -- return success, "message" -- end, -- } function worldedit.register_command(name, def) local def = table.copy(def) assert(name and #name > 0) assert(def.privs) def.require_pos = def.require_pos or 0 assert(def.require_pos >= 0 and def.require_pos < 3) if def.params == "" and not def.parse then def.parse = function(param) return true end else assert(def.parse) end assert(def.nodes_needed == nil or type(def.nodes_needed) == "function") assert(def.func) -- for development --[[if def.require_pos == 2 and not def.nodes_needed then minetest.log("warning", "//" .. name .. " might be missing nodes_needed") end--]] minetest.register_chatcommand("/" .. name, { privs = def.privs, params = def.params, description = def.description, func = function(player_name, param) return chatcommand_handler(name, player_name, param) end, }) worldedit.registered_commands[name] = def end dofile(minetest.get_modpath("worldedit_commands") .. "/cuboid.lua") dofile(minetest.get_modpath("worldedit_commands") .. "/mark.lua") dofile(minetest.get_modpath("worldedit_commands") .. "/wand.lua") local function check_region(name) return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name]) end -- Strips any kind of escape codes (translation, colors) from a string -- https://github.com/minetest/minetest/blob/53dd7819277c53954d1298dfffa5287c306db8d0/src/util/string.cpp#L777 local function strip_escapes(input) local s = function(idx) return input:sub(idx, idx) end local out = "" local i = 1 while i <= #input do if s(i) == "\027" then -- escape sequence i = i + 1 if s(i) == "(" then -- enclosed i = i + 1 while i <= #input and s(i) ~= ")" do if s(i) == "\\" then i = i + 2 else i = i + 1 end end end else out = out .. s(i) end i = i + 1 end --print(("%q -> %q"):format(input, out)) return out end local function string_endswith(full, part) return full:find(part, 1, true) == #full - #part + 1 end local description_cache = nil -- normalizes node "description" `nodename`, returning a string (or nil) worldedit.normalize_nodename = function(nodename) nodename = nodename:gsub("^%s*(.-)%s*$", "%1") -- strip spaces if nodename == "" then return nil end local fullname = ItemStack({name=nodename}):get_name() -- resolve aliases if minetest.registered_nodes[fullname] or fullname == "air" then -- full name return fullname end nodename = nodename:lower() for key, _ in pairs(minetest.registered_nodes) do if string_endswith(key:lower(), ":" .. nodename) then -- matches name (w/o mod part) return key end end if description_cache == nil then -- cache stripped descriptions description_cache = {} for key, value in pairs(minetest.registered_nodes) do local desc = strip_escapes(value.description):gsub("\n.*", "", 1):lower() if desc ~= "" then description_cache[key] = desc end end end for key, desc in pairs(description_cache) do if desc == nodename then -- matches description return key end end for key, desc in pairs(description_cache) do if desc == nodename .. " block" then -- fuzzy description match (e.g. "Steel" == "Steel Block") return key end end local match = nil for key, value in pairs(description_cache) do if value:find(nodename, 1, true) ~= nil then if match ~= nil then return nil end match = key -- substring description match (only if no ambiguities) end end return match end -- Determines the axis in which a player is facing, returning an axis ("x", "y", or "z") and the sign (1 or -1) function worldedit.player_axis(name) local dir = minetest.get_player_by_name(name):get_look_dir() local x, y, z = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z) if x > y then if x > z then return "x", dir.x > 0 and 1 or -1 end elseif y > z then return "y", dir.y > 0 and 1 or -1 end return "z", dir.z > 0 and 1 or -1 end local function check_filename(name) return name:find("^[%w%s%^&'@{}%[%],%$=!%-#%(%)%%%.%+~_]+$") ~= nil end local function open_schematic(name, param) -- find the file in the world path local testpaths = { minetest.get_worldpath() .. "/schems/" .. param, minetest.get_worldpath() .. "/schems/" .. param .. ".we", minetest.get_worldpath() .. "/schems/" .. param .. ".wem", } local file, err for index, path in ipairs(testpaths) do file, err = io.open(path, "rb") if not err then break end end if err then worldedit.player_notify(name, S("Could not open file \"@1\"", param)) return end local value = file:read("*a") file:close() local version = worldedit.read_header(value) if version == nil or version == 0 then worldedit.player_notify(name, S("Invalid file format!")) return elseif version > worldedit.LATEST_SERIALIZATION_VERSION then worldedit.player_notify(name, S("Schematic was created with a newer version of WorldEdit.")) return end return value end worldedit.register_command("about", { privs = {}, params = "", description = S("Get information about the WorldEdit mod"), func = function(name) worldedit.player_notify(name, S("WorldEdit @1".. " is available on this server. Type //help to get a list of ".. "commands, or get more information at @2", worldedit.version_string, "https://github.com/Uberi/Minetest-WorldEdit" )) end, }) -- mostly copied from builtin/chatcommands.lua with minor modifications worldedit.register_command("help", { privs = {}, params = "[all/]", description = S("Get help for WorldEdit commands"), parse = function(param) return true, param end, func = function(name, param) local function format_help_line(cmd, def) local msg = minetest.colorize("#00ffff", "//"..cmd) if def.params and def.params ~= "" then msg = msg .. " " .. def.params end if def.description and def.description ~= "" then msg = msg .. ": " .. def.description end return msg end if not minetest.check_player_privs(name, "worldedit") then return false, S("You are not allowed to use any WorldEdit commands.") end if param == "" then local cmds = {} for cmd, def in pairs(worldedit.registered_commands) do if minetest.check_player_privs(name, def.privs) then cmds[#cmds + 1] = cmd end end table.sort(cmds) return true, S("Available commands: @1@n" .. "Use '//help ' to get more information," .. " or '//help all' to list everything.", table.concat(cmds, " ")) elseif param == "all" then local cmds = {} for cmd, def in pairs(worldedit.registered_commands) do if minetest.check_player_privs(name, def.privs) then cmds[#cmds + 1] = format_help_line(cmd, def) end end table.sort(cmds) return true, S("Available commands:@n") .. table.concat(cmds, "\n") else local def = worldedit.registered_commands[param] if not def then return false, S("Command not available: ") .. param else return true, format_help_line(param, def) end end end, }) worldedit.register_command("inspect", { params = "[on/off/1/0/true/false/yes/no/enable/disable]", description = S("Enable or disable node inspection"), privs = {worldedit=true}, parse = function(param) if param == "on" or param == "1" or param == "true" or param == "yes" or param == "enable" or param == "" then return true, true elseif param == "off" or param == "0" or param == "false" or param == "no" or param == "disable" then return true, false end return false end, func = function(name, enable) if enable then worldedit.inspect[name] = true local axis, sign = worldedit.player_axis(name) worldedit.player_notify(name, S( "inspector: inspection enabled for @1, currently facing the @2 axis", name, axis .. (sign > 0 and "+" or "-") )) else worldedit.inspect[name] = nil worldedit.player_notify(name, S("inspector: inspection disabled")) end end, }) local function get_node_rlight(pos) local vecs = { -- neighboring nodes {x= 1, y= 0, z= 0}, {x=-1, y= 0, z= 0}, {x= 0, y= 1, z= 0}, {x= 0, y=-1, z= 0}, {x= 0, y= 0, z= 1}, {x= 0, y= 0, z=-1}, } local ret = 0 for _, v in ipairs(vecs) do ret = math.max(ret, minetest.get_node_light(vector.add(pos, v))) end return ret end minetest.register_on_punchnode(function(pos, node, puncher) local name = puncher:get_player_name() if worldedit.inspect[name] then local axis, sign = worldedit.player_axis(name) local message = S( "inspector: @1 at @2 (param1=@3, param2=@4, received light=@5) punched facing the @6 axis", node.name, minetest.pos_to_string(pos), node.param1, node.param2, get_node_rlight(pos), axis .. (sign > 0 and "+" or "-") ) worldedit.player_notify(name, message) end end) worldedit.register_command("reset", { params = "", description = S("Reset the region so that it is empty"), privs = {worldedit=true}, func = function(name) worldedit.pos1[name] = nil worldedit.pos2[name] = nil worldedit.marker_update(name) worldedit.set_pos[name] = nil --make sure the user does not try to confirm an operation after resetting pos: reset_pending(name) worldedit.player_notify(name, S("region reset")) end, }) worldedit.register_command("mark", { params = "", description = S("Show markers at the region positions"), privs = {worldedit=true}, func = function(name) worldedit.marker_update(name) worldedit.player_notify(name, S("region marked")) end, }) worldedit.register_command("unmark", { params = "", description = S("Hide markers if currently shown"), privs = {worldedit=true}, func = function(name) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] worldedit.pos1[name] = nil worldedit.pos2[name] = nil worldedit.marker_update(name) worldedit.pos1[name] = pos1 worldedit.pos2[name] = pos2 worldedit.player_notify(name, S("region unmarked")) end, }) worldedit.register_command("pos1", { params = "", description = S("Set WorldEdit region position @1 to the player's location", 1), privs = {worldedit=true}, func = function(name) local pos = minetest.get_player_by_name(name):get_pos() pos.x, pos.y, pos.z = math.floor(pos.x + 0.5), math.floor(pos.y + 0.5), math.floor(pos.z + 0.5) worldedit.pos1[name] = pos worldedit.mark_pos1(name) worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos))) end, }) worldedit.register_command("pos2", { params = "", description = S("Set WorldEdit region position @1 to the player's location", 2), privs = {worldedit=true}, func = function(name) local pos = minetest.get_player_by_name(name):get_pos() pos.x, pos.y, pos.z = math.floor(pos.x + 0.5), math.floor(pos.y + 0.5), math.floor(pos.z + 0.5) worldedit.pos2[name] = pos worldedit.mark_pos2(name) worldedit.player_notify(name, S("position @1 set to @2", 2, minetest.pos_to_string(pos))) end, }) worldedit.register_command("p", { params = "set/set1/set2/get", description = S("Set WorldEdit region, WorldEdit position 1, or WorldEdit position 2 by punching nodes, or display the current WorldEdit region"), privs = {worldedit=true}, parse = function(param) if param == "set" or param == "set1" or param == "set2" or param == "get" then return true, param end return false, S("unknown subcommand: @1", param) end, func = function(name, param) if param == "set" then --set both WorldEdit positions worldedit.set_pos[name] = "pos1" worldedit.player_notify(name, S("select positions by punching two nodes")) elseif param == "set1" then --set WorldEdit position 1 worldedit.set_pos[name] = "pos1only" worldedit.player_notify(name, S("select position @1 by punching a node", 1)) elseif param == "set2" then --set WorldEdit position 2 worldedit.set_pos[name] = "pos2" worldedit.player_notify(name, S("select position @1 by punching a node", 2)) elseif param == "get" then --display current WorldEdit positions if worldedit.pos1[name] ~= nil then worldedit.player_notify(name, S("position @1: @2", 1, minetest.pos_to_string(worldedit.pos1[name]))) else worldedit.player_notify(name, S("position @1 not set", 1)) end if worldedit.pos2[name] ~= nil then worldedit.player_notify(name, S("position @1: @2", 2, minetest.pos_to_string(worldedit.pos2[name]))) else worldedit.player_notify(name, S("position @1 not set", 2)) end end end, }) worldedit.register_command("fixedpos", { params = "set1/set2 ", description = S("Set a WorldEdit region position to the position at (, , )"), privs = {worldedit=true}, parse = function(param) local found, _, flag, x, y, z = param:find("^(set[12])%s+([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)$") if found == nil then return false end return true, flag, vector.new(tonumber(x), tonumber(y), tonumber(z)) end, func = function(name, flag, pos) if flag == "set1" then worldedit.pos1[name] = pos worldedit.mark_pos1(name) worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos))) else --flag == "set2" worldedit.pos2[name] = pos worldedit.mark_pos2(name) worldedit.player_notify(name, S("position @1 set to @2", 2, minetest.pos_to_string(pos))) end end, }) minetest.register_on_punchnode(function(pos, node, puncher) local name = puncher:get_player_name() if name ~= "" and worldedit.set_pos[name] ~= nil then --currently setting position if worldedit.set_pos[name] == "pos1" then --setting position 1 worldedit.pos1[name] = pos worldedit.mark_pos1(name) worldedit.set_pos[name] = "pos2" --set position 2 on the next invocation worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos))) elseif worldedit.set_pos[name] == "pos1only" then --setting position 1 only worldedit.pos1[name] = pos worldedit.mark_pos1(name) worldedit.set_pos[name] = nil --finished setting positions worldedit.player_notify(name, S("position @1 set to @2", 1, minetest.pos_to_string(pos))) elseif worldedit.set_pos[name] == "pos2" then --setting position 2 worldedit.pos2[name] = pos worldedit.mark_pos2(name) worldedit.set_pos[name] = nil --finished setting positions worldedit.player_notify(name, S("position @1 set to @2", 2, minetest.pos_to_string(pos))) elseif worldedit.set_pos[name] == "prob" then --setting Minetest schematic node probabilities worldedit.prob_pos[name] = pos minetest.show_formspec(name, "prob_val_enter", "field[text;;]") end end end) worldedit.register_command("volume", { params = "", description = S("Display the volume of the current WorldEdit region"), privs = {worldedit=true}, require_pos = 2, func = function(name) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local volume = worldedit.volume(pos1, pos2) local abs = math.abs worldedit.player_notify(name, S( "current region has a volume of @1 nodes (@2*@3*@4)", volume, abs(pos2.x - pos1.x) + 1, abs(pos2.y - pos1.y) + 1, abs(pos2.z - pos1.z) + 1 )) end, }) worldedit.register_command("deleteblocks", { params = "", description = S("Remove all MapBlocks (16x16x16) containing the selected area from the map"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local success = minetest.delete_area(pos1, pos2) if success then worldedit.player_notify(name, S("Area deleted.")) else worldedit.player_notify(name, S("There was an error during deletion of the area.")) end end, }) worldedit.register_command("set", { params = "", description = S("Set the current WorldEdit region to "), privs = {worldedit=true}, require_pos = 2, parse = function(param) local node = worldedit.normalize_nodename(param) if not node then return false, S("invalid node name: @1", param) end return true, node end, nodes_needed = check_region, func = function(name, node) local count = worldedit.set(worldedit.pos1[name], worldedit.pos2[name], node) worldedit.player_notify(name, S("@1 nodes set", count)) end, }) worldedit.register_command("param2", { params = "", description = S("Set param2 of all nodes in the current WorldEdit region to "), privs = {worldedit=true}, require_pos = 2, parse = function(param) local param2 = tonumber(param) if not param2 then return false elseif param2 < 0 or param2 > 255 then return false, S("Param2 is out of range (must be between 0 and 255 inclusive!)") end return true, param2 end, nodes_needed = check_region, func = function(name, param2) local count = worldedit.set_param2(worldedit.pos1[name], worldedit.pos2[name], param2) worldedit.player_notify(name, S("@1 nodes altered", count)) end, }) worldedit.register_command("mix", { params = " [count1] [count2] ...", description = S("Fill the current WorldEdit region with a random mix of , ..."), privs = {worldedit=true}, require_pos = 2, parse = function(param) local nodes = {} for nodename in param:gmatch("[^%s]+") do if tonumber(nodename) ~= nil and #nodes > 0 then local last_node = nodes[#nodes] for i = 1, tonumber(nodename) do nodes[#nodes + 1] = last_node end else local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end nodes[#nodes + 1] = node end end if #nodes == 0 then return false end return true, nodes end, nodes_needed = check_region, func = function(name, nodes) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count = worldedit.set(pos1, pos2, nodes) worldedit.player_notify(name, S("@1 nodes set", count)) end, }) local check_replace = function(param) local found, _, searchnode, replacenode = param:find("^([^%s]+)%s+(.+)$") if found == nil then return false end local newsearchnode = worldedit.normalize_nodename(searchnode) if not newsearchnode then return false, S("invalid search node name: @1", searchnode) end local newreplacenode = worldedit.normalize_nodename(replacenode) if not newreplacenode then return false, S("invalid replace node name: @1", replacenode) end return true, newsearchnode, newreplacenode end worldedit.register_command("replace", { params = " ", description = S("Replace all instances of with in the current WorldEdit region"), privs = {worldedit=true}, require_pos = 2, parse = check_replace, nodes_needed = check_region, func = function(name, search_node, replace_node) local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name], search_node, replace_node) worldedit.player_notify(name, S("@1 nodes replaced", count)) end, }) worldedit.register_command("replaceinverse", { params = " ", description = S("Replace all nodes other than with in the current WorldEdit region"), privs = {worldedit=true}, require_pos = 2, parse = check_replace, nodes_needed = check_region, func = function(name, search_node, replace_node) local count = worldedit.replace(worldedit.pos1[name], worldedit.pos2[name], search_node, replace_node, true) worldedit.player_notify(name, S("@1 nodes replaced", count)) end, }) local check_cube = function(param) local found, _, w, h, l, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$") if found == nil then return false end local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end return true, tonumber(w), tonumber(h), tonumber(l), node end worldedit.register_command("hollowcube", { params = " ", description = S("Add a hollow cube with its ground level centered at WorldEdit position 1 with dimensions x x , composed of ."), privs = {worldedit=true}, require_pos = 1, parse = check_cube, nodes_needed = function(name, w, h, l, node) return w * h * l end, func = function(name, w, h, l, node) local count = worldedit.cube(worldedit.pos1[name], w, h, l, node, true) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("cube", { params = " ", description = S("Add a cube with its ground level centered at WorldEdit position 1 with dimensions x x , composed of ."), privs = {worldedit=true}, require_pos = 1, parse = check_cube, nodes_needed = function(name, w, h, l, node) return w * h * l end, func = function(name, w, h, l, node) local count = worldedit.cube(worldedit.pos1[name], w, h, l, node) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) local check_sphere = function(param) local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$") if found == nil then return false end local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end return true, tonumber(radius), node end worldedit.register_command("hollowsphere", { params = " ", description = S("Add hollow sphere centered at WorldEdit position 1 with radius , composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_sphere, nodes_needed = function(name, radius, node) return math.ceil((4 * math.pi * (radius ^ 3)) / 3) --volume of sphere end, func = function(name, radius, node) local count = worldedit.sphere(worldedit.pos1[name], radius, node, true) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("sphere", { params = " ", description = S("Add sphere centered at WorldEdit position 1 with radius , composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_sphere, nodes_needed = function(name, radius, node) return math.ceil((4 * math.pi * (radius ^ 3)) / 3) --volume of sphere end, func = function(name, radius, node) local count = worldedit.sphere(worldedit.pos1[name], radius, node) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) local check_dome = function(param) local found, _, radius, nodename = param:find("^(%d+)%s+(.+)$") if found == nil then return false end local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end return true, tonumber(radius), node end worldedit.register_command("hollowdome", { params = " ", description = S("Add hollow dome centered at WorldEdit position 1 with radius , composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_dome, nodes_needed = function(name, radius, node) return math.ceil((2 * math.pi * (radius ^ 3)) / 3) --volume of dome end, func = function(name, radius, node) local count = worldedit.dome(worldedit.pos1[name], radius, node, true) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("dome", { params = " ", description = S("Add dome centered at WorldEdit position 1 with radius , composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_dome, nodes_needed = function(name, radius, node) return math.ceil((2 * math.pi * (radius ^ 3)) / 3) --volume of dome end, func = function(name, radius, node) local count = worldedit.dome(worldedit.pos1[name], radius, node) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) local check_cylinder = function(param) -- two radii local found, _, axis, length, radius1, radius2, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(%d+)%s+(.+)$") if found == nil then -- single radius found, _, axis, length, radius1, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(%d+)%s+(.+)$") radius2 = radius1 end if found == nil then return false end local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end return true, axis, tonumber(length), tonumber(radius1), tonumber(radius2), node end worldedit.register_command("hollowcylinder", { params = "x/y/z/? [radius2] ", description = S("Add hollow cylinder at WorldEdit position 1 along the given axis with length , base radius (and top radius [radius2]), composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_cylinder, nodes_needed = function(name, axis, length, radius1, radius2, node) local radius = math.max(radius1, radius2) return math.ceil(math.pi * (radius ^ 2) * length) end, func = function(name, axis, length, radius1, radius2, node) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) length = length * sign end local count = worldedit.cylinder(worldedit.pos1[name], axis, length, radius1, radius2, node, true) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("cylinder", { params = "x/y/z/? [radius2] ", description = S("Add cylinder at WorldEdit position 1 along the given axis with length , base radius (and top radius [radius2]), composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_cylinder, nodes_needed = function(name, axis, length, radius1, radius2, node) local radius = math.max(radius1, radius2) return math.ceil(math.pi * (radius ^ 2) * length) end, func = function(name, axis, length, radius1, radius2, node) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) length = length * sign end local count = worldedit.cylinder(worldedit.pos1[name], axis, length, radius1, radius2, node) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) local check_pyramid = function(param) local found, _, axis, height, nodename = param:find("^([xyz%?])%s+([+-]?%d+)%s+(.+)$") if found == nil then return false end local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end return true, axis, tonumber(height), node end worldedit.register_command("hollowpyramid", { params = "x/y/z/? ", description = S("Add hollow pyramid centered at WorldEdit position 1 along the given axis with height , composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_pyramid, nodes_needed = function(name, axis, height, node) return math.ceil(((height * 2 + 1) ^ 2) * height / 3) end, func = function(name, axis, height, node) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) height = height * sign end local count = worldedit.pyramid(worldedit.pos1[name], axis, height, node, true) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("pyramid", { params = "x/y/z/? ", description = S("Add pyramid centered at WorldEdit position 1 along the given axis with height , composed of "), privs = {worldedit=true}, require_pos = 1, parse = check_pyramid, nodes_needed = function(name, axis, height, node) return math.ceil(((height * 2 + 1) ^ 2) * height / 3) end, func = function(name, axis, height, node) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) height = height * sign end local count = worldedit.pyramid(worldedit.pos1[name], axis, height, node) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("spiral", { params = " ", description = S("Add spiral centered at WorldEdit position 1 with side length , height , space between walls , composed of "), privs = {worldedit=true}, require_pos = 1, parse = function(param) local found, _, length, height, space, nodename = param:find("^(%d+)%s+(%d+)%s+(%d+)%s+(.+)$") if found == nil then return false end local node = worldedit.normalize_nodename(nodename) if not node then return false, S("invalid node name: @1", nodename) end return true, tonumber(length), tonumber(height), tonumber(space), node end, nodes_needed = function(name, length, height, space, node) return (length + space) * height -- TODO: this is not the upper bound end, func = function(name, length, height, space, node) local count = worldedit.spiral(worldedit.pos1[name], length, height, space, node) worldedit.player_notify(name, S("@1 nodes added", count)) end, }) worldedit.register_command("copy", { params = "x/y/z/? ", description = S("Copy the current WorldEdit region along the given axis by nodes"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$") if found == nil then return false end return true, axis, tonumber(amount) end, nodes_needed = function(name, axis, amount) return check_region(name) * 2 end, func = function(name, axis, amount) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) amount = amount * sign end local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount) worldedit.player_notify(name, S("@1 nodes copied", count)) end, }) worldedit.register_command("move", { params = "x/y/z/? ", description = S("Move the current WorldEdit region along the given axis by nodes"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$") if found == nil then return false end return true, axis, tonumber(amount) end, nodes_needed = function(name, axis, amount) return check_region(name) * 2 end, func = function(name, axis, amount) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) amount = amount * sign end local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count = worldedit.move(pos1, pos2, axis, amount) pos1[axis] = pos1[axis] + amount pos2[axis] = pos2[axis] + amount worldedit.marker_update(name) worldedit.player_notify(name, S("@1 nodes moved", count)) end, }) worldedit.register_command("stack", { params = "x/y/z/? ", description = S("Stack the current WorldEdit region along the given axis times"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$") if found == nil then return false end return true, axis, tonumber(repetitions) end, nodes_needed = function(name, axis, repetitions) return check_region(name) * math.abs(repetitions) end, func = function(name, axis, repetitions) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) repetitions = repetitions * sign end local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count = worldedit.volume(pos1, pos2) * math.abs(repetitions) worldedit.stack(pos1, pos2, axis, repetitions, function() worldedit.player_notify(name, S("@1 nodes stacked", count)) end) end, }) worldedit.register_command("stack2", { params = " ", description = S("Stack the current WorldEdit region times by offset , , "), privs = {worldedit=true}, require_pos = 2, parse = function(param) local repetitions, incs = param:match("(%d+)%s*(.+)") if repetitions == nil then return false, S("invalid count: @1", param) end local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)") if x == nil then return false, S("invalid increments: @1", param) end return true, tonumber(repetitions), vector.new(tonumber(x), tonumber(y), tonumber(z)) end, nodes_needed = function(name, repetitions, offset) return check_region(name) * repetitions end, func = function(name, repetitions, offset) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count = worldedit.volume(pos1, pos2) * repetitions worldedit.stack2(pos1, pos2, offset, repetitions, function() worldedit.player_notify(name, S("@1 nodes stacked", count)) end) end, }) worldedit.register_command("stretch", { params = " ", description = S("Scale the current WorldEdit positions and region by a factor of , , along the X, Y, and Z axes, repectively, with position 1 as the origin"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$") if found == nil then return false end stretchx, stretchy, stretchz = tonumber(stretchx), tonumber(stretchy), tonumber(stretchz) if stretchx == 0 or stretchy == 0 or stretchz == 0 then return false, S("invalid scaling factors: @1", param) end return true, stretchx, stretchy, stretchz end, nodes_needed = function(name, stretchx, stretchy, stretchz) return check_region(name) * stretchx * stretchy * stretchz end, func = function(name, stretchx, stretchy, stretchz) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz) --reset markers to scaled positions worldedit.pos1[name] = pos1 worldedit.pos2[name] = pos2 worldedit.marker_update(name) worldedit.player_notify(name, S("@1 nodes stretched", count)) end, }) worldedit.register_command("transpose", { params = "x/y/z/? x/y/z/?", description = S("Transpose the current WorldEdit region along the given axes"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$") if found == nil then return false elseif axis1 == axis2 then return false, S("invalid usage: axes must be different") end return true, axis1, axis2 end, nodes_needed = check_region, func = function(name, axis1, axis2) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] if axis1 == "?" then axis1 = worldedit.player_axis(name) end if axis2 == "?" then axis2 = worldedit.player_axis(name) end local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2) --reset markers to transposed positions worldedit.pos1[name] = pos1 worldedit.pos2[name] = pos2 worldedit.marker_update(name) worldedit.player_notify(name, S("@1 nodes transposed", count)) end, }) worldedit.register_command("flip", { params = "x/y/z/?", description = S("Flip the current WorldEdit region along the given axis"), privs = {worldedit=true}, require_pos = 2, parse = function(param) if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then return false end return true, param end, nodes_needed = check_region, func = function(name, param) if param == "?" then param = worldedit.player_axis(name) end local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param) worldedit.player_notify(name, S("@1 nodes flipped", count)) end, }) worldedit.register_command("rotate", { params = "x/y/z/? ", description = S("Rotate the current WorldEdit region around the given axis by angle (90 degree increment)"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$") if found == nil then return false end angle = tonumber(angle) if angle % 90 ~= 0 or angle % 360 == 0 then return false, S("invalid usage: angle must be multiple of 90") end return true, axis, angle end, nodes_needed = check_region, func = function(name, axis, angle) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] if axis == "?" then axis = worldedit.player_axis(name) end local count, pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle) --reset markers to rotated positions worldedit.pos1[name] = pos1 worldedit.pos2[name] = pos2 worldedit.marker_update(name) worldedit.player_notify(name, S("@1 nodes rotated", count)) end, }) worldedit.register_command("orient", { params = "", description = S("Rotate oriented nodes in the current WorldEdit region around the Y axis by angle (90 degree increment)"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, angle = param:find("^([+-]?%d+)$") if found == nil then return false end angle = tonumber(angle) if angle % 90 ~= 0 then return false, S("invalid usage: angle must be multiple of 90") end return true, angle end, nodes_needed = check_region, func = function(name, angle) local count = worldedit.orient(worldedit.pos1[name], worldedit.pos2[name], angle) worldedit.player_notify(name, S("@1 nodes oriented", count)) end, }) worldedit.register_command("fixlight", { params = "", description = S("Fix the lighting in the current WorldEdit region"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) local count = worldedit.fixlight(worldedit.pos1[name], worldedit.pos2[name]) worldedit.player_notify(name, S("@1 nodes updated", count)) end, }) worldedit.register_command("drain", { params = "", description = S("Remove any fluid node within the current WorldEdit region"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) -- TODO: make an API function for this local count = 0 local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name]) local get_node, remove_node = minetest.get_node, minetest.remove_node for x = pos1.x, pos2.x do for y = pos1.y, pos2.y do for z = pos1.z, pos2.z do local p = vector.new(x, y, z) local n = get_node(p).name local d = minetest.registered_nodes[n] if d ~= nil and (d.drawtype == "liquid" or d.drawtype == "flowingliquid") then remove_node(p) count = count + 1 end end end end worldedit.player_notify(name, S("@1 nodes updated", count)) end, }) local clearcut_cache local function clearcut(pos1, pos2) -- decide which nodes we consider plants if clearcut_cache == nil then clearcut_cache = {} for name, def in pairs(minetest.registered_nodes) do local groups = def.groups or {} if ( -- the groups say so groups.flower or groups.grass or groups.flora or groups.plant or groups.leaves or groups.tree or groups.leafdecay or groups.sapling or -- drawtype heuristic (def.is_ground_content and def.buildable_to and (def.sunlight_propagates or not def.walkable) and def.drawtype == "plantlike") or -- if it's flammable, it probably needs to go too (def.is_ground_content and not def.walkable and groups.flammable) ) then clearcut_cache[name] = true end end end local plants = clearcut_cache local count = 0 local prev, any local get_node, remove_node = minetest.get_node, minetest.remove_node for x = pos1.x, pos2.x do for z = pos1.z, pos2.z do prev = false any = false -- first pass: remove floating nodes that would be left over for y = pos1.y, pos2.y do local pos = vector.new(x, y, z) local n = get_node(pos).name if plants[n] then prev = true any = true elseif prev then local def = minetest.registered_nodes[n] or {} local groups = def.groups or {} if groups.attached_node or (def.buildable_to and groups.falling_node) then remove_node(pos) count = count + 1 else prev = false end end end -- second pass: remove plants, top-to-bottom to avoid item drops if any then for y = pos2.y, pos1.y, -1 do local pos = vector.new(x, y, z) local n = get_node(pos).name if plants[n] then remove_node(pos) count = count + 1 end end end end end return count end worldedit.register_command("clearcut", { params = "", description = S("Remove any plant, tree or foliage-like nodes in the selected region"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) local pos1, pos2 = worldedit.sort_pos(worldedit.pos1[name], worldedit.pos2[name]) local count = clearcut(pos1, pos2) worldedit.player_notify(name, S("@1 nodes removed", count)) end, }) worldedit.register_command("hide", { params = "", description = S("Hide all nodes in the current WorldEdit region non-destructively"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) local count = worldedit.hide(worldedit.pos1[name], worldedit.pos2[name]) worldedit.player_notify(name, S("@1 nodes hidden", count)) end, }) worldedit.register_command("suppress", { params = "", description = S("Suppress all in the current WorldEdit region non-destructively"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local node = worldedit.normalize_nodename(param) if not node then return false, S("invalid node name: @1", param) end return true, node end, nodes_needed = check_region, func = function(name, node) local count = worldedit.suppress(worldedit.pos1[name], worldedit.pos2[name], node) worldedit.player_notify(name, S("@1 nodes suppressed", count)) end, }) worldedit.register_command("highlight", { params = "", description = S("Highlight in the current WorldEdit region by hiding everything else non-destructively"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local node = worldedit.normalize_nodename(param) if not node then return false, S("invalid node name: @1", param) end return true, node end, nodes_needed = check_region, func = function(name, node) local count = worldedit.highlight(worldedit.pos1[name], worldedit.pos2[name], node) worldedit.player_notify(name, S("@1 nodes highlighted", count)) end, }) worldedit.register_command("restore", { params = "", description = S("Restores nodes hidden with WorldEdit in the current WorldEdit region"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) local count = worldedit.restore(worldedit.pos1[name], worldedit.pos2[name]) worldedit.player_notify(name, S("@1 nodes restored", count)) end, }) local function detect_misaligned_schematic(name, pos1, pos2) pos1 = 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, S("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 = "", description = S("Save the current WorldEdit region to \"(world folder)/schems/.we\""), privs = {worldedit=true}, require_pos = 2, parse = function(param) if param == "" then return false end if not check_filename(param) then return false, S("Disallowed file name: @1", param) end return true, param end, nodes_needed = check_region, 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 minetest.mkdir(path) local filename = path .. "/" .. param .. ".we" local file, err = io.open(filename, "wb") if err ~= nil then worldedit.player_notify(name, S("Could not save file to \"@1\"", filename)) return end file:write(result) file:flush() file:close() worldedit.player_notify(name, S("@1 nodes saved", count)) end, }) worldedit.register_command("allocate", { params = "", description = S("Set the region defined by nodes from \"(world folder)/schems/.we\" as the current WorldEdit region"), privs = {worldedit=true}, require_pos = 1, parse = function(param) if param == "" then return false end if not check_filename(param) then return false, S("Disallowed file name: @1", param) end return true, param end, func = function(name, param) local pos = worldedit.pos1[name] local value = open_schematic(name, param) if not value then return false end local nodepos1, nodepos2, count = worldedit.allocate(pos, value) if not nodepos1 then worldedit.player_notify(name, S("Schematic empty, nothing allocated")) return false end worldedit.pos1[name] = nodepos1 worldedit.pos2[name] = nodepos2 worldedit.marker_update(name) worldedit.player_notify(name, S("@1 nodes allocated", count)) end, }) worldedit.register_command("load", { params = "", description = S("Load nodes from \"(world folder)/schems/[.we[m]]\" with position 1 of the current WorldEdit region as the origin"), privs = {worldedit=true}, require_pos = 1, parse = function(param) if param == "" then return false end if not check_filename(param) then return false, S("Disallowed file name: @1", param) end return true, param end, func = function(name, param) local pos = worldedit.pos1[name] local value = open_schematic(name, param) if not value then return false end local count = worldedit.deserialize(pos, value) if count == nil then worldedit.player_notify(name, S("Loading failed!")) return false end worldedit.player_notify(name, S("@1 nodes loaded", count)) end, }) worldedit.register_command("lua", { params = "", description = S("Executes as a Lua chunk in the global namespace"), privs = {worldedit=true, server=true}, parse = function(param) return true, param end, func = function(name, param) local err = worldedit.lua(param) if err then worldedit.player_notify(name, "code error: " .. err) minetest.log("action", name.." tried to execute "..param) else worldedit.player_notify(name, "code successfully executed", false) minetest.log("action", name.." executed "..param) end end, }) worldedit.register_command("luatransform", { params = "", description = S("Executes as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region"), privs = {worldedit=true, server=true}, require_pos = 2, parse = function(param) return true, param end, nodes_needed = check_region, func = function(name, param) local err = worldedit.luatransform(worldedit.pos1[name], worldedit.pos2[name], param) if err then worldedit.player_notify(name, "code error: " .. err, false) minetest.log("action", name.." tried to execute luatransform "..param) else worldedit.player_notify(name, "code successfully executed", false) minetest.log("action", name.." executed luatransform "..param) end end, }) worldedit.register_command("mtschemcreate", { params = "", description = S("Save the current WorldEdit region using the Minetest ".. "Schematic format to \"(world folder)/schems/.mts\""), privs = {worldedit=true}, require_pos = 2, parse = function(param) if param == "" then return false end if not check_filename(param) then return false, S("Disallowed file name: @1", param) end return true, param end, nodes_needed = check_region, func = function(name, param) local path = minetest.get_worldpath() .. "/schems" -- Create directory if it does not already exist minetest.mkdir(path) local filename = path .. "/" .. param .. ".mts" local ret = minetest.create_schematic(worldedit.pos1[name], worldedit.pos2[name], worldedit.prob_list[name], filename) if ret == nil then worldedit.player_notify(name, S("Failed to create Minetest schematic")) else worldedit.player_notify(name, S("Saved Minetest schematic to @1", param)) end worldedit.prob_list[name] = {} end, }) worldedit.register_command("mtschemplace", { params = "", description = S("Load nodes from \"(world folder)/schems/.mts\" with position 1 of the current WorldEdit region as the origin"), privs = {worldedit=true}, require_pos = 1, parse = function(param) if param == "" then return false end if not check_filename(param) then return false, S("Disallowed file name: @1", param) end return true, param end, func = function(name, param) local pos = worldedit.pos1[name] local path = minetest.get_worldpath() .. "/schems/" .. param .. ".mts" if minetest.place_schematic(pos, path) == nil then worldedit.player_notify(name, S("failed to place Minetest schematic")) else worldedit.player_notify(name, S("placed Minetest schematic @1 at @2", param, minetest.pos_to_string(pos))) end end, }) worldedit.register_command("mtschemprob", { params = "start/finish/get", description = S("Begins node probability entry for Minetest schematics, gets the nodes that have probabilities set, or ends node probability entry"), privs = {worldedit=true}, parse = function(param) if param ~= "start" and param ~= "finish" and param ~= "get" then return false, S("unknown subcommand: @1", param) end return true, param end, func = function(name, param) if param == "start" then --start probability setting worldedit.set_pos[name] = "prob" worldedit.prob_list[name] = {} worldedit.player_notify(name, S("select Minetest schematic probability values by punching nodes")) elseif param == "finish" then --finish probability setting worldedit.set_pos[name] = nil worldedit.player_notify(name, S("finished Minetest schematic probability selection")) elseif param == "get" then --get all nodes that had probabilities set on them local text = "" local problist = worldedit.prob_list[name] if problist == nil then return end for k,v in pairs(problist) do local prob = math.floor(((v.prob / 256) * 100) * 100 + 0.5) / 100 text = text .. minetest.pos_to_string(v.pos) .. ": " .. prob .. "% | " end worldedit.player_notify(name, S("currently set node probabilities:")) worldedit.player_notify(name, text) end end, }) minetest.register_on_player_receive_fields(function(player, formname, fields) if formname == "prob_val_enter" then local name = player:get_player_name() local problist = worldedit.prob_list[name] if problist == nil then return end local e = {pos=worldedit.prob_pos[name], prob=tonumber(fields.text)} if e.pos == nil or e.prob == nil or e.prob < 0 or e.prob > 256 then worldedit.player_notify(name, S("invalid node probability given, not saved")) return end problist[#problist+1] = e end end) worldedit.register_command("clearobjects", { params = "", description = S("Clears all objects within the WorldEdit region"), privs = {worldedit=true}, require_pos = 2, nodes_needed = check_region, func = function(name) local count = worldedit.clear_objects(worldedit.pos1[name], worldedit.pos2[name]) worldedit.player_notify(name, S("@1 objects cleared", count)) end, })