worldedit = worldedit or {} local minetest = minetest --local copy of global --modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions worldedit.sort_pos = function(pos1, pos2) pos1 = {x=pos1.x, y=pos1.y, z=pos1.z} pos2 = {x=pos2.x, y=pos2.y, z=pos2.z} if pos1.x > pos2.x then pos2.x, pos1.x = pos1.x, pos2.x end if pos1.y > pos2.y then pos2.y, pos1.y = pos1.y, pos2.y end if pos1.z > pos2.z then pos2.z, pos1.z = pos1.z, pos2.z end return pos1, pos2 end --determines the version of serialized data `value`, returning the version as a positive integer or 0 for unknown versions worldedit.valueversion = function(value) if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format return 3 elseif value:find("^[^\"']+%{%d+%}") then if value:find("%[\"meta\"%]") then --previous meta flat table format return 2 end return 1 --original flat table format elseif value:find("%{") then --current nested table format return 4 end return 0 --unknown format end --converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized worldedit.serialize = function(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local pos = {x=pos1.x, y=0, z=0} local count = 0 local result = {} local get_node, get_meta = minetest.get_node, minetest.get_meta while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local node = get_node(pos) if node.name ~= "air" and node.name ~= "ignore" then count = count + 1 local meta = get_meta(pos):to_table() --convert metadata itemstacks to itemstrings for name, inventory in pairs(meta.inventory) do for index, stack in ipairs(inventory) do inventory[index] = stack.to_string and stack:to_string() or stack end end result[count] = { x = pos.x - pos1.x, y = pos.y - pos1.y, z = pos.z - pos1.z, name = node.name, param1 = node.param1, param2 = node.param2, meta = meta, } end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end result = minetest.serialize(result) --convert entries to a string return result, count end --determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`, returning the two corner positions and the number of nodes --contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) worldedit.allocate = function(originpos, value) local huge = math.huge local pos1x, pos1y, pos1z = huge, huge, huge local pos2x, pos2y, pos2z = -huge, -huge, -huge local originx, originy, originz = originpos.x, originpos.y, originpos.z local count = 0 local version = worldedit.valueversion(value) if version == 1 or version == 2 then --flat table format --obtain the node table local get_tables = loadstring(value) if get_tables then --error loading value return originpos, originpos, count end local tables = get_tables() --transform the node table into an array of nodes for i = 1, #tables do for j, v in pairs(tables[i]) do if type(v) == "table" then tables[i][j] = tables[v[1]] end end end local nodes = tables[1] --check the node array count = #nodes if version == 1 then --original flat table format for index = 1, count do local entry = nodes[index] local pos = entry[1] local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end else --previous meta flat table format for index = 1, count do local entry = nodes[index] local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end end elseif version == 3 then --previous list format for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end count = count + 1 end elseif version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT count = #nodes for index = 1, count do local entry = nodes[index] x, y, z = originx + entry.x, originy + entry.y, originz + entry.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end end local pos1 = {x=pos1x, y=pos1y, z=pos1z} local pos2 = {x=pos2x, y=pos2y, z=pos2z} return pos1, pos2, count end --loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized --contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) worldedit.deserialize = function(originpos, value) --make area stay loaded local pos1, pos2 = worldedit.allocate(originpos, value) local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local originx, originy, originz = originpos.x, originpos.y, originpos.z local count = 0 local add_node, get_meta = minetest.add_node, minetest.get_meta local version = worldedit.valueversion(value) if version == 1 or version == 2 then --original flat table format --obtain the node table local get_tables = loadstring(value) if not get_tables then --error loading value return count end local tables = get_tables() --transform the node table into an array of nodes for i = 1, #tables do for j, v in pairs(tables[i]) do if type(v) == "table" then tables[i][j] = tables[v[1]] end end end local nodes = tables[1] --load the node array count = #nodes if version == 1 then --original flat table format for index = 1, count do local entry = nodes[index] local pos = entry[1] pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z add_node(pos, entry[2]) end else --previous meta flat table format for index = 1, #nodes do local entry = nodes[index] entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z add_node(entry, entry) --entry acts both as position and as node get_meta(entry):from_table(entry.meta) end end elseif version == 3 then --previous list format local pos = {x=0, y=0, z=0} local node = {name="", param1=0, param2=0} for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) node.name, node.param1, node.param2 = name, param1, param2 add_node(pos, node) count = count + 1 end elseif version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT --load the nodes count = #nodes for index = 1, count do local entry = nodes[index] entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z add_node(entry, entry) --entry acts both as position and as node end --load the metadata for index = 1, count do local entry = nodes[index] get_meta(entry):from_table(entry.meta) end end return count end -- create a copy of a node added by worldedit.deserializeAligned, then rotate it and replace the original with the correctly aligned copy -- hopefully this function is not required, but is included as it may aid/improve backward compatibility if worldedit.getNewRotation doesn't work properly worldedit.screwdriver_handler = function(pos, axisChange) -- This function is hopefully not needed, but is included just in case (for old file formats) -- the basis of this is the minetest screwdriver function -- it would probably if axisChange == "Z" then return end -- create a copy of the node local nodeRot = minetest.get_node({x=pos.x, y=pos.y, z=pos.z}) -- Get ready to set the param2 local n = nodeRot.param2 -- screwdriver uses axis direction. not sure why, but leave it there just in case... local axisdir = math.floor(n / 4) local rotation = n - axisdir * 4 -- screwdriver uses a separate function rather than modulus. Not sure why, but this seems to work if axisChange == "X" then n = axisdir * 4 + ((rotation + 1) % 4) elseif axisChange == "z" then n = axisdir * 4 + ((rotation + 2) % 4) elseif axisChange == "x" then n = axisdir * 4 + ((rotation + 3) % 4) else n = axisdir * 4 end -- now replace the node with the copied one nodeRot.param2 = n minetest.swap_node({x=pos.x, y=pos.y, z=pos.z}, nodeRot) end -- return the correct orientation for a node within a region being loaded by worldedit.deserializeAligned worldedit.getNewRotation = function(param2, axisChange) -- the basis of this is the minetest screwdriver function if axisChange == "Z" then return param2 end -- screwdriver uses axisdir. not sure why, but leave it there just in case... local axisdir = math.floor(param2 / 4) local rotation = param2 - axisdir * 4 -- screwdriver uses a separate function rather than modulus. Not sure why, but modulus seems to work without the extra call if axisChange == "X" then param2 = axisdir * 4 + ((rotation + 1) % 4) elseif axisChange == "z" then param2 = axisdir * 4 + ((rotation + 2) % 4) elseif axisChange == "x" then param2 = axisdir * 4 + ((rotation + 3) % 4) end -- now return the new param2 return param2 end -- returns true if mod is known, else false. Accepts either a mod, or a mod:node worldedit.knownMod = function(modName, missingMods) local colonLoc = string.find(modName, ":") if colonLoc ~= nil then modName = modName:sub(0,colonLoc-1) end if not string.find(missingMods, (modName.. ";")) then if not minetest.get_modpath(modName) then missingMods = missingMods.. modName.. "; " print("unknown mod: ".. modName) return false, missingMods else return true, missingMods end else return false, missingMods end end worldedit.minmax = function(posToCheck,posMin,posMax) if posToCheck.x < posMin.x then posMin.x = posToCheck.x end if posToCheck.y < posMin.y then posMin.y = posToCheck.y end if posToCheck.z < posMin.z then posMin.z = posToCheck.z end if posToCheck.x > posMax.x then posMax.x = posToCheck.x end if posToCheck.y > posMax.y then posMax.y = posToCheck.y end if posToCheck.z > posMax.z then posMax.z = posToCheck.z end return posMin, posMax end --loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized, and locations -- it is essentially an enhancement of worldedit.load with the addition of aligning load to a particular axis, tracking missingmods -- not attempting (and failing) to add nodes to unknown mods, monitoring the bounds of the load region -- Use .deserializeAlign to replace .deserialize by running with axis="Z":- --worldedit.deserialize = function(originpos, value) -- count = worldedit.deserializeAlign(originpos, value, "Z", false) -- return count --end -- Use .deserializeAlign to replace .allocate by running with axis="Z" and runTest=true (as is done internally) --worldedit.allocate(originpos, value) -- count, posMin, posMax, unknownModCnt, missingMods = worldedit.deserializeAlign(originpos, value, "Z", true) -- return posMin, posMax, count --end --contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) worldedit.deserializeAlign = function(originpos, value, axis, runTest) local huge = math.huge local posMin = {x=huge, y=huge, z=huge} local posMax = {x=-huge, y=-huge, z=-huge} local count = 0 if not runTest then --make area stay loaded -- loop deserializeAlign once to identify posMin and posMax for loading (and holding) the region with voxel_manip local count, posMin, posMax = worldedit.deserializeAlign(originpos, value, axis, true) local manip = minetest.get_voxel_manip() manip:read_from_map(posMin, posMax) end local add_node, get_meta = minetest.add_node, minetest.get_meta local version = worldedit.valueversion(value) local unknownModCnt = 0 local missingMods = "" -- print ("Debug info deserializeAligned: version: ".. version) -- minetest.chat_send_all("Debug info deserializeAligned: version: ".. version) if version == 1 or version == 2 then --original flat table format --obtain the node table local get_tables = loadstring(value) if not get_tables then --error loading value return count end local tables = get_tables() --transform the node table into an array of nodes for i = 1, #tables do for j, v in pairs(tables[i]) do if type(v) == "table" then tables[i][j] = tables[v[1]] end end end local nodes = tables[1] --load the node array count = #nodes if version == 1 then --original flat table format print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 1") for index = 1, count do local entry = nodes[index] local pos = entry[1] if axis == "x" then pos.x, pos.y, pos.z = originpos.x + pos.z, originpos.y - pos.y, originpos.z - pos.x elseif axis == "X" then pos.x, pos.y, pos.z = originpos.x - pos.z, originpos.y - pos.y, originpos.z + pos.x elseif axis == "z" then pos.x, pos.y, pos.z = originpos.x + pos.x, originpos.y - pos.y, originpos.z + pos.z elseif axis == "Z" then pos.x, pos.y, pos.z = originpos.x - pos.x, originpos.y - pos.y, originpos.z - pos.z end -- pos.x, pos.y, pos.z = originpos.x - pos.x, originpos.y - pos.y, originpos.z - pos.z posMin,posMax = worldedit.minmax(pos,posMin,posMax) -- update max and min positions entry[2].param2 = worldedit.getNewRotation(entry[2].param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load -- this has only been tested to work with version == 4 -- I'm not sure of the format, so if it wouldn't work then disable and -- enable the worldedit.screwdriver_handler after the node has been added knownMod, missingMods = worldedit.knownMod(entry[2].name, missingMods) if knownMod then if not runTest then add_node(pos, entry[2]) end else unknownModCnt = unknownModCnt +1 end -- worldedit.screwdriver_handler({x=pos.x, y=pos.y, z=pos.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format) end else --previous meta flat table format print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 2") for index = 1, #nodes do local entry = nodes[index] if axis == "x" then entry.x, entry.y, entry.z = originpos.x - entry.z, originpos.y + entry.y, originpos.z + entry.x elseif axis == "X" then entry.x, entry.y, entry.z = originpos.x + entry.z, originpos.y + entry.y, originpos.z - entry.x elseif axis == "z" then entry.x, entry.y, entry.z = originpos.x - entry.x, originpos.y + entry.y, originpos.z - entry.z elseif axis == "Z" then entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z end -- entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z posMin,posMax = worldedit.minmax(entry,posMin,posMax) -- update max and min positions entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load -- this has only been tested to work with version == 4 -- I'm not sure of the format, so if it wouldn't work then disable and -- enable the worldedit.screwdriver_handler after the node has been added knownMod, missingMods = worldedit.knownMod(entry.name, missingMods) if knownMod then if not runTest then add_node(entry, entry) end --entry acts both as position and as node else unknownModCnt = unknownModCnt +1 end -- worldedit.screwdriver_handler({x=entry.x, y=entry.y, z=entry.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format) get_meta(entry):from_table(entry.meta) end end elseif version == 3 then --previous list format print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 3") local pos = {x=0, y=0, z=0} local node = {name="", param1=0, param2=0} for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries if axis == "x" then pos.x, pos.y, pos.z = originpos.x - tonumber(z), originpos.y + tonumber(y), originpos.z + tonumber(x) elseif axis == "X" then pos.x, pos.y, pos.z = originpos.x + tonumber(z), originpos.y + tonumber(y), originpos.z - tonumber(x) elseif axis == "z" then pos.x, pos.y, pos.z = originpos.x - tonumber(x), originpos.y + tonumber(y), originpos.z - tonumber(z) elseif axis == "z" then pos.x, pos.y, pos.z = originpos.x + tonumber(x), originpos.y + tonumber(y), originpos.z + tonumber(z) end -- pos.x, pos.y, pos.z = originpos.x + tonumber(x), originpos.y + tonumber(y), originpos.z + tonumber(z) node.name, node.param1, node.param2 = name, param1, param2 posMin,posMax = worldedit.minmax(pos,posMin,posMax) -- update max and min positions node.param2 = worldedit.getNewRotation(node.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load -- this has only been tested to work with version == 4 -- I'm not sure of the format, so if it wouldn't work then disable and -- enable the worldedit.screwdriver_handler after the node has been added knownMod, missingMods = worldedit.knownMod(node.name, missingMods) if knownMod then if not runTest then add_node(pos, node) end else unknownModCnt = unknownModCnt +1 end -- worldedit.screwdriver_handler({x=pos.x, y=pos.y, z=pos.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format) count = count + 1 end elseif version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} -- loop through the loaded file, and save each piece of node information to the node table while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT --load the nodes count = #nodes for index = 1, count do local entry = nodes[index] print("Node: name: ".. entry.name) if axis == "x" then entry.x, entry.y, entry.z = originpos.x - entry.z, originpos.y + entry.y, originpos.z + entry.x elseif axis == "X" then entry.x, entry.y, entry.z = originpos.x + entry.z, originpos.y + entry.y, originpos.z - entry.x elseif axis == "z" then entry.x, entry.y, entry.z = originpos.x - entry.x, originpos.y + entry.y, originpos.z - entry.z elseif axis == "Z" then entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z end -- entry.x, entry.y, entry.z = originpos.x + entry.x, originpos.y + entry.y, originpos.z + entry.z posMin,posMax = worldedit.minmax(entry,posMin,posMax) -- update max and min positions entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load knownMod, missingMods = worldedit.knownMod(entry.name, missingMods) if knownMod then if not runTest then add_node(entry, entry) end --entry acts both as position and as node else unknownModCnt = unknownModCnt +1 end end --load the metadata for index = 1, count do local entry = nodes[index] get_meta(entry):from_table(entry.meta) end end -- Correct pos1 and pos2 location so markers appear as they would have without rotation (ie when saved with corrected origin) if axis == "x" then posMin.x, posMax.x = posMax.x, posMin.x elseif axis == "X" then posMin.z, posMax.z = posMax.z, posMin.z elseif axis == "z" then posMin.x, posMax.x = posMax.x, posMin.x posMin.z, posMax.z = posMax.z, posMin.z end return count, posMin, posMax, unknownModCnt, missingMods end