local S = minetest.get_translator("worldedit_commands") local function check_region(name) return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name]) end worldedit.register_command("copy", { params = "x/y/z/? ", description = S("Copy the current WorldEdit region along the given axis by nodes"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$") if found == nil then return false end return true, axis, tonumber(amount) end, nodes_needed = function(name, axis, amount) return check_region(name) * 2 end, func = function(name, axis, amount) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) amount = amount * sign end local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount) worldedit.player_notify(name, S("@1 nodes copied", count)) end, }) worldedit.register_command("move", { params = "x/y/z/? ", description = S("Move the current WorldEdit region along the given axis by nodes"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$") 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"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$") if found == nil then return false end return true, axis, tonumber(repetitions) end, nodes_needed = function(name, axis, repetitions) return check_region(name) * math.abs(repetitions) end, func = function(name, axis, repetitions) if axis == "?" then local sign axis, sign = worldedit.player_axis(name) repetitions = repetitions * sign end local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count = worldedit.volume(pos1, pos2) * math.abs(repetitions) worldedit.stack(pos1, pos2, axis, repetitions, function() worldedit.player_notify(name, S("@1 nodes stacked", count)) end) end, }) worldedit.register_command("stack2", { params = " ", description = S("Stack the current WorldEdit region times by offset , , "), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local repetitions, incs = param:match("(%d+)%s*(.+)") if repetitions == nil then return false, S("invalid count: @1", param) end local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)") if x == nil then return false, S("invalid increments: @1", param) end return true, tonumber(repetitions), vector.new(tonumber(x), tonumber(y), tonumber(z)) end, nodes_needed = function(name, repetitions, offset) return check_region(name) * repetitions end, func = function(name, repetitions, offset) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] local count = worldedit.volume(pos1, pos2) * repetitions worldedit.stack2(pos1, pos2, offset, repetitions, function() worldedit.player_notify(name, S("@1 nodes stacked", count)) end) end, }) worldedit.register_command("stretch", { params = " ", description = S("Scale the current WorldEdit positions and region by a factor of , , along the X, Y, and Z axes, repectively, with position 1 as the origin"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$") 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"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$") if found == nil then return false elseif axis1 == axis2 then return false, S("invalid usage: axes must be different") end return true, axis1, axis2 end, nodes_needed = check_region, func = function(name, axis1, axis2) local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name] if axis1 == "?" then axis1 = worldedit.player_axis(name) end if axis2 == "?" then axis2 = worldedit.player_axis(name) end local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2) --reset markers to transposed positions worldedit.pos1[name] = pos1 worldedit.pos2[name] = pos2 worldedit.marker_update(name) worldedit.player_notify(name, S("@1 nodes transposed", count)) end, }) worldedit.register_command("flip", { params = "x/y/z/?", description = S("Flip the current WorldEdit region along the given axis"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then return false end return true, param end, nodes_needed = check_region, func = function(name, param) if param == "?" then param = worldedit.player_axis(name) end local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param) worldedit.player_notify(name, S("@1 nodes flipped", count)) end, }) worldedit.register_command("rotate", { params = "x/y/z/? ", description = S("Rotate the current WorldEdit region around the given axis by angle (90 degree increment)"), category = S("Transformations"), privs = {worldedit=true}, require_pos = 2, parse = function(param) local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$") 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)"), category = S("Transformations"), 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, })