--- Lua code execution functions. -- @module worldedit.code --- Executes `code` as a Lua chunk in the global namespace. -- @return An error message if the code fails, or nil on success. function worldedit.lua(code, name) if string.sub(code,1,1)=="=" then code="return "..string.sub(code,2) end local factory, err = loadstring("return function(p) " .. code .. " end") if not factory then -- Syntax error return false, err end local func=factory() local player=minetest.get_player_by_name(name) local p={name=name, player=player} if player then p["pos"]=vector.round(player:get_pos()) end local good, err = pcall(func, p) if good then err=dump(err) end return good, err end --- Executes `code` as a Lua chunk in the global namespace with the variable -- pos available, for each node in a region defined by positions `pos1` and -- `pos2`. -- @return An error message if the code fails, or nil on success. function worldedit.luatransform(pos1, pos2, code) pos1, pos2 = worldedit.sort_pos(pos1, pos2) local factory, err = loadstring("return function(pos) " .. code .. " end") if not factory then -- Syntax error return err end local func = factory() worldedit.keep_loaded(pos1, pos2) local pos = vector.new(pos1.x, 0, 0) 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 good, err = pcall(func, pos) if not good then -- Runtime error return err end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return nil end